- Special Edition. This was a lot of work and I'm relieved to finally say it's done after 7 months. I hope you all enjoy. One thing to note, you shouldn't update to this release mid-playthrough of the mod. Meaning, if you already started the mod and you want to update to 1.1.0, it's going to cause problems.
- I went through all of the WaAF changes once and posted them to the old bug tracker. A lot of things inside (adjusted weights and prices, most of the damage changes) were not within the scope for USKP (meaning, all of the changes from WaAF were reported, all were looked at by the team and decided upon based on the USKP vision), but those that were, were included.
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Romance of the three kingdoms 13 mods. If the Skyrim mod is packed in BSA format, first unpack the BSA, and then pack the esp file + the loose files into a zip file, as SSE cannot read the Skyrim BSA files Install the mod The mod won't work in SSE right now, but you need to install it in the SSE folders for being able of editing it with the Creation Kit. How to pack.bsa - posted in General Skyrim Support: Hello! Ive heard that packing texture mods into Skyrim - Textures.bsa could reduce the VRAM usage, so I wanted to try that out myself. Now, I have basically everything setup in a /textures/. Folder (original skyrim files overwritten with the texture-packs), (theyve worked in the past, as loose files), but when I pack them with Archive.exe. This is a short video how to show you how to unpack Skyrim BSA files.
Developer | Bethesda Softworks |
---|---|
PC Release Date | 28 October 2016 |
Xbox One Release Date | 28 October 2016 |
PS4 Release Date | 28 October 2016 |
The Elder Scrolls V: Skyrim Special Edition is a remastered version of Skyrim released in October 2016 and only available on PC, Xbox One and PlayStation 4. Special Edition is 64-bit and built on an updated version of the Creation Engine that Bethesda Game Studios used for Fallout 4. The remastered game features high-resolution textures, upgraded graphic effects including new shaders and volumetric god rays, and dynamic field-depth. Skyrim VR is a version based on Special Edition but only supports virtual reality headsets.
Special Edition includes all three official add-ons, Dawnguard, Hearthfire, and Dragonborn. An in-game mod browser is introduced, allowing players to download approved mods from Bethesda.net. This support is extended to players of the console versions for the first time in the series, although PS4 players cannot use mods with custom-made assets. The Creation Club offers paid official add-on content exclusive to the Special Edition.
Special Edition has all the original Patches installed, and there is ongoing patch support with the Special Edition Patch. For updated system requirements, see the official specifications.
- 1Differences from Classic Skyrim
- 2Bug Fixes
- 3Compatibility with Classic Skyrim
Differences from Classic Skyrim[edit]
Gameplay[edit]
- Saved games are now categorized for each character and grouped and displayed separately on the main menu.
- Saving the game in a cell that has an underscore in its EditorID will cause saved games to not be categorized correctly. No such cells are present by default, but may be added by mods.
- Pressing the Esc key on PC now always opens the Journal instead of the System menu, even if this button is not configured to do so.
- Torturer's Hoods are now marked as playable and can be obtained as loot from the Torturer and generic Thief NPCs. They could not be obtained or used in the original release.
- Reverting from Beast Form will automatically reequip the items you were wearing before transformation. In the original release, your character would always be naked after reverting.
- You can no longer see whether you are far away or not from your next skill point on the Vampire Lord skills screen and on the Werewolf skill screen.
- When being arrested and paying a bounty in Winterhold stolen items are now confiscated, though they end up in the evidence chest in Dawnstar.
- Sprinting is now a toggle instead of holding the key
- Vampire attacks on settlements, a feature introduced with Dawnguard, have been permanently disabled.
- Achievements and trophies are tracked separately for Special Edition and do not carry over from the original game.
- Achievements and trophies are disabled when the Special Edition is loaded with mods on both PC and console. However, the use of console commands does not disable them. Mods had no effect on achievement progress on the original release.
- Steam trading card support has been removed.
- Kinect Command support has been removed. Although this feature was present on Xbox 360, it has not been carried over to Xbox One.
- Certain locations such as the Ancestor Glade contain far more harvestable plants.
- Many new spawn points have been added where rabbits may appear. These rabbits will be replaced by hostile BonewolvesCC or ZombiesCC if you have either the Bone Wolf or Plague of the Dead Creations installed, respectively.
Engine[edit]
- Skyrim Special Edition is 64-bit and has been updated to use DirectX 11, giving superior stability and performance compared to the original release. The game can utilize more than 4GB of memory without need for modifications.
- Havok physics and animations have been updated to 64-bit and use a different format to the original release
- Meshes use a different format to the original release
- Special Edition has a native option for borderless windowed mode in launcher settings.
- The game can support vastly more actors on-screen than the original release.
- Alt-Tab performs smoothly with the game and does not cause the visual issues that could occur in the original release.
- Loading screens are now 60 FPS.
- New engine and scripting functionality has been introduced to accommodate Creation Club content.
- A message of the day appears on the main menu advertising Creation Club content (introduced in Patch 1.5).
Graphics[edit]
- Volumetric god-rays have been added
- Screen space ambient occlusion (SSAO) is now supported.
- Rain and snow occlusion is now supported, and is an optional visual setting.
- Flow-based water shaders have been added and enabled for all bodies of water.
- Temporal anti-aliasing support (TSAA) has been added as an alternative visual option to Fast Approximate Anti-Aliasing (FXAA).
- Shadows now display in full resolution, no longer appear blocky or striped, and move smoothly instead of in increments.
- Trees and flora are in higher-resolution.
- The exterior worldspace features vastly more detail, e.g. extra grass, rocks and flora.
- Shoreline wave effects used on Solstheim in Dragonborn are now used across Skyrim's shorelines too.
- Character generation now morphs between face archetypes instead of abruptly changing.
- A subtle sun flare effect has been added to light sources.
- Special Edition has warmer and more colorful visuals compared to the original release.
Audio[edit]
- Audio is severely compressed and consequently much lower quality than in the original release.
Mods[edit]
- Special Edition introduces an in-game mod browser via Bethesda.net. The mod menu, displaying load order and allowing mods to be enabled or disabled, is now accessed from an in-game menu. The launcher mod menu has been removed.
- Mods can be enabled and disabled at any time in-game, though the game will immediately reload all assets.
- Console version players may download approved mods for the first time, though they must have an account at Bethesda.net.
- PS4 support is limited and only allows the use of mods utilizing assets already included within the game. Custom assets are not permitted.
- Xbox One users are limited to using up to 5GB of mods.
- Steam Workshop support has been removed in favor of using Bethesda.net.
- Creation Kit has been updated to 64-bit. The original Creation Kit is not compatible with Special Edition.
- Special Edition ESM and ESP plugins use a slightly different format to the original release. Plugins for the original release need to be updated in Creation Kit 64-bit to work correctly with Special Edition, and assets and archives must be updated to the new formats.
- The ESL format has been introduced for Special Edition with Patch 1.5. It is primarily used for Creation Club content, but can be used for custom mods as well. ESL files do not count towards the 255 plugin limit but do have other limitations.
- A lot of Creation Club content is implemented into the base game at some level, enabling modders to take advantage of certain new scripts and assets. An example of this is the root tunnel tileset from Saints & Seducers, which was added to the base game as a modder's resource.
- As a result of this, some Creation Club-exclusive items can be obtained via console commands without actually owning or installing the relevant Creation. Examples of this are Rot Scale, Screaming Maw, and Thorn Hook.
Bug Fixes[edit]
Several issues from the original release of Skyrim and Dawnguard have been fixed for Special Edition.
Skyrim[edit]
- Fires no longer display a thin black line around them (issue originally introduced with Classic Patch 1.6).
- NPC lip movement is no longer desynchronized with their dialogue.
- Z-fighting issues on mountains in Whiterun Hold have been resolved.
- The Glass Helmet of Resurgence is now properly named and no longer mistakenly called 'Glass Armor of Resurgence'.
- 21 trees and shrubs have had their 3D positions corrected.
- Some textures that had visual issues have been fixed.
Dawnguard[edit]
- The boats at Icewater Jetty no longer overlap.
- Dawnguard.esm no longer strips A Daedra's Best Friend quest of most of its script properties.
- Wolf howl sounds can be heard again (fixed in Patch 1.5.39.)
Creation Kit 64-bit[edit]
- Argonians are now properly displayed in the Creation Kit instead of appearing as disembodied tongues and eyes.
Compatibility with Classic Skyrim[edit]
Save files[edit]
PC players can use unmodified save files from the original game by copying or moving the save file from the Skyrim user folder to the Skyrim Special Edition user folder. Some modded save games may function on Special Edition if all of its mod dependencies are present. If a 'This save relies on content that is no longer present' warning is displayed when loading a modded save from Skyrim on Special Edition, then that save must not be used at all and may crash the game upon attempting to load.
Characters from ported save files will not be displayed separately on the main load menu. This can be fixed by opening the console, typing the command showracemenu
and then immediately saving changes.
Save files from Special Edition cannot be used at all in the classic version of the game.
Mods[edit]
Achievements are disabled when using mods. A warning will be displayed when loading a save with ESP plugins enabled, and future save files will be prefixed with [M]
to denote it as a modded save file.
ESP and ESM files for Special Edition are not compatible with the original release. The game will not launch if a Special Edition plugin or BSA archive is in the Data folder. ESL files are ignored by the classic version of the game as it does not support the format.
Mods for the original release must be updated to function correctly on Special Edition, otherwise they may crash the game. Mods that edit exterior cells with water in them will also need to include additional water flow information to support the new shaders, otherwise water will not be displayed correctly.
Notes[edit]
- The add-ons Fall of the Space Core, Vol 1 and High Resolution Texture Pack are not officially available for Special Edition as Bethesda has not ported them.
- The High Resolution Texture Pack is obsolete as the game comes packaged with higher-quality textures by default.
- Flow-based water shaders and screen space ambient occlusion were originally developed as part of the Game Jam.
Bugs[edit]
- Creep Clusters are misaligned when grown in a plot of Fertile Soil, making it very difficult to harvest them. See this page for tips.
See Also[edit]
- Skyrim VR — a virtual reality version of the Special Edition
A quick guide to using BSAopt and DDSopt to extract loose files from a BSA archive. -- by STEP Team
Guide Forum Thread
This page assumes you have a basic understanding of the mod manager being used. If this is not the case, please read up on either the Wrye Bash Guide or Mod Organizer Guide.
Unpacking BSAs
Both BSAopt and DDSopt are built off of the same architecture, but DDSopt has a different primary purpose: optimizing textures. The difference between the programs is that because DDSopt is primarily used to alter the files it is extracting, it requires an extra step to use purely as an extraction tool. If you don't mind having another application installed, BSAopt is easier to use and doesn't require potential configuration changes every time it's used. Instructions for installation and initial setup of BSAopt are available here, and instructions for setup of DDSopt are found in DDSopt Configuration. Instructions for extracting BSAs using either program are as follows:
- (Optional but recommended for general use) Set BSA archives to be opened with BSAopt or DDSopt by default. This only needs to be done once and then BSAs can be opened by simply double-clicking them.
- Right-click a BSA file and selecting [Open with..].
- Next choose 'Select a program from a list of installed programs' and click [OK].
- Click [Browse..] then find and select 'BSAopt.exe' or 'DDSopt.exe'.
- BSAopt or DDSopt should then appear highlighted in the 'Open with' dialog box. Make sure 'Always use this selected program to open this kind of file' is selected and click [OK]
- Now that the BSA is opened in your program of choice, DDSopt users will need to click the [Ignore] menu on the top bar and select [Don't process any of the known file types at all].
- You must next specify where to extract the files. Generally one would extract the files to the same directory the BSA is located in. To achieve this, all you need to do is type '.' (a singular period without quotes) in the bottom text box. Otherwise, click [Browse] and navigate to the desired directory.
- Click [Unpack] (BSAopt) or [Process] (DDSopt) and another window should appear with two progress bars. Once that disappears the extracted files should appear in the destination folder.
- If using this process during mod installation, rename or delete the source BSA so that the associated ESP doesn't use it and instead relies on the newly extracted loose files.
Mod Organizer Special Instructions
Mod Organizer has a built-in BSA extraction feature. In v0.12 of Mod Organizer it will ask whether you want to extract a BSA when you install a mod with one. When the 'Extract BSA' prompt appears when installing a mod, simply click [Yes]. Deleting the BSA after extraction is a good thing, it forces the associated ESP to rely on the newly extracted loose files.
To extract a BSA that's already installed in MO:
Skyrim Se Bsa Packer
- Open the 'BSAs' tab on the right side of the screen.
- Right-click the BSA you wish to extract and click [Extract..].
- Browse to the desired destination and click [Select Folder].
- Usually you'll want to extract the BSA to the mod's folder. The wizard should open initially to the 'ModOrganizer' directory. The mod folders are found under the 'mods' subfolder, so browse there to find the correct folder.
- Unfortunately using this method doesn't automatically delete the BSA. Instead just deselect the BSA in Mod Organizer, this achieves the same effect.
Using BSA to Identify Redundant ESPs
Mods with resources (e.g. textures and scripts) can use either a BSA or loose files for these resources. If a BSA file is used, then an ESP file is needed so that Skyrim can load the BSA. There are several mods that utilize an ESP only to 'activate' the provided BSA. In these cases, by extracting the BSA into a set of loose files, the ESP will no longer be needed. In order to maximize compatibility and reduce possible engine trouble associated with a high number of ESPs, it is useful to eliminate these files whenever possible. Mod Organizer does this automatically, so those using MO typically do not need to use the following instructions.
To determine whether the ESP in a mod with a BSA is only present so Skyrim will extract the BSA and thus can be safely removed, do the following. Of course, if a mod has more than one ESP then it automatically does not fall under this category. Mod Organizer generally puts a broom icon in the plugins list if the plugin is only present to cause the BSA to be loaded.
- Load the mod into TES5Edit:
- Start TES5Edit.
- When the 'Master/Plugin Selection' window is shown, right-click in the window and click [Select None].
- Scroll through the list and select the mod(s) you are interested in.
- Click [OK] at the bottom of the window.
- TES5Edit will load the mod(s) and any required master files. This process is complete when 'Background Loading finished' appears in the right window.
- Now the mod can be examined:
- Click the [+] box next to the mod name. This will expand the mod information to show what is included in the ESP.
- The first line is 'File Header'. If there are no other lines, the ESP can safely be removed once the BSA is extracted.
Once the mod's BSA is extracted (per the previous tab's instructions), it is safe to delete both the BSA and ESP files and only use the extracted loose files. Note that any mod extracted in this manner should still be installed in the order specified on the STEP Guide.
The STEP guide includes a list of which mods have esp plugins that are redundant.
Creating Optimized Vanilla BSAs
The DDSopt Guide discusses how to optimize the Skyrim textures contained in BSAs and loose files. That guide includes optimization of Skyrim - Textures.bsa, the three High Resolution Texture Pack BSAs (which contain only textures), and the textures contained in ht eaddon DLC BSAs that contain a mixture of textures and other resources (Dawnguard.bsa, Hearthfies.bsa, and Dragonborn.bsa). Skyrim also has 8 other vanilla BSAs that do not contain textures. Prior to Skyrim version 1.8 it was possible to use BSAopt to optimize some of the vanilla BSAs that contain resources other than textures, but with the current version of Skyrim there are all too frequent problems when this is done. The full set of reasons for this are not well understood, but one of the reasons is that Skyrim no longer expects compression on many of the resource types used in Skyrim as discussed in this thread in the STEP forums.
Mod Organizer, the mod manager generally recommended for use with STEP, can automatically extract resources from BSA if necessary so even if it were feasible to optimize the non-texture BSAs it often would not provide any practical advantage. It is usually best to avoid extracting BSAs with a mod manager, particularly with Mod Organizer, since there are some known issues with some mods when this is done.
Using BSAopt to optimize non-texture BSAs is thus not recommended.
Repairing Skyrim files with Steam
Note that the following guidance is not needed when using Mod Organizer since it preserves the vanilla Skyrim files in their default location.
One reason for having copies of the original and any BSAs whose textures are optimized with DDSopt in two folders is to use when there's a corrupted Skyrim game file. If this happens, use Steam to validate the game files in the Skyrim directory. Before using the [Verify integrity of game cache] command in Steam, copy all of the files in the 'Original Vanilla BSAs' folder (or whatever name was used for the folder with copies of the original BSAs) into the Data directory, overwriting any optimized ones. This step is necessary because Steam is going to replace all the game files with their original versions, and if there are different versions of the vanilla BSAs Steam will need to download all the original BSAs from scratch - a slow process if you have a low BW connection. By copying back the original BSAs the Steam validation will typically proceed quickly.
After Steam completes any necessary repairs and validates the game files, it is time to return the optimized BSAs to the 'Data directory'. Copy all 6 of the optimized BSAs from the 'Optimized Vanilla BSAs' folder (or equivalent) into the Data directory, overwriting the 6 original BSAs. Then do the same for any additional vanilla BSAs you have.
BSAopt uses much of the same code as DDSopt, but it has a simpler purpose. Initial configuration of BSAopt is similar to that used for DDSopt.
Setup of BSAopt
To reduce potential issues on Windows OS, the following should be considered:
- The user must have Administrative access on the system (this allows BSAopt settings to be saved for later use),
- Applications installed within User Access Controlled (UAC) directories (e.g., Program Files, Program Files (x86)) may not behave as expected, so consider installing BSAopt and Steam into other directory locations (e.g., C:GamesBSAopt and C:GamesSteam)
- Before using BSAopt the first time make sure that step 1.B. of the current STEP guide has been completed. BSAopt uses a registry value created during this process.
- Make sure the 2012 Visual C++ redistributable from Microsoft is installed on the system; the current 32 bit and 64 bit versions are available here. When using a 64 bit version of windows installing both the 32 and 64 bit versions is recommended.
- Download BSAopt-beta (version 2.0.0) from the Nexus.
- Since BSAopt is completely portable, there is no installer, so extract the files into a folder (e.g., C:GamesDDSopt).
- Create a shortcut to the applicable executable (32-bit or 64-bit, depending on which version of Windows is being used).
- Right click on the shortcut, go to the 'Compatibility' tab, and check the box labeled 'Run this program as an administrator', then click 'Apply' and 'OK'. This ensures that BSAopt is run with administrative privileges so the chosen settings will 'stick' between sessions.
- The first time BSAopt is used, it is suggested that the Game menu selection be set to Automatic.
Using BSAopt
Basic documentation from Ethatron on BSAopt is available here. A useful tutorial on using BSAopt to extract BSAs is found here.
This page describes the format of the BSAs used for the Elder Scrolls games including Skyrim, and this thread in the STEP forums has additional details on the BSA format and the options used in the vanilla Skyrim BSAs. Note that when creating BSAs BSAopt will set the flag for compressed or uncompressed, but it does not set the other flags mentioned in this post. It is not known how Skyrim uses these flags or whether there are problems with BSAs that do not have these flags set to the Bethesda default values for the resource type. Note that vanilla Bethesda BSAs containing multiple resource types (e.g., the DLC BSAs) are always uncompressed. BSAopt does not have an option to enter the types of resources included in a BSA, and if a BSA is going to include any of the resources for which the corresponding Skyrim vanilla BSA is uncompressed, then the BSAoptCompression value must be manually set to 0(off). Any BSA with a single resource type of textures, meshes, or animations resources can be a compressed BSA, but if the BSA includes any other resource type it must be uncompressed. If this is not done then there will be CTDs with Skyrim when these BSAs are used.
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When creating a BSA with resources that include duplicate copies (based on the CRC of the resource) with different file/path names, BSAopt will include all of the file names in the BSA but only one copy of the resource file itself.
When BSAopt starts up it scans the last directory that was used for input. If this directory has a large set of files, it can take BSAopt a long time to complete this scan before it accepts user input. It is recommended that before closing BSAopt the upper (input) Browse window be set to a directory that has few files so the initial scan will be quick. BSAopt can also get into a loop if it failed to load an archive and the user forces BSAopt to close. For advanced users the following tip (taken from a post in the Nexus BSAopt forum) can be used:
BSAopt/DDSopt can be used to create BSAs, but the safest way to create BSAs for Skyrim is to use the Archive.exe program that is loaded into the Skyrim directory when the Creation Kit is installed using Steam. Arthmoor created a useful page Using BAIN and Archive.exe to Package a Skyrim Mod on using Archive.exe that includes examples and screenshots. For older Bethesda games such as Fallout New Vegas, Fallout 3, Oblivion, and Morrowind the FOMM (Fallout Mod Manager program) can be used to create BSAs. The most recent version of FOMM is available here.
The Archive.exe program has a simple GUI. The Root Dir: can be set to Data or to the root directory on one of the system drives (e.g., D:). If RootDir: is set to Data then all the files being added to the BSA must be in the current SkyrimData directory. If RootDir: is set to a root directory then the resource folders being added to the BSA (e.g., the textures folder) need to be in this root directory. Folders and even individual files can be added to the BSA by dragging and dropping them onto the large window in Archive.exe. The files to be included in the BSA should be checked; the Edit menu includes an option to Check All Items which will check all the boxes. When all the files are entered and checked, click on the File menu and select Save As, then enter the name of the new BSA including the '.bsa' extension.
Steam has a capability to install games in multiple directories, and a common use of this is to install most Steam games on a hard disk drive (HDD) and a few games like Skyrim that need faster disk access on a Solid State Drive (SSD). Steam tools, however, are only installed in the main Steam directory (.SteamSteamAppscommonSkyrim) on the HDD. When this happens copy the Creation Kit files that Steam installed in the Skyrim directory in the main Steam directory to the Skyrim directory (.SteamSteamAppscommonSkyrim) on the SSD.
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Installing the Creation Kit
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- Highlight Library in the menu in the upper part of the Steam window by clicking on Library.
- Right-click on Library and select Tools.
- Right Click on Creation Kit in the TOOLS menu and select Properties.
- Select the LOCAL FILES tab and click on the VERIFY INTEGRITY OF TOOL CACHE button.
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Steam will begin downloading and installing the Creation Kit Matchbox twenty north album. in the Skyrim directory, and will provide a notification when this is complete.
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