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Skyrim Reloaded - SKGE (by Alenet)


Thallassa

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Skyrim Reloaded - SKGE

 

 

DESCRIPTION
Skyrim Reloaded mainly modifies the rendering pipeline, adding new features and providing screen effects not supported in vanilla Skyrim.
This project raises from Oblivion Reloaded, implementing in Skyrim a lot of new features.
Skyrim Reloaded gives the possibility to replace the vanilla shaders and supports several built-in effects, but it has also a custom engine to support any new own effect. Skyrim Reloaded can be called a mod, but it is not a "normal" mod but a real "code patch". It basically upgrades Skyrim to a new version. It works/modifies directly on the Creation Engine, so it is fast, stable and with a very low performance impact (basically nothing).

I understand that a lot of people have been waiting a long time for this.

It appears to be doing the magic through an SKSE dll and a number of shaders. Configurable via ini. ESP and scripts enable a hotkey for screenshots that automatically don't contain the UI. Possibly something else. Full manual is in the download which I haven't read yet :)

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  • 4 weeks later...

Has anyone been running this?  It's getting a lot of love over on Nexus but not much here.

Not lately, I gave it a whirl after the initial release and it offers some very interesting changes.

The problem I saw, and wasn't answered in the forum, was the graphical changes apply even when you have the INI set to disable them. That was a few iterations ago though.

 

There are major issues if the user tries to use this alongside SweetFX or an ENB and doesn't know how to set the INI properly so if it becomes a STEP staple we will need to detail those elements very clearly.

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This isn't something that would be in the STEP main guide. Best for a pack.

Why not?  There isn't anything non-vanilla about it, is there?  I'd think the only question is whether or not it adds value over pre-existing ENB methods.

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Why not?  There isn't anything non-vanilla about it, is there?  I'd think the only question is whether or not it adds value over pre-existing ENB methods.

ENBs are also not in the main STEP guide. It only provides a few configuration instructions for those intending to use an ENB.

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Our setup for ENB is only for the use of the ENBoost feature. The effects from this mod and ENBSeries are outside the scope of STEP. We've played with the idea of having an official Pack which would be for lighting and whatnot, but we need the Pack wiki structure completed before that happens.

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You're (both) right, of course.  I'm asking about this here because most of you, like me, run a modified version of STEP (I assume).  That will usually involve an ENB.  I'm just interested in whether or not this looks to have a place in our *own* "packs".

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You're (both) right, of course.  I'm asking about this here because most of you, like me, run a modified version of STEP (I assume).  That will usually involve an ENB.  I'm just interested in whether or not this looks to have a place in our *own* "packs".

Ah! That is another matter entirely. I haven't tested it. I currently do not run an ENB because I have Vivid Weathers installed in my personal profile. When I do run one it's either ELEP or Vividian ENB - Vanilla Version. With ELEP I simply have a few choice effects enabled and I find that it's all I really need. I don't mind the vanilla "palette" when it's enhanced with better effects and/or weathers.

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