lStewieAl's Tweaks and Engine Fixes Installation instructions: Main File - Stewie Tweaks Collection of many configurable quality of life improvements and bug fixes. Settings can be further enabled/disabled/tweaked in the new Tweaks section added to the main menu.
Stewie Tweaks Essentials INI Installation instructions: Main File - Stewie Tweaks Essentials INI Preconfigured collection of tweaks, enabling basic quality of life feature, bugfixes and performance patches.
Combat Lag Fix (NVSE) Installation instructions: Main File - Fast Weapon Lag Fix Improves framerate in combat by fixing an engine bug that lowered framerate while attacking an enemy with a health-bar visible.
New Vegas Mesh Improvement Mod Installation instructions: Main File - New Vegas Mesh Improvement Mod Optimizations and fixes for over one thousand meshes throughout the base game and DLCs.
Improved Lighting Shaders Installation instructions: Main File - Improved Lighting Shaders Fixes engine-level lighting bugs and allows for 4x the normal amount of active lights.
It's taken 15 years, but we are finally seeing a Bethesda engine overhaul. Since Oblivion, all of Bethesda's games have been building on the same core engine that has accumulated a whole lot of cruft, with players finding many of the same bugs unfixed in games separated by a decade.
This also explains some of the delay on information of the new games, because the team is also taking the time to finally do a long overdue engine audit and cleaning. When you let things back up like that, it means you need to take more time later, and this is especially the case when your core engine base was two generations back, despite Bethesda rebranding the engine as the Creation Engine with Skyrim, which it undoubtably did have improvements for that, and Fallout 4, but was also showing its issues at points.
When it was announced that Bethesda was continuing to use the same engine with Starfield, and Elder Scrolls VI after the issues with Fallout 76, there was a definite pushback on the idea of the same engine, whether fairly or not. It does seem that regardless Bethesda has taken the hint that it was time to update their tools, and fix some of the legacy problems that have been haunting gamers for a decade and a half.
Published in 1987 by Incentive Software Limited, this revolutionary new engine allowed players to explore a solid 3D graphic environment with complete freedom of movement for the very first time in videogame history.
Our reimplemented engine features graphics using software (TinyGL) or hardware mode (OpenGL) at arbitrary resolution. The initial Driller support is limited to DOS (EGA mode), Amiga and AtariST releases, but we hope to be able to add more soon! Please contact us if you have some other release.
The Creation Engine is a 3D video game engine created by Bethesda Game Studios based on the Gamebryo engine. The Creation Engine has been used to create role-playing video games such as The Elder Scrolls V: Skyrim, Fallout 4, and Fallout 76.
After using the Gamebryo engine to create The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, and Fallout 3, Bethesda decided that Gamebryo's capabilities were becoming too outdated and began work on the Creation Engine for their next game, The Elder Scrolls V: Skyrim, by forking the codebase used for Fallout 3.
Bethesda Game Studios Austin (at the time BattleCry Studios) was tasked with modifying the Creation Engine to support multiplayer content in preparation for the development of Fallout 76 shortly before the release of Fallout 4, while Bethesda Game Studios began development of Starfield and downloadable content for Fallout 4. In conjunction with id Software (a fellow ZeniMax subsidiary), BattleCry attempted to integrate id's Quake netcode into Fallout 4's engine. This was considered a challenge by experts in the online game industry. A primary issue facing the developers was that components of the core engine (dating back to Gamebryo used in The Elder Scrolls III: Morrowind) such as quests or world loading were designed centering on a single player (dubbed "Atlas" by the developers for its role in holding up the fabric of the loaded game world), a paradigm that would need to fundamentally change to allow multiple players spanning multiple worlds.
In addition to the network changes to the engine used in Fallout 4, the Fallout 76 implementation of the engine was described at the game's E3 reveal as having "all new rendering, lighting, and landscape technology". Bethesda Game Studios claims the improvements also allow for a 16× increase in detail and the ability to view unique weather systems occurring at a distance.
Bethesda revealed in June 2021 that they were working on a new iteration of the engine simply called the Creation Engine 2, and that it would power their upcoming games Starfield and The Elder Scrolls VI.
I'm sure you probably could but the dll would need to be doing something a .esp file can reference and I'm pretty sure both of these dlls are only patching engine functions that aren't accessible to begin with.
Yeah you may want to scrap those first two suggestions. Lower Class Architecture Fixes are not direct vanilla replacers. I separated the basement door portions from the meshes and added some wood components to the porch roofs on Lower03. So they are in fact different from the vanilla models. I am planning to incorporate just the bug fixes in an update, but probably not in time for the UOP update.
Morrowind Graphics Extender XE (MGE XE) - HrnchamdIncompatible with OpenMWAllows Morrowind to render distant views, scenery shadows, high quality shaders, UI scaling and other features. Works with the original engine, so can be combined with the Morrowind Code Patch but will not work with OpenMW.Morrowind Script Extender Nightly (MWSE) - NullCascade & MWSE TeamIncompatible with OpenMW, Requires MGE XEMakes additional functions available for use in Morrowind scripts, beyond those provided by Morrowind itself. The Nightly version of MWSE also allows event-driven scripting by means of the Lua scripting language. It overrides the stable release that ships with MGE XE and has its own updater script.
Bethesda is now in control over their own engine, and their engine is notoriously buggy. This leads many people to conclude that Bethesda should throw the whole thing away and start over. People say it in print, they say it in YouTube videos, and they say it often in comments. This is an understandable reaction and I understand why people have it. On the surface, it sounds reasonable: If the engine is full of bugs, then replacing the engine should get rid of the bugs.
The context menus for the column headers and plugins contain a large number of commands, most of which are unlikely to be of use to the average user so are not detailed here. Column Header Context Menu CommandDescription Files..New Bashed Patch...Creates a new Bashed Patch plugin. Useful if you accidentally delete your current one or wish to have more than one. List Mods This lists the load order, including version information, activation status and major load order errors. It can be useful for debugging a broken load order. If the Shift key is held when this command is selected, the CRCs of plugins will also be displayed in the output. If the Ctrl key is held, then the versions of plugins will not be shown in the output. List Bash TagsThis lists all the Bash Tags applied to the plugins in your load order, and where/how the Bash Tags were specified. It can be useful for debugging a broken load order. Auto-GhostThe Oblivion game engine has a bug where it reads all the plugins in the Data folder, and this can affect performance when the number of plugins is around 300+. In Skyrim there is a different problem, namely if you have over 508 mod files in your data directory, the engine just plain refuses to load any of them, active or not (see here: Thrashing, thread #1, post #1). Auto-Ghosting adds a .ghost extension to all inactive plugins automatically to prevent the game engine reading them, and so helping to avoid the performance drop. When a ghosted plugin is activated, the .ghost extension is removed, allowing it to function as normal. Note that most other utilities will not recognise ghosted plugins, so there are options available for individual plugins to control which get ghosted. Bash displays a warning if a lot of mods and BSAs are detected that you can disable via the ini. ESL-Flag Bashed PatchesSkyrim: Special Edition & Fallout 4 only. If enabled, then any built Bashed Patches will automatically be ESL-flagged, saving a load order slot. Lock Load OrderThis prevents other utilities from altering your load order. More accurately, it detects changes to your load order when Wrye Bash starts or is focused (i.e. on top of all other program windows) and reverses those changes. Plugin Context Menu CommandDescription List Masters...Outputs a list of the selected plugin's masters. List Bash Tags...Outputs a BBCode-formatted list of all the Bash Tags applied to the selected plugin, and where/how the Bash Tags was specified. It can be useful for debugging a broken load order. Create LOOT Entry... Creates LOOT masterlist entries based on the tags you have applied to the selected plugin(s). Also tries to figure out the URL that the plugin came from based on the BAIN package it was installed from. Copy Mod Info...Outputs a report on the selected plugins(s) with the info from the currently displayed columns. Don't GhostDon't ghost this plugin when it is inactive, even if Auto-Ghost is enabled. GhostGhost this plugin when it is inactive even if Auto-Ghost is disabled. Rebuild Patch...Rebuild the selected Bashed Patch using the Python patcher.Setting Up A Bashed Patch Back to topOverview Back to top Wrye Bash's Bashed Patch configuration dialog. A Bashed Patch is a configurable plugin with three main functions: Merging plugins into itself. Merged plugins can be deactivated, avoiding the 255 plugin limit. Importing specific types of data records from plugins. This can be used to avoid compatibility issues. Applying tweaks to the game. This avoids the need to use other mods to apply the same tweaks.Bash Configuration Back to topA Bashed Patch is created by Wrye Bash the first time you run it, with the plugin being called Bashed Patch, 0.esp. It is configured using the plugin context menu command Rebuild Patch.... You should rebuild your Bashed Patch every time you change your load order, before playing the game. The Bashed Patch should be last in your load order, unless you have plugins that explicitly state that they must load last.The configuration dialog consists of a list of major sections to the left, and the contents of the selected section to the right, with the build and save buttons at the bottom. The sections and their items have checkboxes: checking a section will include all its checked items in the Bashed Patch. Unchecked sections and items will not be included. Some sections don't have any items, and so just need the section checkbox checked.A short description of each section and some items is displayed near the bottom of the window if the section/item is hovered over. Bolded items are new since the last time the Bashed Patch was built, italicized items will not run because they have no active sources (e.g. no mods to import). Wrye Bash will usually do a good job auto-configuring most sections, but you may want to alter options, especially in the Tweak section. 2b1af7f3a8