Skyrim Script Extender 64 is now available in alpha

Yes! this is really awesome news, I stop playing the SE version mainly due to the UI.

So as of now there's a really big chance that SkyUI is not that far away.

***OFF TOPIC***
Also the Fallout 4 SE has been release as well, So this will make people who play Fallout 4 very happy too.
 
Yesyesyesyes!! *Runs around in circles*

I've missed Script Extender and while I love the Special Edition the lack of SKSE has really hampered the enjoyment I can get out of it.
 
Hasn't the FO4 one been out forever? Or am I missing something? I'm surprised anyone who plays modded Skyrim would even bother modding the SE, since it really doesn't seem like it brings much to the table.
 
@Bartacus

Yeah the Fallout SE has been out for a while i got confused which is nothing unusual for me it's the MCM mod that came out, Sorry i had a brain fade.
 
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Hasn't the FO4 one been out forever? Or am I missing something? I'm surprised anyone who plays modded Skyrim would even bother modding the SE, since it really doesn't seem like it brings much to the table.

Skyrim SE is a much better game for mods. Sure it's restricted ATM, but after this gets released there will be no point in vanilla Skyrim. You underestimate the use a 64bit engine.
 
I knew about 64 bit, I just didn't think it makes a crap worth of difference on a game that people have been successfully modding for years. It's not like they did an entire engine re-write. I just don't see the point, but I'm also not a mod creator either.
 
I don't believe you need a completely new engine for the 64bit. At least TW did not when they did the same thing.

Just look back at the amazing mods of Skyrim on 32bit. Now imagine what they can do with 64 because no memory limitations.
Heck someone might even make it so no loading screens will occur except in places where the game requires it because they can just chuck it all in memory!
 
Skyrim SE script extender is actually pretty exciting. i put 500 hours into skyrim modding it and only 11 into SE. I think that this might actually change it
 
Skyrim SE script extender is actually pretty exciting. i put 500 hours into skyrim modding it and only 11 into SE. I think that this might actually change it

Like wise, it's a time consuming process gathering your mods and making them all work together. At last count I believe I was running 30+ but I think Dicehunter was running much more. The game looked incredible and the wait for mods to start porting to SE was a test of patients :lol:

EDIT: I knew I'd done a Skyrim Modding thread https://forum.overclock3d.net/showthread.php?t=78689
 
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I knew about 64 bit, I just didn't think it makes a crap worth of difference on a game that people have been successfully modding for years. It's not like they did an entire engine re-write. I just don't see the point, but I'm also not a mod creator either.

The main benefit of the 64bit engine is that when you have a heavily modded game it can run out of addressable memory, and gets really unstable. I only encountered this a few times but it took me ages to get all of my mods working together.

This might tempt be back into playing skyrim again
 
I have managed to skyrim skyui working with the SSE and SSE64. I extracted the SkyUI.bsa and rezipped it with 7zip and the installed with nexus mods utility. I still think we will be waiting a while for the mods to be ported over. I might have a play with skyrim SE again tonight. I have spent my time away from skyrim modding gtaV
 
I have managed to skyrim skyui working with the SSE and SSE64. I extracted the SkyUI.bsa and rezipped it with 7zip and the installed with nexus mods utility. I still think we will be waiting a while for the mods to be ported over. I might have a play with skyrim SE again tonight. I have spent my time away from skyrim modding gtaV

It's simpler than that. It'll run with loose files and the .esp but you can package it up for a mod manager if you like.

The only issue is the MCM. The game will run with the default setting no problem, but the moment you try to go across to the "System" menu the game crashes, therefore making the MCM menu unreachable so you can't edit anything. I've not ever worked on SkyUI at a Creation Kit level but maybe I'll get all my old modding tools back up and running and see what I can do; I used to be quite good at scripting.

[EDIT] Just re-checked the unpacked .bsa contents and there's no source scripts; I won't be able to fix it without basically making the mod from scratch. I'm not really sure I'm ready for that kind of challenge right now.

[EDIT2] It appears schlangster is already working an official port. Should be here soon. Yay!
https://www.nexusmods.com/skyrim/mods/3863/?tab=4&&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D3863%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D499516&pUp=1
 
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