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Porting Mods and SKSE64


kaigenkenpo

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Good day all,

 

Small story first; I bought the original Skyrim a month or so ago wanting to take full advantage of playing with mods as I had already played on console without before. After installing several mods and seeing insane instability in the game I attempted to fix the issues for many days. Then I discovered the issue was that I was playing Skyrim on Windows 10 @ 4k and totally killing the 4 gig VRAM restriction on 32 bit dx9 games. I SLI 1080's so I know hardware isn't the issue.

Anyway now I must move on to Skyrim SE to play the way I want, the question is can I use the mods that I had my heart set on playing with, in SE many have not been ported and I don't know how SKSE64 not being a thing yet will effect my attempts to port these mods. I'm a sys admin by trade so I'm fairly technical but I'm no programmer. Here are some recourses I found on the subject:

 

https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition

 

 

 

Short version; can I port over Skyrim mods to SSE on my own and what does SKSE do/ will it effect mod porting?

 

 

if this discussion already has a place just direct me to it please :smile:

 

Thank you for any help!!

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If a mod requires SKSE for any functions, then those parts (and possibly the whole mod) will not work and you should really avoid porting such mods until the new script extender - SKSE64 - is tested and publicly released.

 

The first beta for SKSE64 was roughly placed around march at some point by Behippo in the SKSE64 topic here on the forums, so if all goes well any mods that require the use of a script extender will no doubt show up after that time.

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Okay is there a general type of mod that usually need SKSE? I don't know what it does, so its hard to tell what what mods might need it. for example I'd really like to use Nock to tip, Immersive Speechcraft, and Immersive detection the latter two require it while the former does not, Just odd.

 

I also wanted to know if the methods in the recourses I found would work for getting the mods over and what the process might and might not work on.

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I'm completely no help to this at all but I just wanted to let you know I ran into literally the same experience that you did.

- Played on console

- Switched to PC

- Tried OG Skyrim on a brand new Windows 10 system

- Had tons of instability

- Determined that SE would be better setup and came to found it ran wonderfully

- Am currently in the process of adjusting and waiting for SKSE64

 

So.. you're not alone, friend! I will say that majority of the mods I was looking forward to were already ported. And with a beta version already in the works with apparent great progress, I'm more than hopeful and patient to wait until the full mod list I'd like to have is completely ported and/or available.

 

Just throwing in my 2 cents. :smile: Good luck!

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You will need SkyUI for anything with an MCM menu, since it was built into SkyUI during the later stages.

 

I believe the SKSE46 team are looking to have SkyUI released as well to solidify the setup, but you would have to ask them on that matter.

 

Yes, behippo has confirmed (in his pinned thread above) that they will do the coding for SkyUI once they're nearly done with SKSE. Then (I believe) they will hand it off to schlangster for final work and compiling. See the pinned thread above as behippo gives regular updates.

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