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Mods ported pre-SKSE64


aturqoise

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I truly appreciate the modders that have ported their mods that had required SKSE in Skyrim LE to Skyrim SE without needing SKSE64. I have been using the mods with great enthusiasm and would like to continue to use them after SKSE64 is available to the general public.

 

1. My computer is barely above that of a potato. I have to run my graphics on medium and low just to keep the game running smoothly. All I know about SKSE64 is that it is a script extender, not sure what that means exactly, just that it allows the mods to do more within the game. Will SKSE64 itself add to the load on the cpu or graphics?

 

2. For those mods that were ported without SKSE64 and will be updated to utilize that mod, will those same mods still have the version that doesn't depend on SKSE64?

 

Thank you for your time in reading this and answering my questions.

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as far as I know , SKSE64 , or any script extender for that matter , does not add any load to hardware

and it should definitely not do anything regarding graphics

however , mods that are script heavy , could add to the load of your computer (normal processing power , not graphical load)

but this just means you have to choose what mods you use wisely (which is something that all mod users should do anyhow , so no harm here)

 

as for mods that will be updated to use SKSE64 , having a separate version depends entirely on the team behind said mod

If enough people will request to keep the no SKSE64 versions , maybe some mods will keep them

however , since SKSE64 itself should not cause any problems , I don't really see a reason why mod authors would want to support multiple versions of their mods

 

do note that SKSE64 is still being refined and tweaked to work as best as possible

and with the Creation Club updating Skyrim whenever new content is released , it will require a lot of work to keep SKSE64 working with the latest patches

this shouldn't (in theory) cause problems for mods , but this might make modding the game a bit more difficult right now

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Thank you for the answers. I will definitely keep a close eye on the mods I do use, and the ones that will update to use SKSE64 to see what happens if I don't use the SKSE. Not having that was one of the reasons I didn't use some mods, even though I had wanted too.

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however , since SKSE64 itself should not cause any problems , I don't really see a reason why mod authors would want to support multiple versions of their mods

 

For me, the issue isn't SKSE and mods that are designed to use its functionality, it's the fact that the vast majority of SKSE mods use the MCM, which requires SkyUI. SkyUI is all fine and dandy, and I've used it in the past, but it doesn't appeal to me. I'm using QD Inventory, even though I made a personal port of SkyUI 2.2, because I prefer the appearance of that UI over SkyUI.

 

I don't need many mods, so if authors move to supporting only SKSE versions of their mods, I'll just keep and use the old version. The only mod I'm currently using that was ported to remove SKSE functionality is Campfire.

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I'm also using Campfire and Frostfall and I hope that the mod authors continue to support their versions that don't need SKSE. I also use iNeed that used SkyUI (I believe) and hope that the mod author will also support a version that doesn't use either SKSE or SkyUI.

 

I personally like the inventory system that Skyrim uses. I have a hard time seeing the items in the inventory system that SkyUI uses. (At least I think it's SkyUi that changes how the inventory looks.)

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I truly appreciate the modders that have ported their mods that had required SKSE in Skyrim LE to Skyrim SE without needing SKSE64. I have been using the mods with great enthusiasm and would like to continue to use them after SKSE64 is available to the general public.

 

1. My computer is barely above that of a potato. I have to run my graphics on medium and low just to keep the game running smoothly. All I know about SKSE64 is that it is a script extender, not sure what that means exactly, just that it allows the mods to do more within the game. Will SKSE64 itself add to the load on the cpu or graphics?

 

2. For those mods that were ported without SKSE64 and will be updated to utilize that mod, will those same mods still have the version that doesn't depend on SKSE64?

 

Thank you for your time in reading this and answering my questions.

1 SKSE64 allows mods like SkyUI to add more Menus for mods to your game through MCM, a new Mod menu in your Skyrim, this is added by the official SkyUI automatically

2. If you have mods that don't need SKSE your fine, if you ported Mods yourself, or installed a ported mod it might have scripts that would make use of SKSE and MCM menus

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I don't have the knowledge or the ambition to port someone else's mod, so I'm fine there. So I guess that if I don't want SKSE64 then I should be fine with the mods I already have, even if they had utilized SKSE in SkyrimLE.

 

I'm still debating on using SKSE64 when it comes out. I'll have to read the description and all of the readme files to make sure I understand what it does.

 

Thanks to everyone for their answers.

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SKSE64 just makes extra scripting functions available for mod authors to use. Those functions aren't any more or less resource intensive than the game's own functions so having a low-end machine isn't a reason for not using it.

 

Some mods that use SKSE64 functions will kill your system performance, but that's the fault of how those mods are designed. Because SKSE64 does provide more scripting features it's also more likely to attract modders who create those resource consuming mods.

 

But on the other hand, sometimes SKSE64 provides functions which can do things much more efficiently than you could do them without SKSE64. It's entirely possible that a version of some mod that uses SKSE64 functions will run faster and use less resources than a version of the same mod which doesn't use SKSE64.

 

There's no reason to avoid SKSE64 itself (after it's released for normal use), but you'll still need to evaluate each mod that uses it just like you have to consider every other mod when you have a low-end computer.

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Thank you for your reply. It helped clear up some of the concerns I have. I always carefully look over each and every mod I might want to use. Sometimes it will take several months of reading the description and the posts to decide if it is something that I can use safely. Once SKSE64 comes out I will so the same for that.

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