Frankly I just want to say thanks for the enjoyment i have gotten out of years of using your SE in various games. I for one appreciate the hard work, effort and time you and others like you put into these things so leech-like users, such as I, can use them. Having made the mistake a few years ago of purchasing an ultrawide monitor many games have become essentially unplayable without UI mods which work because of your hard work. I am not nor ever will be a coder, I cannot afford donations or new games so the least i can do is say from the heart. Thank you for ALL your hard work. Mad Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days. The truth is that this is somewhere in between Skyrim and Fallout 4. Parts of the engine have been updated to match Fallout 4 (graphics engine, 64-bit, etc.) Basically all of their games are the same core engine which gets improved/modified with each release. But where Fallout 4 used ActionScript 3 and an updated Papyrus scripting engine, Skyrim SE uses the old UI and Papyrus engine from Skyrim (to do otherwise would require rewriting all the scripts and the UI.) In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties. The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know. Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month? We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show.