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Will My modlist work with the NEW The Elder Scrolls V: Skyrim Special Edition?


KennyBall

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Hi,

 

My big question is, Will My installed mods from Nexus and workshop work with the "NEW" The Elder Scrolls V: Skyrim Special Edition??

Is all the hard work and time the mod makers have done with their mods in danger to fade out?

 

http://store.steampowered.com/app/489830/

(We players who have all dlc`s will get it for free btw :) )

 

Since I first started to play skyrim i got more and more mods, even way past the 270ish esp limit with merging tools and so. To day with merging tools i have in MO 344 mods and 296.esps active. before merging way past 400 or so, it works for me, and i used years to make it so :p.

 

(my mod list would been posted if i knew how to copy the list in txt from MO :p)

 

I really hope the mods will be compatible with the new SKYRIM, maybe i can short down my mod-list abit :)

 

 

Best

 

Ken

 

 

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I don't know if there compatible, but I don't think that skyrim special edition is really anything special. It was made so that console players could have a better looking skyrim and use mods and everything that skyrim special edition has you can get from mods that ppl have already uploaded. So if you're worried about not being able to keep your mods, then just install a nice enb and a few lighting mods and you'll have something that looks far better than skyrim special edition.

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I don't know if there compatible, but I don't think that skyrim special edition is really anything special. It was made so that console players could have a better looking skyrim and use mods and everything that skyrim special edition has you can get from mods that ppl have already uploaded. So if you're worried about not being able to keep your mods, then just install a nice enb and a few lighting mods and you'll have something that looks far better than skyrim special edition.

I also got an ENB ;) and lots of gfx mods, I wonder if Skyrim SE gets 64bit and dx 11-12 support and much higher memory limits for mods. if so, and the old mods are compatible my guess there will be no limit for modding the game in 64bit :D

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I don't know if there compatible, but I don't think that skyrim special edition is really anything special. It was made so that console players could have a better looking skyrim and use mods and everything that skyrim special edition has you can get from mods that ppl have already uploaded. So if you're worried about not being able to keep your mods, then just install a nice enb and a few lighting mods and you'll have something that looks far better than skyrim special edition.

I also got an ENB :wink: and lots of gfx mods, I wonder if Skyrim SE gets 64bit and dx 11-12 support and much higher memory limits for mods. if so, and the old mods are compatible my guess there will be no limit for modding the game in 64bit :D

 

I think people will never need more RAM than 512kb.

 

You will not have SkyUI, SKSE and any mods that depend on those, this renders ~50% of mods incompatible from the start. Once those are 'ported', which I hope they do, the other mods may be able to be 'ported' as well.

 

p.s. but don't get me wrong. Skyrim Remastered is good. You get a 2011 (or current console) version of Skyrim with a better graphics and hopefully game engine that is on par with Fallout4.

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Remember, the new SE Skyrim is supposedly a different release, and not just an update of your present install. This means you can keep Skyrim as it is in Steam, meaning you can still run your mods as-is in your current Skyrim as-is.

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Honestly in my mind im saying screw the special edition. If all it is is higher resolution textures, and adding absolutely no new content, then I'm not going to touch it. why give my machine more work to do and lower fps?

Edited by zerther
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Any mod which *requires* SKSE (Skyrim Script Extender), will probably not work. This includes many of the most popular mods. SkyUI won't, which means no MCM utility. Basically, if the mod includes scripts, don't count on them working. This is opinion, based on extensive reading of posts by some very good and prolific mod authors.

 

Those awesome geeks over at silverlock.org, the authors of SKSE, say that it will take at *least* 2 weeks to build a new SKSE for the DX11 64-bit Skyrim version...and that it could take significantly longer. Even when they do release the new SKSE, how many of your mods' authors are still around to patch their mods to work with the new SKSE?

 

These are the questions *everyone* is asking.

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Any mod which *requires* SKSE (Skyrim Script Extender), will probably not work. This includes many of the most popular mods. SkyUI won't, which means no MCM utility. Basically, if the mod includes scripts, don't count on them working. This is opinion, based on extensive reading of posts by some very good and prolific mod authors.

 

Those awesome geeks over at silverlock.org, the authors of SKSE, say that it will take at *least* 2 weeks to build a new SKSE for the DX11 64-bit Skyrim version...and that it could take significantly longer. Even when they do release the new SKSE, how many of your mods' authors are still around to patch their mods to work with the new SKSE?

 

These are the questions *everyone* is asking.

^ What he said.

 

However, there have been a few who think that Bethesda might include SKSE in the base game, or it's equivalent.

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