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Skyrim Special Edition site launch


SirSalami

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In response to post #43595330. #43598015, #43602180 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.


At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised. Edited by masc
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In response to post #43595330. #43598015, #43602180, #43602340 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.
masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.


The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated. Edited by ousnius
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In response to post #43599700. #43600710, #43601350 are all replies on the same post.


Animaline wrote: I'm sorry for the silly comment, but will SE be considered a new game by the program?
Will we need to launch scan for all our games and be the same as Fallout 4 and Skyrim (as in very different page altogether)
or more of a Launch SKSE vs Launch Skyrim kindda deal? (same page but different launcher)
phalen wrote: I would like to know this as well, seeing as the game will unlock tomorrow, and I would already like to grab a few mods ahead of time. currently it does not give an option to scan for SE (0.63.1).

I know you guys are working on the new mod manager, but unless it launches by tomorrow, would you not need to do a quick updated for SE?
J.O.D. wrote: How about reading the last paragraph in the article you have commented on?


noted, not sure how i missed that tbh.

/eats a bowl of failsauce
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In response to post #43601650.


Metal-Gear-REX wrote: Probably a silly question is there a shorter way of typing in the URL? Right now we can just type in skyrimnexus.com and it brings us here. Is there something similar for Special Edition? I've tried a few variations with no success. Might just have to rely on bookmarks again.


Create a favorites link.
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In response to post #43595330. #43598015, #43602180, #43602340, #43602420 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.
masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.


Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.
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In response to post #43595330. #43598015, #43602180, #43602340, #43602420, #43604900 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.
masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.
grc472 wrote: Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.


Welp - that settles it for me - no MO = not worth the switch ... for now anyways. Until NMM can handle resource priorities better SSE may as well not exist!

#nevergoingback
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In response to post #43595330. #43598015, #43602180, #43602340, #43602420, #43604900, #43605185 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.
masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.
grc472 wrote: Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.
SkyrimMigrantWorker wrote: Welp - that settles it for me - no MO = not worth the switch ... for now anyways. Until NMM can handle resource priorities better SSE may as well not exist!

#nevergoingback


I wouldn't go that far. I love Skyrim more than I love MO. A 64-bit DX11 version of Skyrim is not something I'm willing to wash my hands of. I'll get used to whatever tools are available to make it work.
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In response to post #43595330. #43598015, #43602180, #43602340, #43602420, #43604900, #43605185, #43605330 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.
masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.
grc472 wrote: Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.
SkyrimMigrantWorker wrote: Welp - that settles it for me - no MO = not worth the switch ... for now anyways. Until NMM can handle resource priorities better SSE may as well not exist!

#nevergoingback
grc472 wrote: I wouldn't go that far. I love Skyrim more than I love MO. A 64-bit DX11 version of Skyrim is not something I'm willing to wash my hands of. I'll get used to whatever tools are available to make it work.


Fair play to you GRC and enjoy!

But the advantages of a 64-bit version - personally - do not even come close to swaying me back to the current version of NMM.

My setup is gorgeous, stable and buttery for hours on end - and I know EXACTLY how I made it that way - with the help of MO. I also remember the constant headaches of mod builds prior to MO coming on the scene - and honestly - this upgrade would really be a downgrade for my own experience if I had to settle for NMM. Edited by SkyrimMigrantWorker
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In response to post #43595330. #43598015, #43602180, #43602340, #43602420, #43604900, #43605185, #43605330, #43605700 are all replies on the same post.


Unitedleaf wrote:

Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

Later, once things are established, I'll probably remove my old game.
masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.
grc472 wrote: Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.
SkyrimMigrantWorker wrote: Welp - that settles it for me - no MO = not worth the switch ... for now anyways. Until NMM can handle resource priorities better SSE may as well not exist!

#nevergoingback
grc472 wrote: I wouldn't go that far. I love Skyrim more than I love MO. A 64-bit DX11 version of Skyrim is not something I'm willing to wash my hands of. I'll get used to whatever tools are available to make it work.
SkyrimMigrantWorker wrote: Fair play to you GRC and enjoy!

But the advantages of a 64-bit version - personally - do not even come close to swaying me back to the current version of NMM.

My setup is gorgeous, stable and buttery for hours on end - and I know EXACTLY how I made it that way - with the help of MO. I also remember the constant headaches of mod builds prior to MO coming on the scene - and honestly - this upgrade would really be a downgrade for my own experience if I had to settle for NMM.


This should clarify.

http://www.nexusmods.com/skyrim/news/12905/?
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