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Sky UI SSE?


DoverWolf

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SkyUI 2.2 works with the SSE. FYI it only covers the inventory, magic and bartering menus but since those are the ones you see the most its a good start that will at least let you play confortably without the vanilla UI making your eyes bleed

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I am relieved to read post saying SkyUI will make it to SSE

For me it is an essential mod

If I were beginning a playthrough today I would use vanilla

it's going to be a while before SSE is up to speed

I hope the modding community has enough juice left in the tank to realise some of the potential of SSE

I wonder will SSE split the community into two streams?

That's how it is now; PC players on Steam are split ~ 60/40

I presume SSE will gradually become the standard setup

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Basically, until SKSE is updated you may as well keep playing base Skyrim. A fair chunk of good mods require SKSE after all. Besides, there's nothing that SSE adds that mods don't add anyway. So I'm just keep playing base Skyrim and not even look at Skyrim Special Edition.

Under special edition, I've noticed things are a lot smoother. Large battles certainly are smoother, and finally every single NPC fights in one way or another in large battles instead of having half of them standing around.

 

Then there's the extended memory thing, no more CTD's because of the game running out of allocatable RAM either, so load up on as many mods as you want.

 

Right now, barely a week after, we already have a ton of the major mods reworked around the lack of skyui/skse. Playing this has definitely given me interest into the game once more

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Relating SKSE 64Bit and SkyUI, in case you missed it:

 

https://forums.nexusmods.com/index.php?/topic/4979480-skse/page-11&do=findComment&comment=43992800

 

 

There is a new beta build of SkyrimSE (1.1.51). There are minor modifications to the exe and a bunch of changes to audio files. As far as SKSE64 is concerned the biggest thing is that the beta still has the Edit and Continue jump tables which make our job a bit harder. This redirects every function through an extra indirection. This means code is not as obvious as we investigate, and hurts performance generally. It also means we have to manually update anything we find, rather than being able to use some of our tools to help do the updating.

 

 

Also another question if you dont mind me asking... but, as long as SKSE64 is able to implement the exact same functions, with the exact same parameters and "output", as the normal SKSE, wouldn't a mod like SkyUI just work the same, since it doesn't rely on any SKSE plugin? I mean I get that SKSE plugins need to be recompiled, but AFAIK, SkyUI doesnt have any, right?

 

 

In theory you are correct. If we implement the same APIs (which is our intention) then any SKSE Papyrus users should not need to change their scripts. SkyUI will hopefully just work as well if we make the same changes to the Scaleform APIs it is expecting. But we will not know for certain until we get a little further along.

So, before jumping into conclusions, wether SkyUI needs to be "ported" or not, we first need to wait for SKSE 64bit. Thats all the modders that have mods that require SKSE (like me) are waiting for. So, don't waste your time waiting for mod X or Y to be available for SSE. The advice I'm telling to all my friends, fans and mod users, is to not lose any time on SSE, at least until we have SKSE 64bit, go play something else! Plenty of fish in the sea =P
Edited by Hyperplexed
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if the author It will not do fashion then let him give the right to mod others copyright

if the author It will not do fashion then let him give the right to mod others copyright

if the author It will not do fashion then let him give the right to mod others copyright


:down: :down: :down:



Edited by 4h34j32jh423
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