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[WIPz] Skyrim Script Extender (SKSE64)


ianpatt

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In the readme and the zip file the path to the source folder is Data\Scripts\Source, isn't the new SSE path Data\Source\Scripts ?

The group consensus was that the new path was a mistake and most modders have moved the scripts back to their original location and changed the CK ini file appropriately. So the SKSE team have put the source scripts where they expect most experienced modders will expect them. Anyone porting over old mods from the original game will also have scripts for their own mods in that location. Thanks to Bethesda's mistake (or really stupid decision if it wasn't a mistake) we now all have to pay attention to the location for script sources when making or updating mods.

 

Thank you cdcooley, I've tried to mention this when i see it. It's frustrating though.

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I understand... The main idea was a sort of a testing ground to share with modders and maybe even mod authors to tell each other what is currently stable and what isn't but yeah I do understand which is why I even said it was probably a bit pointless at the moment people are already kinda doing so here and that kind of info could easily get lost among the quick posting that is likely to occur because this is such a hot topic alone that SKSE64 is at least in alpha for testing

Edit: the quote thing isn't working properly for me some reason so I just deleted that

 

Edited by NeilZander
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SKSE64 2.0.3 alpha for 1.5.3 beta runtime: 7z archive

 

2.0.3:

- support for runtime 1.5.3

- update Armor and Actor scripts for new functions added in 1.5.3

- FastTravelEnd event sink (internal)

 

You only need this version if you've opted in to the 1.5.3 beta runtime. Otherwise, continue with 2.0.2.

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