Evangela Posted September 22, 2017 Share Posted September 22, 2017 (edited) Simply Knock comes to mind. Chesko had to use a custom plugin for that. I don't know about Frostfall. I see Enhanced Character Editor has made its way to SE. Edited September 22, 2017 by Rasikko Link to comment Share on other sites More sharing options...
Jebbalon Posted September 22, 2017 Share Posted September 22, 2017 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. Link to comment Share on other sites More sharing options...
NeilZander Posted September 22, 2017 Share Posted September 22, 2017 (edited) 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 testingEdit: the quote thing isn't working properly for me some reason so I just deleted that Edited September 22, 2017 by NeilZander Link to comment Share on other sites More sharing options...
Orionraven Posted September 22, 2017 Share Posted September 22, 2017 Does anyone know if any of the ring or real flying mods work in SSE with this alpha? Link to comment Share on other sites More sharing options...
FilthyCasual523 Posted September 23, 2017 Share Posted September 23, 2017 SKSE64 being in alpha's the best news I've heard all year, but for the sake of sanity I'm not going to get it until it's in an actual release state, whenever that is. Link to comment Share on other sites More sharing options...
paravia Posted September 23, 2017 Share Posted September 23, 2017 Thank you very much to all the people that have been making SKSE64 a reality. Now I'm closer to playing without missing all my favorite mods :cool: Link to comment Share on other sites More sharing options...
MaximilianPs Posted September 23, 2017 Share Posted September 23, 2017 If anyone have some issue with saved game with skse64 try this onehttps://www.nexusmods.com/skyrimspecialedition/mods/12175 Link to comment Share on other sites More sharing options...
Evilken42 Posted September 24, 2017 Share Posted September 24, 2017 If anyone have some issue with saved game with skse64 try this onehttps://www.nexusmods.com/skyrimspecialedition/mods/12175They fixed this issue, no need for it. Link to comment Share on other sites More sharing options...
MaximilianPs Posted September 24, 2017 Share Posted September 24, 2017 Cool :) Link to comment Share on other sites More sharing options...
ianpatt Posted September 28, 2017 Author Share Posted September 28, 2017 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. Link to comment Share on other sites More sharing options...
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