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[WIPz] Skyrim Script Extender (SKSE64)


ianpatt

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I think now that the SkyrimSE.exe will be getting updated through their big .ccc file, we no longer have to worry as much about updating the SKSE, from this point forward--hopefully. This will make it far easier on newer modders coming into it as SKSE can be finicky, but it's only thanks to the SKSE team that it's being tamed at all.

Also, for the SKSE team, since it's morning, and all of you should be sacrificing your firstborn to the SKSE team, per the standard boilerplate in the readme that comes with it:

Paragraph 7, clause 32: "...said modders shall sacrifice the lives of their firstborn in exchange for script injection software to work; failure to do so will result in draemora being sent to collect. Donuts are an acceptable alternative only if the modder using the software has no firstborn to sacrifice..."

Since I don't have any firstborn yet...

giphy.gif

Another happy modder offering his obligation to Don Ian...

Edited by twowolves80
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ok awaiting new SKSE64 version,

 

are they really trying to make it hard for FREE GOOD mods to function by making updates everytime so SKSE64 stuff needs updating again, and keep on with this until we buckle and submit to your paid CC garbage? /endrant 2

Edited by dekdes
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I thought when Skyrim updated from now on, it was going to be using that .ccc file?

No, that's only for CC updates. So when a new CC mod is added, they just add it to that text file. They obviously cannot implement engine fixes and functionality through such a file and will need to modify the executable for such changes.

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