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Why do people still mod Skyrim and not SkyrimSE?


WhoCaresomg74

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Some ( more than not ) do not have a 64 bit PC's.

 

Thus Oldrim is still very much in need of growing mods.

 

Plus, until Skyrim SE gets a good working version of Scrip Extender, actually Oldrim can do more because it does have a very solid working Scrip Extender.

 

Skyrim SE - Scrip Extender is still in ALPHA and not all mod creators are 'going there' yet and for good reason. Even the authors of the ALPHA VERSION makes it's clear, and I quote:

 

 


Here is an alpha version of SKSE64. It is currently not intended for use by most users. It will be primarily interesting for mod authors and people who want to test things.

 

I also read that it is not being supported by regular users and such.

 

Just a couple of thoughts to ponder. :smile:

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The user base is pretty split. If you release a mod for one, you get flooded with requests to release it to the other. The available modding tools, from user-made to the creation kit itself, are all designed to convert from Classic Skyrim to Special Edition but don't support going the other way around. So, if you have even the slightest inclination that you may want to support both at some point or just want to leave the possibility open, you essentially need to make it for the old game and port it across. That is, unless you want to make the mod from scratch twice.

 

RaceMenu not being available for Special Edition is also a big hit. A good chunk of the mods being released lately are simpler mods like character presets and simple followers; both of which historically rely on RaceMenu and Nifmerge - which also isn't available for SE.

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In my case, I use a number of mods that really require SKSE and Papyrus to work well. In addition, I use a S.T.E.P. build for stability. Both issues mean that, until SKSE is available and S.T.E.P. is updated to cover SSE fully, I will probably not mod SSE much. Once the mods I consider important are ported, however, I'm going full ahead...

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I haven't played Skyrim in a long time, but a lot of my custom mods require SKSE for various functions. That's one reason why I haven't played more than 5 minutes of SE.

Another is that I dread having to go through the ordeal of reinstalling and fixing hundreds of mods I am using in Oldrim right now.

Having CC downloads pushed on me (really?), when I am already struggling for disc space is yet another reason not to use SE, that I haven't even thought about.

 

 

So, since I am not playing SE, I am also not making mods for SE. (Main reason)

 

Other reasons are you can port mods made for Oldrim to SE, but the reverse is not true. Ideally you want to be able to publish for both games to maximize the chance of eventually getting enough donations to buy a chewing gum.

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Most people are simply waiting for the SKSE team to build a fully working SKSE for SE. Most users and modders cannot play without some SKSE dependend mods anymore since they have become an integral part of their gameplay and experience.

 

So once we have SKSE you will probably see old modders returning and port or even rebuild their mods because SKyrim SE offers better performance, more stability and they can do things they could not do in Oldrim. But right now it's not worth the time and effort to mod specifically for Skyrim SE.

Just look at the mods for SKyrim SE at this moment the same as the first mods for Oldrim back in 2011, modders are waiting for the right tools, but my guess is once we have SKSE for Skyrim SE we will see a huge revival of Skyrim modding and new things not possible on Oldrim.

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The user base is pretty split. If you release a mod for one, you get flooded with requests to release it to the other. The available modding tools, from user-made to the creation kit itself, are all designed to convert from Classic Skyrim to Special Edition but don't support going the other way around. So, if you have even the slightest inclination that you may want to support both at some point or just want to leave the possibility open, you essentially need to make it for the old game and port it across. That is, unless you want to make the mod from scratch twice.

 

RaceMenu not being available for Special Edition is also a big hit. A good chunk of the mods being released lately are simpler mods like character presets and simple followers; both of which historically rely on RaceMenu and Nifmerge - which also isn't available for SE.

Well said, *agrees*. It may be newer but that's not always better,or less troublesome. I would be willing to bet a sweat roll laced with blesseded belladonna that the feel has been changed, and that it has been propagandized and thus dumbed down for the ages.

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Like many people, I'm waiting for SKSE64. I love RaceMenu and rely heavily on SkyUI, as well as some other mods I use that require SKSE. The lack of a script extender is the main reason I have not installed SSE. While many mod authors do enjoy the challenge of modding for a new game, not everyone does. There are also people who, for whatever reason, didn't own Skyrim and all the DLC, so didn't get the free version of SSE. SSE is currently $40 on Steam, and some people simply don't want to throw that much money at a game they already own, more or less. And as some other posters have pointed out, newer doesn't always mean better. In other words, there are many reasons that people are still creating mods for Skyrim, and all of them are valid. :)

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