m3dicat3d Posted February 25, 2018 Author Share Posted February 25, 2018 I think you put that well... I had not considered the "new player" aspect. I had the idea that most players would be former oldrim players for some reason. And that makes more sense in that context. Now I feel like I have some good alternate perspectives. I appreciate it :) I would be interested of the breakdown of new vs old though, As I understand oldrim still has a larger player base. I'm interested in seeing if there is a trend of older players moving to SSE b/c of the release of SKSE64. And that's only because I hope the trend shows the beginnings of a transition. And the only reason I want to see that is to get an indication of whether SSE will one day see more modding love like oldrim modding. It's exciting to see what ppl have done so far, and to see the "old legends" as I like to say, bringing their work over to SSE. And there are plenty of reasons why oldrim still has the deeper modding base, but in asking the question I did ask here, I was "gathering data" if you will, because of that larger question. Link to comment Share on other sites More sharing options...
Zanderat Posted February 25, 2018 Share Posted February 25, 2018 I am a MW veteran myself. So, I get/remember what @cdcooley is talking about. However, to me, the spirit of modding is about not being afraid to *try*. Nothing ventured, nothing gained and all that. Modding has never been a guaranteed proposition and that includes SKSE64. Link to comment Share on other sites More sharing options...
Deleted51635391User Posted February 25, 2018 Share Posted February 25, 2018 i try skse64 for a week now and it runs super so far Link to comment Share on other sites More sharing options...
leonardo2 Posted February 25, 2018 Share Posted February 25, 2018 <snip> I thought I was being straightforward by stating I could only draw from my own positive experiences, hence the question of other experiences/perspectives, and the question was a sincere one. You can call the authors that are releasing mods with the script extender requirement irresponsible and those of us who are using it the same, that's your right. But people are using it, and many are having experiences like mine. Some are not apparently, and I wanted to know. I would think at least that the early input from those who are using it, intended or not, positive or not, could be useful for the development process anyway. So I'm not sure what I've written that would draw your ire, and I appreciate your contribution to the discussion, just not your rebuke.Sorry, yes you were very clear and my tone was more harsh than I had intended. I wasn't trying to rebuke you specifically but point out a potential problem that worries me. As I said, your post brought back old memories from the early days. We really did have a problem back then with people claiming that the script extender was a miracle. And their attitude delayed real acceptance of the idea of using a script extender for many people because nothing could live up to the expectations they set. Because SKSE64 is in alpha I really don't like the trend of pushing people to use it. And that's specifically because for the new users who do have a bad first experience (and that's certainly not everyone) there's a reasonable chance they will become SKSE64 haters in the long term. I have no problem with experienced players who have used SKSE for years wanting to try SKSE64, but when they promote new players giving it a try it makes me nervous. And the mod authors (except for the SkyUI team) seem to be publishing their mods in a way to attract new players to try them. You're right that it can be very helpful to the team to get feedback from both experienced players and mod authors, but it's nothing but a distraction when they get questions and false bug reports from new players who have no idea how things are supposed to work. Basically for every new user who tries SKSE64 and sends a message to the SKSE team it only delays the final release. I'm impatient enough that I don't want the SKSE team getting any distractions. :smile: P.S. I may have missed a newer reddit thread, but I remember seeing a comment about that 12-month timeline and it was purely speculation not something specifically stated by someone on the SKSE team. My guess is that the delay is simply a combination of their busy schedules (like the initial delay before the alpha that had people convinced the project was dead) and waiting to see just how often Bethesda is going to keep changing the executable. But frankly I'm getting really impatient because I have some of my own mods I want to port over to Special Edition and in three cases the functions I need are still not working so I can't even convert them for my own use! And because I've never actually needed an extender for the handful of mods I run. :smile:That sums up the real issue. Even most of those who don't want to run third-party programs (and I started that way too) will do it if a mod they really want requires it but it has to be something compelling. Many people simply aren't interested enough in the type of mods that actually need the added scripting functions.Well said, cdcooley. Like what ShadessaWayland have done so have I too. I now use both SkyUI 5.2 despite for having a bug and SKSE64, plus I also use these SKSE64 mods. https://www.nexusmods.com/skyrimspecialedition/mods/15109https://www.nexusmods.com/skyrimspecialedition/mods/245https://www.nexusmods.com/skyrimspecialedition/mods/14491https://www.nexusmods.com/skyrimspecialedition/mods/8889 Link to comment Share on other sites More sharing options...
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