The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Rose Jun 2, 2017 @ 7:03am
Mod Compatibility?
I have a question. Are the mods fully backwards compatible yet? This is the biggest thing putting me off from this version even tho i'd love to play it because I hear its much more stable and crashes less. The thing I know there are some mods I consider essential and I want to be able to play every single custom quest/location/etc mod if I consider it good and I know a lot of these mods require SKSE aswell.

So basically what i'm asking is have all these issues been fixed or at least is there an easy way to port a Skyrim mod to the special edition similar to how there were ways to port some Fallout 3 mods to Fallout New Vegas with a little bit of effort.
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Showing 1-4 of 4 comments
rallicknom Jun 2, 2017 @ 7:45am 
Until SKSE64 is released many mods such as SKY UI will be unable to be ported to SSE. Although this may dissuade you from playing SSE at this time there are a number of mods from oldrim that have been ported over and many which have been made for SSE that can make playing SSE an enjoyable and fun game to play. At least in my opinion, taking into consideration the increased stability of SSE.
Belanos Jun 2, 2017 @ 8:45am 
Originally posted by Rose (Asleep Idling Games):
Are the mods fully backwards compatible yet?

They never will be fully backwards compatible, it's not something that can be "fixed". A 64 bit game engine is vastly different from a 32 bit one. That said there are many old mods that will work in the new version as is, and for many others it's just a case of loading the mod into the new CK and saving it again. There are a small number that will require a bit more effort, though there's a good chance the author has already taken the steps necessary and made an SE compatible version. However, any mods that requite SKSE will have to wait as there still is no version of that for the SE yet.
Rose Jun 3, 2017 @ 4:17am 
Originally posted by Belanos:
Originally posted by Rose (Asleep Idling Games):
Are the mods fully backwards compatible yet?

They never will be fully backwards compatible, it's not something that can be "fixed". A 64 bit game engine is vastly different from a 32 bit one. That said there are many old mods that will work in the new version as is, and for many others it's just a case of loading the mod into the new CK and saving it again. There are a small number that will require a bit more effort, though there's a good chance the author has already taken the steps necessary and made an SE compatible version. However, any mods that requite SKSE will have to wait as there still is no version of that for the SE yet.
I doubt that's true completely really. I was doing some research on this myself and found converting mods from the Skyrim nexus that don't require SKSE requires very minimal effort and just about anyone can do it. I don't see how once SKSE comes out the process wont be similar or at least not that hard. I guess we'll see.
Belanos Jun 3, 2017 @ 8:16am 
Originally posted by Rose (Asleep Idling Games):
I don't see how once SKSE comes out the process wont be similar or at least not that hard. I guess we'll see.

I never mentioned anything about the process being any different with SKSE mods. It's just that right now, without that addon for the SE, they can't be converted as the scripts they use won't compile.
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Date Posted: Jun 2, 2017 @ 7:03am
Posts: 4