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As a reminder, set the game to only update when launched by right-clicking the game title and selecting Properties. Then, only use the SKSE-Launcher to start the game. Remember to have Steam open before launching the game so it doesn't try to load generic INI files.
You may also set the appmanifest file to 'Read-Only.' Navigate to
Steam/Steamapps, locate the following file, right-click and select Properties, and set to Read-Only -
appmanifest_489830
If you had the creation club content then you had the most up to date version and nothing was screwed up because of that.
The last update was well over a year ago.
With any luck, it WONT be right before Skyblivion releases like what happened with FO4 and the Fallout: London mod - pushing FOLON back by about a month and a half (I don’t think it was intentional on Bethesda’s part, just a really unfortunate coincidence).
I imagine sometime within the next year it’ll get updated again, probably some kind of facelift/tweaking to the Creations platform, or possibly some kind of promotional stunt for the Oblivion remake (if it actually ends up being real) like an armor set or weapon or whatever from Oblivion being added into Skyrim.
I don’t think Skyrim will stop getting random updates until at least TESVI has been out for a year.
And, as other's state, just take the less than 10 minutes to protect your game, and you don't have to worry at all. To backup your game see the following:
https://steamcommunity.com/sharedfiles/filedetails/?id=2872091273
Linked guide is from the Introduction section of the following PINNED TOPIC - which should be the first stop for those looking for information on the game and links to references, guides, vids, etc.:
https://steamcommunity.com/sharedfiles/filedetails/?id=2888888400
Yep. Many of us here are not bothered by updates at all. Game could update tonight and it wouldn't hurt my playing with xSE mods at all.
I have normal precautions in place, but most importantly the executable is getting backed up automatically. If Steam would somehow manage to update the game anyway, I would shrug my shoulders, throw previous file from CDante's backup system in to folder and keep playing.
Which they do not, so I cop to that, I done goofed and wasn't clear with my post... However for DRM'D games:
TL;DR Wasn't clear enough with post, so it was my fault that wires got crossed, and yes, it is still impossible to bypass updating DRM'D games, generally speaking...
As for SSE, the last update was over a year ago (January '24), and with Bethesda now concentrating on Starfield and TES VI, it is unlikely (though not impossible) that SSE will receive any more updates.
The Skyblivion team is far more in tune with what's going on with the game than the FOLON team was with Fallout London. They're all generally aware of what a game update will do and will be able to adapt to it in no time. So I wouldn't worry about Skyblivion if a game update happens to drop close to their release window.
FOLON's biggest issue is overreliance on F4SE, and an apparent desire to convince the press that every problem they had was somehow Bethesda's fault.
As for whether SSE gets anymore updates, I'd say it's inevitable. They're almost certainly going to want to bring the Achievement Friendly status to the VC program on Skyrim's side like they have with Starfield. That will require at least one game update to implement that into things.
Bethesda is perfectly capable of working on more than one thing at once. Their team size has more than quadrupled over the years.
If memory serves me correctly the issue with FOLON wasn’t their inability to quickly navigate an update, which - to be fair - was more substantial than many of Skyrim’s. That was the “next gen update” that attempted to make a number of changes to game performance and other areas as well as adding in content.
The issue was the fact that they were using a number of framework and other mods - not created by them. The creators of those mods gave FOLON permission to use their work but supposedly did not give them access to the source code or whatever files used to originally create their mods.
This meant that when FO4 got that update, those mods needed to be updated in order to continue functioning properly, but the only people who could do that were the original creators - not the FOLON team.
So they had to wait until those individuals did so before they could then do whatever they needed to on their end to re-implement it into FOLON.
If anything, that was their “mistake” - relying on work created by people not directly involved in FOLON who were unwilling to provide access to the source code/files.