The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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crashkid Dec 30, 2024 @ 4:25pm
What is the mod scene like now days?
I noticed some recent updates to the game. Do a lot of the mods still work? Used to play with a gang of mods. Wanting to do another play through.
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Showing 1-4 of 4 comments
Rez Elwin Dec 30, 2024 @ 4:57pm 
There wasn't any "recent" updates to the game, last one was back in January, the 17th to be precise.

If a mod doesn't work, it's likely pretty old and unsupported. Most mods have either been updated or superseded by another. I'm fairly certain you can mod your game in the way you desire it just fine. I have not had any issues myself. While I only run with about 200 mods, they all work just fine on the latest version of Skyrim, AE included.
Fear2288 Dec 30, 2024 @ 5:48pm 
Yes, most mods continue to work just fine. The ones that don’t have faded into obscurity, have been replaced by ones that do the same thing - but better, or are only used by a small population of players who refuse to let their game update past 1.5.97 or 1.6.640.

By “updates” I have to assume you mean the releases on the Creations platform: Skyrim’s “new” in-game menu for both paid and free mods.

I have yet to try any of the new paid content but from what I’ve seen and hear it’s mostly hit or miss. I have heard good things about the vampire-based quest mod that came out a few months back, and some people really enjoyed the Bards College Expansion.

As far as what the mod scene is like…I wouldn’t say that 2024 was defined by anything in particular, unlike how 2022 was a BIG year for animation mods.

There have been a couple standouts this year though - like madragonsprout’s (I spelled that wrong I know) Draugr remodel/retexture, some new 4thUnknown creature replacers, neat utility mods like STB Widgets and The Dragonborn Bestiary, and the awesome Dismemberment and Decapitation Framework mods.

2025 looks to like it could be a great year for major mods though with Skyblivion, Lordbound, and Apotheosis all aiming for releases that year. And who knows…maybe we’ll get a new Beyond Skyrim pre-release.
just giving my 2 cents here but skyrim is pretty stable even when running lots of mods. running about 710 mods currently, and it crashes maybe once every 6 or 7 hours.
its worth picking back up honestly.
Death Approaches Dec 30, 2024 @ 8:42pm 
a lot of times, we have non-technical gamers seeing a game has "updates" and it's just precompiled shader cache off other people's machines being updated for yours... it's not a "game update" even though that's what it says it is.

all mods have ALWAYS worked, the game couldn't function otherwise. SKSE mods that don't use Address Library are tied to the compiled executable, each version of the .exe will have different address locations for hooking in... but your regular .esp style mod has worked as well as it has since day one, even oldrim mods which only need a header increment in many cases, and a formid increment sometimes to run in SE/AE, because how would their own game function, if they arbitrarily changed that stuff? their own content and 3rd party / CC mods and DLCs all work the same way!

yo yo what's the scene, what's the haps, daddio? lol the scene is the same - idiots whining for more who couldn't write one line of papyrus to save their lives, modders getting frustrated with the endless dumb requests from end lusers and abandon their projects because they're stick of useless kiddies using their hard work and bombarding them with endless newbie questions, and still another new modder tries out his first "hello Skyrim!" mod today and begins his run at the scene. it's the way of things. the "scene" is like the mods themselves, it never changes, though the participation does ebb and flow.
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Date Posted: Dec 30, 2024 @ 4:25pm
Posts: 4