The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

View Stats:
Xangelo7 Jun 23, 2016 @ 7:05am
What type of mods require skse? When the new skyrim 64 bit comes the skse won't be compatible.
What type of mods use skse and which don't?

-New lands

-Armor and clothes

-new campaing

-Custom UI like skyrim UI

-etc....

I really want to know. Since the new skyrim is not going to be compatible with skse and skse will have to start again and the fallout 4 script extender is not fully complete.
< >
Showing 1-12 of 12 comments
Hare+Guu! Jun 23, 2016 @ 7:11am 
No esp = 100% doesn't need skse
Everything else depends on what it does. Just because one esp doesn't require it, doesn't mean any others like it do the same.
mainer Jun 23, 2016 @ 7:23am 
Read the mod discription, most mods that require it will state it under requirements (Nexus at least).
Sundered Sox Jun 23, 2016 @ 7:30am 
Gameplay mechanic changing mods for the most part use skse.

They did mention however that the current skyrim will still be playable. Ie. you have the option to play the remaster or the current. So if you are a pc user like myself you can easily wait it out until mods and the likes are compatible with the remaster. After all most of us on pc have already gotten our skyrim running at a 2016 level and beyond

SpeedFreak1972 Jun 23, 2016 @ 7:44am 
Originally posted by Hare+Guu!:
No esp = 100% doesn't need skse
Everything else depends on what it does. Just because one esp doesn't require it, doesn't mean any others like it do the same.

wrong I've got mods that haven't an esp just a skse plugin. for instance tis one: http://www.nexusmods.com/skyrim/mods/49770/?
Last edited by SpeedFreak1972; Jun 23, 2016 @ 7:46am
gnewna Jun 23, 2016 @ 7:49am 
Originally posted by Hare+Guu!:
No esp = 100% doesn't need skse

Nearly - there are a few mods that are just an SKSE plugin, if I remember rightly. Can't remember any examples and it's posssssssssible that this is actually only true for Oblivion/OBSE and Fallout 3/New Vegas and FOSE/NVSE, but I'm pretty sure there's at least one or two SKSE plugin only mods for Skyrim.

Other than that, yes, as above, it really depends on the individual mod. Anything that has an MCM*, though, will require SkyUI and that, in turn, requires SKSE. Some new lands/quest/follower mods may require SKSE, but not necessarily. For example, Vilja, a very detailed follower mod with a lot of unique functions and several quests, is specifically designed not to need anything other than Skyrim to work, including SKSE, but "Tania the Hermit" (never heard of her, but I went looking for a follower that requires SKSE) does need it. Most perk overhaul mods require SKSE, but Ordinator (which, unlike the other ones I can think of, really does focus on perks rather than changing things like weapon damage, potions etc) does not, and so on.

*actually, some exceptions here, because some mods are designed to have an MCM *if* SkyUI is installed and to use an alternative such as a customisation spell if no SkyUI is detected - I think Arissa falls into this group, for instance.
Kitty Jun 23, 2016 @ 8:01am 
Texture replacer= no skse

most of other yes, skse is needed for script
gnewna Jun 23, 2016 @ 8:20am 
Originally posted by SpeedFreak1972:
Originally posted by Hare+Guu!:
No esp = 100% doesn't need skse
Everything else depends on what it does. Just because one esp doesn't require it, doesn't mean any others like it do the same.

wrong I've got mods that haven't an esp just a skse plugin. for instance tis one: http://www.nexusmods.com/skyrim/mods/49770/?

Ah, ninjad!


Originally posted by Oblivion:
Texture replacer= no skse

most of other yes, skse is needed for script

I don't think 'most' - for example, most house mods have no need of SKSE, ditto most follower mods, a lot of quest mods work with vanilla scripting, etc. The more complex a mod, the more likely it is to need SKSE, but not always (see above).
MysticMalevolence Jun 23, 2016 @ 8:35am 
Willing to bet that a large portion of .esp-only mods don't require SKSE.
Venom Snake Jun 23, 2016 @ 9:13am 
The most important and immersive mod won't work if SKSE isn't there and that is the Sexlab mod!
Brandybuck Jun 23, 2016 @ 9:14am 
How to know: read the mod description and requirements. Don't just look at a mod's screenshot and install it, you need to read the ENTIRE mod description to know what it does. And if the mod needs SKSE it will tell you.

Okay, some mods are written by developers too lazy to let you know their stuff needs SKSE. You can usually tell by the lack of meaningful docs. Which underscores another point: Always test your mods! Make a clean save, try out a mod to see if it does what it says it does. If it doesn't then don't use it <gasp>. Then go back to your clean save.
Incunabulum Jun 23, 2016 @ 9:15am 
Originally posted by Xangelo7:
What type of mods use skse and which don't?

-New lands

-Armor and clothes

-new campaing

-Custom UI like skyrim UI

-etc....

I really want to know. Since the new skyrim is not going to be compatible with skse and skse will have to start again and the fallout 4 script extender is not fully complete.

The type of mods that use SKSE will tell you they use SKSE

And there's pretty much one or more mods that use SKSE in each of the categories you've listed.
Brandybuck Jun 23, 2016 @ 9:17am 
Originally posted by EvilDylan:
Willing to bet that a large portion of .esp-only mods don't require SKSE.
Out of fifty or so mods in my last playthrough, only three used SKSE.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jun 23, 2016 @ 7:05am
Posts: 12