Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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/?
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.
most of other yes, skse is needed for script
Ah, ninjad!
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).
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.
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.