If it runs on scripts it needs an update. Mods w/o scripts are probably fine but I think they need some type of conversion (as far as I know). If you check other server more mods get reuploaded every day.
thanks for the info lol'd at all the forum code spam when I hit quote
I didn't even know that was a thing, zz. Time to go buy it and download some more sht and mods.
If you already owned Legendary edition on Steam, you got the SE for free!
Oh fck you're right. Thanks for telling me LOL. I was legit about to go waste 20 bucks to buy it. I haven't been on Steam in months oops.
That's odd I pressed remove format lmao. I have W, A, D, & 2 broken on my laptop keyboard ... 3 of those are set on macros, d I have to copy & paste. LOL. Too cheap to buy an external keyboard. Looks like my shop format as well, a disaster in the code.
question, since you're clearly way more of an expert on skyrim than me, and have prob tried more mods, mind if I get your opinion on what your fav content mods are.. like houses, followers, clothing, etc. (besides the most popular ofc, I've tried most of those)
From my post on the other server forums related to the same question: The truth is that this is somewhere in between Skyrim and Fallout 4. Parts of the engine have been updated to match Fallout 4 (graphics engine, 64-bit, etc.) Basically all of their games are the same core engine which gets improved/modified with each release. But where Fallout 4 used ActionScript 3 and an updated Papyrus scripting engine, Skyrim SE uses the old UI and Papyrus engine from Skyrim (to do otherwise would require rewriting all the scripts and the UI.) In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties. The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know. Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month? We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show.
Mods that use SKSE(and unfortunately in this case a large amount of scripted mods do) will not work with 64 bit under any circumstance though until the SKSE team updates SKSE to 64 bit, which they have stated will take a very long time, just as it has for F4SE.
tbh need like a full guide for modding