I haven’t had that experience myself and you should be fine, but it can happen.
But it is going to step you very carefuly and clearly through the process of installing a modest number of mods that will significantly improve the graphics of Skyrim SE and leave you empowered to add a whole bunch more and experiment to your heart’s content.ĭisclaimer: Make sure to back up any saves before starting to mod your game, and be aware that it is possiblie to make mistakes during modding that will require you to completely reinstall Skyrim. It’s not going to be the most definitive or comprehensive. It is currently under development, but there is no timeline yet for release.This is the guide I wish I had when I was first starting out. SKSE64 will be the script extender for Skyrim Special Edition. thanks to sheson: added configuration of some initial pool sizes fixed Get/SetGoldValue for AlchemyItems added ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias added Game.Get/SetPlayerExperience, GetExperienceForLevel added LeveledActor/Item/Spell, see associated. added ActorValueInfo, see ActorValueInfo.psc for details added Enchantment.SetNthEffectMagnitude/Area/Duration added ObjectReference.Get/SetDisplayName added ModEvent and UICallback, see associated. added many MagicEffect and Tree functions enabled previously-temporary Papyrus plugin API - it isn't what I wanted it to be, but I don't think I have the time to do it the right way added Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType added Game.GetFormEx that works for formIds >= 0x80000000 added Form.HasWorldModel, Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet added Actor.Set/ResetExpressionPhoneme/Modifier added NetImmerse.GetRelativeNodePositionX/Y/Z DirectX SDK now required for compilation added WornObject, ObjectReference.GetPoison WornObject.GetDisplayName returns base form name if no display name is present plugin messages sent on save, preload, postload, delete serialization understands deleted forms added Ammo.IsBolt, GetProjectile, GetDamage GetTotalItemWeight computed correctly for non-players fixed crash when calling UpdateWeight on non-facegen Actors added MagicEffect.GetCasting/DeliveryType Works anologously to console command SetLevel called on the player added experimental support for creating arrays larger than 128 entries add OnNiNodeUpdate event to ActiveMagicEffect, Alias, Form fix crash caused by many simultaneous key tap/press/release commands initial implementation of array return types added Enchantment.Get/SetKeywordRestrictions added kMessage_NewGame to SKSEMessagingInterface
fixed SetHarvested to update the visual model as well as the object state added many node manipulation functions to NetImmerse added ActorValueInfo.GetCurrent/Base/MaximumValue container weight count takes stack size in to account renamed Tree -> TreeObject, avoids conflicts with vanilla scripts (2) Lists the missing files in the removed content dialog when loading a save.īoth are disabled by default to enable them add this to \Data\SKSE\skse.ini: (1) Shows which masterfile is missing when the game CTDs on startup. added diagnostic messages that help detecting the cause of common crashes or problems. TreeObject and Flora accept general forms as produce
fixed Armor.ModArmorRating to disallow underflow added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects
added support for skse.ExtendData(true) to enchanting/alchemy/smithing/crafting menus fixed Utility.CreateArray initialization with empty Forms/Aliases added Actor.ResetAI (similar to console function) added ObjectReference.GetContainerForms/GetReferenceAliases added Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects fixed chance of ModEvent/UICallback instances failing if the game was saved+loaded between their creation and execution added SpawnerTask for batch PlaceAtMe with positioning (see SpawnerTask.psc for details) Gopher has made a if you are having trouble with Steam, the installer, or the instructions in the readme file. For Actionscript extensions, read skse_docs.txt. For details of the Papyrus extensions, read skse_papyrus_docs.txt or look at /src/skse/scripts/modified. It does so without modifying the executable files on disk, so there are no permanent side effects.
The Skyrim Script Extender, or SKSE for short, is a modder's resource that expands the scripting capabilities of Skyrim. Latest version (1.7.3, supporting runtime 1.9.32):.