Install the add-on for Skyrim skse. Scripting language extension (latest version)


The main concept behind creating SKSE is to expand the functionality and optimize both the Skyrim LE game itself and its Creation Kit editor. At the moment, SKSE is already quite functional, it eliminates some errors in the game itself, loading on PCs with weak configurations, and can also be used to create game modifications and is very necessary for the game and various mods

Update: 1.07.03

All these corrections and changes are not understandable for the average player and do not carry any semantic load, everything described below concerns only the operation of scripts, so all this is necessary and necessary
- Added SpawnerTask for batch PlaceAtMe for positioning
- Fixed a chance for ModEvent/UICallback instances to stop working if the game was saved+loaded between their creation and execution
- Added value Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects
- Added ObjectReference.GetContainerForms/GetReferenceAliases value
- Added WornObject.GetReferenceAliases value
- Added Form.GetKeywords value
- Added StringUtil.Split value
- Added Utility.ResizeArray value
- Added Actor.ResetAI value (analogous to the console function)
- Fixed script ActorBase.GetIndexOf*
- Fixed Utility.CreateArray initialization with empty Forms/Aliases
- Added support for skse.ExtendData(true) for the enchanting/alchemy/smithing/crafting menu (most likely for the future SkyUI 5.0)
- Added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects
- Added Quest.GetAliasById/GetAliases
- Fixed Armor.ModArmorRating to disable significance
- Added value FormList.ToArray/AddForms
- Added experimental GameData function
- Added diagnostic messages to help identify the causes of frequent crashes or problems
(1) shows masterfile missing when game crashes on launch
(2) shows lists of missing files in the dialog when loading a save
Both parameters are disabled by default; to enable them add them to the skse.ini file at Data/SKSE/skse.ini:
EnableDiagnostics=1

Update: 1.07.02
- This is a beta version for now, but quite working, note, after updating to version 1.07.02, when starting the game, there may be a delay of a few seconds, this happens with the redistribution and updating of new files and changes, then the game will start as usual, then , all subsequent logins to the game will be quick
- Renamed the Tree -> TreeObject script to avoid conflicts with game (vanilla) scripts
- This version of SKSE 1.07.02 implements the functionality from this plugin " ", if someone has this plugin installed "Jaxonz Console Plugin", you can remove it
- Added script Actor.GetFactions
- Added script Cell.GetWaterLevel
- Added additional functions/variables for factions
- Added script ActorValueInfo.GetCurrent/Base/MaximumValue
- Added script Game.GetCurrentConsoleRef
- Added many functional variables for working with the NetImmerse script
- Fixed the SetHarvested script to update visual models, as well as the state of objects
- Added kMessage_NewGame script to SKSEMessagingInterface
- Added script Enchantment.Get/SetKeywordRestrictions
- Fixed a bug/crash that was caused by simultaneous presses of the keys press/release
- Added OnNiNodeUpdate script for random events ActiveMagicEffect, Alias, Form
- Added experimental support for creating arrays larger than 128 entries
- Added script Game.SetPlayerLevel. Works similar to the SetLevel console command for summoning a player

Update: 1.07.01
- Version 1.07.01 has left the alpha stage, now it is a full-fledged release, I don’t even know what is described below, all the values ​​are scripted, since it’s all updated, it means the game needs it all. Please note, after updating to version 1.07.01, when starting the game, there may be a delay of several seconds, this occurs with the redistribution and updating of new files and changes, then the game will start as usual, then all subsequent logins to the game will be fast
- Fixed IsValidRace for armor for all races
- Added MagicEffect.GetCasting/DeliveryType
- Fixed a crash when calling UpdateWeight when NPCs have missing facegen files
- GetTotalItemWeight, added correct calculation of variables
- Added script Potion.IsPoison, GetUseSound
- Added Weapon.GetTemplate script
- Added script Ammo.IsBolt, GetProjectile, GetDamage
- Added script Game.GetDialogueTarget
- Added parameter SKSETaskInterface::AddUITask
- Added serialization of remote forms
- Added parameter SKSEMessagingInterface
- Removed the system of messages notifying about incorrect saving and loading
- WornObject.GetDisplayName scripts returned the base form-name
- Added script WornObject, ObjectReference.GetPoison
- Added DirectX SDK required for compilation
- Fixed the WornObject script responsible for checking slots/masks
- Added parameter NetImmerse.SetNodePosition
- Added parameter Actor.GetFurnitureReference
- Added parameter Game.GetCurrentCrosshairRef
- Added parameter NetImmerse.GetRelativeNodePositionx/Y/Z
- Added Actor.Set/ResetExpressionPhoneme/modifier
- Added parameters Form.HasWorldModel Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet
- Added parameter HeadPart.IsExtraPart
- Added parameter Form.IsPlayable
- Added parameter ObjectReference.GetAllForms

Update: 1.07.00
- Everything described below I don’t even know what it refers to, all the values ​​are scripted, since it’s all updated, it means it’s necessary
- Added parameter Game.GetFormEx, which is needed to work with formIds >= 0x80000000
- Added parameter UI.Open/CloseCustomMenu
- Added parameter Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType
- Added Math.Log parameter
- Added parameter Ingredient.GetIsNthEffectKnown
- Fixed SetPlayerTintMaskColor alpha script
- Enabled temporary Papyrus plugin API
- Added parameter ActiveMagicEffect.GetMagnitude
- Added parameter Art.Get/SetModelPath
- Added many MagicEffect and Tree functions
- Added ModEvent and UICallback parameter
- Added parameter ObjectReference.Get/SetDisplayName
- Added parameter Enchantment.SetNthEffectMagnitude/Area/Duration
- Added parameter Form.SetPlayerKnows
- Added parameter Enchantment.GetBaseEnchantment
- Added parameter Perk.GetNextPerk
- Added ActorValueInfo parameter
- Added LeveledActor/Item/Spell parameter
- Added parameter Game.Get/SetPlayerExperience, GetExperienceForLevel
- Added parameter ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias
- Fixed Get/SetGoldValue script for AlchemyItems
- Added DefaultObjectManager parameter
- Thanks to the author of the Skyrim Memory Patch from sheson: added configuration of game memory sizes
DefaultHeapInitialAllocMB=<512 мб>
ScrapHeapSizeMB=<256 мб>

Requirements:
Skyrim LE 1.9.32.0.8

Before updating from 1.07.02 to 1.07.03:
- Just install and replace all files, no need to delete anything

Before updating from 1.07.01 to 1.07.02 / 1.07.03:
- Be sure to delete the entire src folder which is located in the root folder of the game where TESV.exe is
- Delete the tree.pex file at Data/scripts
- Delete the tree.psc file at Data/scripts/Source
- Don’t delete anything else, just install version 1.07.03 and replace all other files

Installation:
- Open the archive, place everything from the skse_1_07_03 folder in the game folder (not in the DATA folder itself, but in the root of the game where the game launch file TESV.exe is located), confirm the merger of folders and files, that is, on top of the previous version, replacing all files ( Data, skse_steam_loader.dll, skse_loader.exe, skse_1_9_32.dll copy to the game folder. The src folder is not needed!)
- Create a file skse.ini or , place it at the address Data/SKSE and write the following lines: (but this is only relevant for Windows with 64-bit and with at least 4 GB of RAM, for Windows with 32-bit these the lines and parameters are not relevant and will be of no use, so if anyone has Windows with 32-bit bit depth, then don’t even enter these parameters!!!)

ScrapHeapSizeMB=256
- Launch the game only through skse_loader.exe (the icon can be placed on the desktop by making a shortcut to the desktop from the game folder)
- After entering the game, press pause and in the lower left corner of the screen you will see the game version 1.9.32.0.8 and next to it will be written 1.7.3 SKSE

On a note:
1 - If you have installed a patch to increase performance from sheson, then simply install SKSE 1.07.03 on top with replacing the files and that’s it, the skse_loader.exe and skse_steam_loader.dll files will be replaced, delete the mempatch.dll file in the Data/SKSE/Plugins folder

2 - If you want to use SKSE 1.07.03 and , then do not add the parameters in the SKSE.ini file:
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

3 - For those who do not start the game, create a shortcut to the skse_loader.exe file by placing it on the desktop, open the shortcut properties with the right mouse button and in the “Object” line, for example “C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe" (this is my path, yours may be different), so, in this line "C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe" add -forcesteamloader" , in the end it will be like this "C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe" -forcesteamloader" and click apply and try to start the game. (note and important!!! note, between skse_loader.exe" and -forcesteamloader" you need to put a space, this is how skse_loader.exe should be " -f orcesteamloader", and if you do this skse_loader.exe "-f orcesteamloader", then when saving changes it will write that the format is incorrect.

The Elder Scrolls V: Skyrim - Skyrim Script Extender (SKSE)


Game platform: TES V: Skyrim Legendary Edition
Name: Skyrim Script Extender (SKSE)
Current version: 1.07.03
Mod language: English
Size: 2.2 MB
Release date: 25.05.15


Description:

The main concept of creating SKSE is to expand the functionality and optimize both the TES 5 Skyrim game itself and its Creation Kit editor. At the moment, SKSE is already quite functional, it eliminates some errors in the game itself, loading on PCs with weak configurations, and can also be used to create game modifications and is very necessary for the game and various mods.

Requirements:

  • This version 1.07.01, 1.07.02, 1.07.03 is only compatible with game version 1.9.32.0.8

Mod changes:

Update: 1.07.03

  • All these fixes, although incomprehensible to the average user, are extremely important as they relate to the operation of scripts.
  • Added SpawnerTask to batch PlaceAtMe for positioning.
  • Fixed a chance for ModEvent/UICallback instances to stop working if the game was saved+loaded between their creation and execution.
  • Added Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects value.
  • Added ObjectReference.GetContainerForms/GetReferenceAliases value.
  • Added WornObject.GetReferenceAliases value.
  • Added Form.GetKeywords value.
  • Added StringUtil.Split value.
  • Added Utility.ResizeArray value.
  • Added Actor.ResetAI value (analogous to the console function).
  • Fixed script ActorBase.GetIndexOf*
  • Fixed Utility.CreateArray initialization with empty Forms/Aliases.
  • Added support for skse.ExtendData(true) for the enchanting/alchemy/smithing/crafting menu (most likely for the future SkyUI 5.0).
  • Added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects.
  • Added Quest.GetAliasById/GetAliases.
  • Fixed Armor.ModArmorRating to disable significance.
  • Added FormList.ToArray/AddForms value.
  • Added experimental GameData feature.
  • Added diagnostic messages to help identify the causes of frequent crashes or problems.
    (1) shows masterfile missing when game crashes on launch
    (2) shows lists of missing files in the dialog when loading a save
    Both parameters are disabled by default; to enable them add them to the skse.ini file at Data/SKSE/skse.ini:
    EnableDiagnostics=1

Update: 1.07.02

  • The Tree -> TreeObject script has been renamed to avoid conflicts with game (vanilla) scripts.
  • This version of SKSE 1.07.02 implements the functionality from this plugin "Jaxonz Console Plugin", if someone has this plugin "Jaxonz Console Plugin" installed, you can remove it.
  • Added Actor.GetFactions script.
  • Added Cell.GetWaterLevel script.
  • Added additional functions/variables for factions.
  • Added script ActorValueInfo.GetCurrent/Base/MaximumValue.
  • Added Game.GetCurrentConsoleRef script.
  • Added many function variables for working with NetImmerse script.
  • Fixed the SetHarvested script to update visual models, as well as the state of objects.
  • Added kMessage_NewGame script to SKSEMessagingInterface.
  • Added Enchantment.Get/SetKeywordRestrictions script.
  • Fixed a bug/crash that was caused by pressing/releasing the keys simultaneously.
  • Added OnNiNodeUpdate script for random events ActiveMagicEffect, Alias, Form.
  • Added experimental support for creating arrays larger than 128 entries.
  • Added Game.SetPlayerLevel script. Works similar to the SetLevel console command for summoning a player.

Update: 1.07.01

  • Fixed IsValidRace for armor for all races.
  • Added MagicEffect.GetCasting/DeliveryType.
  • Fixed a crash when calling UpdateWeight when NPCs have missing facegen files.
  • GetTotalItemWeight, added correct calculation of variables.
  • Added script Potion.IsPoison, GetUseSound.
  • Added Weapon.GetTemplate script.
  • Added script Ammo.IsBolt, GetProjectile, GetDamage.
  • Added Game.GetDialogueTarget script.
  • Added parameter SKSETaskInterface::AddUITask.
  • Added serialization of remote forms.
  • Added SKSEMessagingInterface parameter.
  • The system of messages notifying about incorrect saving and loading has been removed.
  • WornObject.GetDisplayName scripts are returned with a base form-name.
  • Added WornObject script, ObjectReference.GetPoison.
  • Added DirectX SDK required for compilation.
  • Fixed the WornObject script responsible for checking slots/masks.
  • Added NetImmerse.SetNodePosition parameter.
  • Added Actor.GetFurnitureReference parameter.
  • Added Game.GetCurrentCrosshairRef parameter.
  • Added parameter NetImmerse.GetRelativeNodePositionx/Y/Z.
  • Added Actor.Set/ResetExpressionPhoneme/modifier.
  • Added parameters Form.HasWorldModel Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet.
  • Added parameter HeadPart.IsExtraPart.
  • Added Form.IsPlayable parameter.
  • Added ObjectReference.GetAllForms parameter.

Update: 1.07.00

  • Added the Game.GetFormEx parameter, which is needed to work with formIds >= 0x80000000
  • Added UI.Open/CloseCustomMenu parameter
  • Added parameter Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType
  • Added Math.Log parameter
  • Added Ingredient.GetIsNthEffectKnown parameter
  • Fixed SetPlayerTintMaskColor alpha script
  • Enabled temporary Papyrus plugin API
  • Added ActiveMagicEffect.GetMagnitude parameter
  • Added parameter Art.Get/SetModelPath
  • Added many MagicEffect and Tree functions
  • Added ModEvent and UICallback parameter
  • Added ObjectReference.Get/SetDisplayName parameter
  • Added parameter Enchantment.SetNthEffectMagnitude/Area/Duration
  • Added Form.SetPlayerKnows parameter
  • Added Enchantment.GetBaseEnchantment parameter
  • Added Perk.GetNextPerk parameter
  • Added ActorValueInfo parameter
  • Added LeveledActor/Item/Spell parameter
  • Added parameter Game.Get/SetPlayerExperience, GetExperienceForLevel
  • Added parameter ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias
  • Fixed Get/SetGoldValue script for AlchemyItems
  • Added DefaultObjectManager parameter
  • Thanks to the author of the "Skyrim Memory Patch" from sheson: added configuration of game memory sizes
    • DefaultHeapInitialAllocMB=<512 мб>
    • ScrapHeapSizeMB=<256 мб>
Before updating from 1.07.02 to 1.07.03:
  • Just install and replace all files, no need to delete anything.

Before updating from 1.07.01 to 1.07.02:

  • Be sure to delete the entire src folder which is located in the root folder of the game where TESV.exe is
  • Delete the tree.pex file at Data/scripts
  • Delete the tree.psc file at Data/scripts/Source
  • Don’t delete anything else, just install version 1.07.03 and replace all other files.

Installation:

  • Open the archive, in the archive there is a folder skse_1_07_02 or skse_1_07_03, place everything from the folder skse_1_07_02 or skse_1_07_03 in the folder with the game (not in the DATA folder itself, but in the root of the game where the game file to be launched is TESV.exe), confirm merging of folders and files, then is on top of the previous version with the replacement of all files (all this needs to be copied into the game src, Data, skse_steam_loader.dll, skse_loader.exe, skse_1_9_32.dll)
  • Create the skse.ini file or download the SKSE.ini file here, place it at Data/SKSE and write the following lines: (but this is only relevant for Windows with 64 bits and with at least 4 GB of RAM, for Windows with 32 -x-bit bit depth, these lines and parameters are not relevant and will be of no use, so if anyone has Windows with 32-bit bit depth, then don’t even enter these parameters!!!)
    • DefaultHeapInitialAllocMB=768
    • ScrapHeapSizeMB=256
  • Launch the game only through skse_loader.exe (the icon can be placed on the desktop by making a shortcut to the desktop from the game folder)
  • After entering the game, press pause and in the lower left corner of the screen you will see the game version 1.9.32.0.8 and next to it will be written 1.7.2 SKSE

Attention:

  1. If you have installed the patch to increase performance "Skyrim Memory Patch" from sheson, then simply install the new SKSE 1.07.02 on top with replacing the files and that's it, the skse_loader.exe and skse_steam_loader.dll files will be replaced, delete the mempatch.dll file in the Data/ folder SKSE/Plugins, and install the SKSE.ini file.
  2. If you want to use both SKSE 1.07.02 and SSME 1.8.0.0, then do not add the following parameters in the SKSE.ini file:
    • DefaultHeapInitialAllocMB=768
    • ScrapHeapSizeMB=256
  3. For those whose game does not start, create a shortcut to the skse_loader.exe file by placing it on the desktop, open the shortcut properties with the right mouse button and in the “Object” line, for example “C:\Program Files (x86)\TES V - Skyrim \skse_loader.exe" (this is my path, yours may be different), so, in this line "C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe" add -forcesteamloader, in in the end it will be like this "C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe" -forcesteamloader" and click apply and try to start the game. (note and important!!! note, between skse_loader.exe" and -forcesteamloader" you need to put a space, this is how it should be skse_loader.exe" -forcesteamloader", and if you do this skse_loader.exe"-forcesteamloader", then when saving changes will write that the format is incorrect.

Skyrim Script Extender (or SKSE for short) is needed to add new algorithms to The Elder Scrolls V - Skyrim. After installing it, the game receives basic functional extensions, based on which you can create many mods.
The full meaning of this software will be discussed in our article.

Basis for modifications

For the average player, the SKSE instruction set will not provide any significant benefit. But for players who are interested in modding, this is an excellent tool and basis for testing their own and using other people's mods for Skyrim.
SKSE expands the list of scripts existing in the library. Simply put, with its help you can create new quests, test game mechanics, and radically change the concept of the world.

Maintain Compatibility

For the plugin to work correctly, install only the latest version of the program in the folder with the files of the latest version of the game. You should know that to enable it, Skyrim must be launched through “skse_loader.exe”, and not through a regular launcher.

Optimization for weak PCs

Another advantage of the script extension is changing the settings of the launcher and system files of the game to improve optimization on weak computers. Often, the Skyrim + SKSE combination is more playable on older systems than the original edition.

Advantages

access to game program codes to change them;
the best tool for Skyrim modders;
the ability to expand the mechanics and principles of the virtual world;
installation is carried out in the root folder of the game and does not require much effort from the user;
improved performance on weak machines.

Flaws

the latest versions have flaws that are gradually being eliminated;
This software as a tool is designed for experienced users.

You can download the latest version of SKSE for free using the link below the article.

Skyrim Script Extender 64 (SKSE64) is a resource for modmakers that expands the scripting capabilities and functionality of the Skyrim SE game. Used to create game modifications and is needed by the game when using various mods. SKSE64 works without modifying the game's executable files, so it does not introduce or add side effects.

Version 2.0.16:
- Support for game version 1.5.80.0.8
- Fixed a potential glitch in the ReferenceAlias.ForceRefToWornItem functionality

Version 2.0.15:
- Support for game version 1.5.73.0.8
- Fixed functionality LeveledItem.SetNthLevel/SetNthCount to 0xFFFF instead of 0xFF.
- Fixed support for .esl requests for the Game.GetModByName and similar functionality.
- Added PLGN structure for cosave (shared saves), containing a list of loaded mods.
- misc BSHandleRef refcount fixes.
- tArray::Push correctly uses new placement instead of operator=
- temporarily disabling crosshair ref hook (problems)
- re-enable crosshair ref hook (fixed main problem)
- Fixed functionality Game.GetModByName, GetLightModByName, the game crashed if the required mods were not installed.

Version 2.0.12:
- Support for game version 1.5.62.0.8
- Fixed compatibility on the task interface
- Various definition fixes

Version 2.0.10:

- Fixed use of locks
- Mods with .ESL files can now load translations

Version 2.0.9:
- Support for game version 1.5.53.0.8
- Used game implementations of lock functions so that they can be connected (for modders)
- Added itemId to the Favorites menu before calling inventory plugins.
- Cleared warnings in base scripts.

Version 2.0.8:
- Support for game version 1.5.50.0.8
- added missing functions.
- fixed various bugs that we forgot about in the previous version.

Version 2.0.7:
- Support for game version 1.5.39.0.8
- Fixed SimpleLock/BSReadWriteLock functionality
- Ammo functionality fixed

Changelog:
- Support for game version 1.5.23.0.8
- Support for game version 1.5.16.0.8
- Fixed a crash in the GetLeftHandSlot function (could appear in Actor.EquipItemById, GetEquipSlotById, EquipItemEx, UnequipItemEx scripts)
- Fix return type in GetFormWeight
- Made many internal definition fixes/additions
- Added functionality for texture shade size.
- Internal tasks have been unified.
- Added search processing for “light” mods that have .esl files serialized in shared saves.

- Fixed DataHandler layout changes for Creation Club.
- Fixed random game crashes when saving.
- Proper reporting of the current state of the beta/release version.
- Support for game version 1.5.3.0.8
- Updated scripts responsible for armor and actors for new functions added in patch 1.5.3.0.8
- Added FastTravelEnd functionality (internal).
- Fixed the functionality of "scaleform ShowOnMap" (scaling form when displayed on the map).
- Fixed the problem with the lack of a game saving system in save when using skse64 (joint saving with skse64 did not record game data when papyrus was running, as a result, the save “broke”).
- Adaptation of skse for the game Skyrim Special Edition.
*This is an alpha version of SKSE64. This version is not currently intended for use by players. First of all, this initial version will be of interest to mod authors and those who want to test the operation of skse64. Telling us that mod "x" doesn't work is probably not a good idea, but telling us that ActorBase.GetCombatStyle() always returns an empty form would be very helpful to us.

Requirements:
Skyrim SE 1.4.2.0.8 - 1.5.80.0.8

Note about game and SKSE64 version updates:
Dear players, every time you update the game itself, you will always have to wait for SKSE64 to update, do not write indignation why, after updating the game, SKSE64 and mods stopped working for you, it is natural that it will not work, you just need to wait until the authors of SKSE64 update the version, for the new patch of the game itself, please be patient.

Installation:
0. Download the required SKSE64 archive for your version of the game from the developers’ website (or in the version archive) or download the general archive from us and unpack it into any empty folder, select the desired version of skse64 for your version of the game.
For game 1.5.80.0.8 - 2.0.16
For game 1.5.73.0.8 - 2.0.15
For game 1.5.62.0.8 - 2.0.12
For game 1.5.53.0.8 - 2.0.10
For game 1.5.50.0.8 - 2.0.8
For game 1.5.39.0.8 - 2.0.7
For game 1.5.23.0.8 - 2.0.6
For game 1.5.16.0.8 - 2.0.5
For game 1.5.3.0.8 - 2.0.4
For game 1.4.2.0.8 - 2.0.2
1. In the archive, go to the folder skse64_2_00_хх
2. Take the files skse64_steam_loader.dll, skse64_loader.exe, skse64_X_X_X.dll (X are the game version numbers) and place them in the game folder itself where the executable file of the game SkyrimSE.exe is located (not in Data).
3. The "src" folder is only needed for programmers, most users can ignore this folder and not install.
4. In the Data folder in the archive, take the entire scripts folder and place it in the Data folder in the game. Scripts.PEX are needed by all skse users, and scripts.psc are only needed by modmakers for CreationKit64 and if you intend to create and compile papyrus scripts.
5. Launch the game via skse64_loader.exe

Troubleshooting/Q&A:
* My antivirus complains about skse64_loader!
- It's not a virus. To extend Skyrim and the Creaton Kit editor, we use a method called DLL injection to load our code. Because this method can also be used by viruses, some poorly written virus scanners will assume that any program that performs this action is a virus. Add the game folder to exceptions in your antivirus program.

*I followed the directions, but Skyrim SE launches without SKSE64!
- Try running skse64_loader.exe as an administrator by right-clicking on skse64_loader.exe and selecting "run as administrator". This can be enabled as a compatibility option in the program's properties window.

* How do I know what skse features have been added?
- Look at the .psc files in Data\Scripts\Source\. At the bottom of each .psc file there is a label that shows the SKSE features that have been added. Most have comments describing their purpose.

* Where are the log files stored?
- To support users on computers that do not have write permission to the Program Files folder, log files have been moved to the folder \My Games\Skyrim Special Edition\SKSE\.

* Where is the skse64.ini file located?
- The skse64.ini file (in which the options are entered) is located along the path to the game folder Skyrim Special Edition/Data/SKSE/Plugins/

* How to remove SKSE64?
- Delete the .dll and .exe files starting with the name skse64_ from the game folder.

* How to update from a previous version to a new one
- If, for example, you had SKSE64 v2.0.2 installed for game 1.4.2.0.8 and want to upgrade to SKSE64 v2.0.4 and higher for game 1.5.3.0.8 and higher, then be sure to delete the skse64_X_X_X.dll file, in general, every time new version of the game, the .dll file changes and must be removed from the previous version of SKSE64

* How to fix the bug with sunken eyes (pupils as if pressed in with fingers):
- Go to the path Skyrim Special Edition\Data\SKSE\Plugins, find the skee64.ini file. Open, find the section, set bEnableFaceOverlays = 1 to bEnableFaceOverlays = 0, save the file

SKSE is a tool (utility) that extends scripts for the game client The Elder Scrolls V: Skyrim. This program is used to create mods. Using this utility, you will create your own mod with unlimited possibilities.

Purpose

SKSE is an extension of the game and allows you to work with special functions. The name of the utility is derived from Skyrim Script Extender. Add new scripts and configurations to the application in the game client libraries.

By adding unusual parameters and libraries, “expanding them”, you can optimize the game. The tool launches the game and allows you to play in full even on weak computers. Gamers who do not have the opportunity to play on powerful hardware will be able to launch the game and make changes to it without having powerful hardware.

The "tool" fixes a number of errors. The creators did not fix the latest bugs and wrote this review with a patch (1.9.32.0.8). This application fixes problems with textures that “fail” during the game. The utility also removes many errors in dialogues and problems with using inventory.

Launching modifications

The main SKSE is installed to work with some mods. A lot of modifications of different types and scales have been made to Skyrim. Create unique mods and add new features to ready-made game characters. If necessary, you can make your own config and enter scripts to expand functionality.

The usual set of scripts that are present in the game does not provide full functionality of the gameplay. Use Skyrim Script Extender and add new configs and parameters.

In addition to the game client, SKSE adds several innovations to the standard package of tools from the creator - the Creation Kit. Use these tools and add unusual features to your game by specifying scripts that automate many processes.
The application can be downloaded for free, but some “builds” are incompatible with the distribution build. Before downloading data, pay attention to this feature. Don't forget that the SE version works with a separate version of SKSE.

Key Features

  • setting up and updating configs with errors;
  • the application does not work on all versions of the Skyrim client;
  • adding configs to Creation Kit;
  • The hacking tool must be installed to run the modifications;
  • “hacker” runs on a free license and does not require activation.






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