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To those of you that have never seen basic HTML websites before, this may look very sketchy but I assure you that everything here is 100% safe. To start, let’s head over to the official SKSE website hosted on. But, with the information I have provided in my guides, this process should be trivial, if you’ve been paying attention. My guess is that this is because they don’t know what’s going on behind the scenes of a Mod Manager. For some reason, downloading and installing the script extender is very intimidating for many users. To put simply, many amazing gameplay mods would not be possible without the Skyrim Script Extender. The power this resource provides for mod authors cannot be overstated as it allows them to get information and processes that are normally inaccessible through Vanilla commands. You can think of SKSE as a mod that expands this list of commands. These scripts are snippets of code used by the game engine to perform specific tasks and are little more than text documents with written commands. Recall that in previous videos, we discussed scripts as being assets that reside in game’s data folder. The plugin and probably the loader need to be updated.To give you a little more insight as to what this mod does, I’ll refer back to it’s name–Script Extender. "REL/Relocation.h(548): failed to open file" - This is from a plugin that is being loaded with something other than SKSE and is using the Address Library. However, if you have already upgraded to AE and are feeling adventurous, then try this out.Įdit3: Updated again for the 1.6.318 hotfix.Įdit4: There is a bug in the hook for populating alchemy table category entries - fixed in 2.1.2 posted above. If you have an existing mod setup on pre-AE that you would like to keep working, this is not a sign that you should upgrade and start using this version of SKSE. That said, things seem to be working better than expected. Plugin developers can build local versions with it enabled, but keep in mind that the version check code is going to change.ĭue to the large amount of manual code rewrite required for this release, the possibility for bugs is higher than usual. The primary feature that is missing is the plugin manager, which is currently disabled until I can rewrite the system that handles plugin compatibility checks. At the very least you can keep using Todd's favorite mod (SkyUI) without problems. All of the hooks tested as working, the Papyrus extensions seem to be OKish but I don't have complete test coverage. This is a preliminary build of SKSE64 with support for Skyrim SE 1.6.318, aka the Anniversary Edition. Thanks to Bethesda for giving me early access to AE so I could get this ready. In an attempt to avert the part of the modpocalpyse that I can control, I've been spending all of my free time for the last week and a half or so getting this ready, and just made it about an hour before the update was pushed.
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