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#Skyrim script extender skyrim special edition mod#
This realistically means that the native code mod scene is going to be broken for an unknown length of time after AE's release." Effectively everyone who has written a native code plugin will need to do at least some amount of work to support AE. The plugin ecosystem has been around long enough that people have moved on, and code is left unmaintained. "I can probably sit there over a few nights and bang out an updated version of SKSE, but my main concern is for the rest of the plugins out there. "Doing this work takes a reasonable amount of time for each plugin," they said. Basically, they think people will have a lot to figure out before they can fix the methods and tools that more-advanced mods build on. The explanation gets technical, so read the Reddit thread for the full deets. "This changes the way that the code is generated in a way that forces mod developers to start from scratch finding functions and writing hooks," extrwi said. The problem according to extrwi, who says they've spoken with Bethesda, is that the update hitting Skrim SE alongside the Anniversary Edition will compile the game with a newer version of Visual Studio-and that will have a side-effect of breaking the known routes to tap into it. Many, many mods rely on SKSE, and some mods tap deeper into Skyrim in other ways. SKSE is a tool which lets mods do more than Skyrim's official mod tools allow, tapping deeper into the game to do fancier things.