Skse 64bit
Author: M | 2025-04-24
I'm waiting SOOOOO much the SKSE 64bit to be released. I assume, if SKSE 64bit will released around 15 March that in the end of March it will be a bombarding of Wait for a stable beta of SKSE 64bit before diving into that. In the meantime, there are plenty of SE mods available with workarounds to get past SKSE requirements (like using
SKSE 32bit Saves to SKSE 64bit Saves :: The Elder Scrolls V:
No longer function until SKSE has been updated to work with Skyrim AE. Some examples of mods that may break due to this change include: Sky UI, Race Menu, XPMSSE, True Directional Movement - to name a few. Other mods may even need additional tweaking, so they might not start working again as soon as SKSE is adapted but will require more work from their authors to be compatible with Skyrim AE and the Anniversary Update. But there is no need to panic: from what we know and expect, this is only going to be temporary disruption to the modding scene, especially until SKSE can be adapted to the update. You also always have the option of backing up your game (as explained below) or even rolling back.This is no one's fault in particular so please do not message or harass any of the SKSE devs, or anyone at Bethesda. We're certain the SKSE devs are and will be working very hard on adapting the script extender as they have for many, many years now. Thank you for your continued work and best of luck!Is it the mod apocalypse? Well, not quite.It is not all doom and gloom as you may have read online. We know that the SKSE devs are talking to Bethesda to find a solution, and while it may take longer than usual for them to update the script extender, the current estimate we’re aware of is that it will still happen relatively soon. In the days or weeks until SKSE is rewritten to work with the 11 November update, however, you may find that some mods no longer work. In addition to that, it is also possible that some SKSE plugins i.e. mods based on the script extender will need to be rewritten by their authors entirely, meaning they may stop working and won’t magically start working again when the SKSE team have updated to a new version either, as extrwi - one of the SKSE developers - stated on Reddit. While that is definitely unfortunate and a blow to Skyrim SE modding, most SKSE dependent mods should be back in action days or weeks after the 11 November update - so, no, it is not going to be the end of all modding as we know it. To put that into perspective, Cartogriffi, Community Manager at Bethesda, highlighted that SKSE dependent mods might need "more work than usual" to be updated, and that on consoles there is "potential that the next-gen upgrade will require reworking some graphical and performance mods", but that overall, most mods will work fine.Nonetheless, just to be on the safe side, you might want to backup your SkyrimSE.exe. To be even safer, you may also want to backup several files - or if you have the disk space available - your entire Skyrim SE folder.List of files to backup on PC to be safe:SkyrimSE.exeData/Skyrim.esmData/Update.esmData/Skyrim - Interface.bsaData/Skyrim - Misc.bsaData/Skyrim - Patch.bsaTo help you know what mods are and aren't working - we. I'm waiting SOOOOO much the SKSE 64bit to be released. I assume, if SKSE 64bit will released around 15 March that in the end of March it will be a bombarding of Wait for a stable beta of SKSE 64bit before diving into that. In the meantime, there are plenty of SE mods available with workarounds to get past SKSE requirements (like using NOBODY of them, believe that SKSE will be ever released in 64bit. There are some facts, why: 1. SKSE is very useful, but actually NOT that much for a common user/player SKSE 2. = Skyrim 64bit. 1. pr0xy. @ am Thanks. How does the SKSE on Steam work however? Can I download it on steam, download mods to So, before jumping into conclusions, wether SkyUI needs to be ported or not, we first need to wait for SKSE 64bit. Thats all the modders that have mods that require SKSE (like Anyone who is having this problem this is how you fix it. Firstly, download SKSE or SKSE for AE.If you have Special edition you need the AE version. Secondly, you need 7zip, 64bit 32bit Anyone who is having this problem this is how you fix it. Firstly, download SKSE or SKSE for AE.If you have Special edition you need the AE version. Secondly, you need 7zip, 64bit 32bit Incompatible with the Special Edition, as the 32-bit and 64-bit engines do not cross over. Luckily, SKSE64 has been released for a while now, serving the same purpose for Special Edition as SKSE does for the original Skyrim. The original SKSE can be installed through Steam and even has its own store page for easy access. In this case, all one has to do is download SKSE through the Steam store, and launch the game through the new launcher available to them on Steam. Past that, however, things get more complicated, as users will need to know how to find their installation file. For most users, this will be Steam, which is particularly important as non-Steam releases are not supported by SKSE. Both SKSE and SKSE64 can be found on their dedicated website on Google, as well as on the Nexus Mods site, the most popular site for Skyrim modding. On both these sites the file can be downloaded manually, in which case a user simply has to take the resulting ZIP file and extract it in the same folder as their Skyrim installation folder, where the Skyrim.exe file can be found. This can be found by accessing a user's Program Files folder, to access their Steam directory and therefore the Skyrim installation folder. To make things easier, users can also download a mod launcher such as Mod Organizer 2 or Vortex Mod Launcher, the majority of which either have SKSE integrated, or can download SKSE and install it automatically through Nexus Mods. Installing through a mod launcher is recommended, as most launchers now have SKSE installed, not to mention the ease of use modding through a launcher can afford an average player with a lacking aptitude in modding.Comments
No longer function until SKSE has been updated to work with Skyrim AE. Some examples of mods that may break due to this change include: Sky UI, Race Menu, XPMSSE, True Directional Movement - to name a few. Other mods may even need additional tweaking, so they might not start working again as soon as SKSE is adapted but will require more work from their authors to be compatible with Skyrim AE and the Anniversary Update. But there is no need to panic: from what we know and expect, this is only going to be temporary disruption to the modding scene, especially until SKSE can be adapted to the update. You also always have the option of backing up your game (as explained below) or even rolling back.This is no one's fault in particular so please do not message or harass any of the SKSE devs, or anyone at Bethesda. We're certain the SKSE devs are and will be working very hard on adapting the script extender as they have for many, many years now. Thank you for your continued work and best of luck!Is it the mod apocalypse? Well, not quite.It is not all doom and gloom as you may have read online. We know that the SKSE devs are talking to Bethesda to find a solution, and while it may take longer than usual for them to update the script extender, the current estimate we’re aware of is that it will still happen relatively soon. In the days or weeks until SKSE is rewritten to work with the 11 November update, however, you may find that some mods no longer work. In addition to that, it is also possible that some SKSE plugins i.e. mods based on the script extender will need to be rewritten by their authors entirely, meaning they may stop working and won’t magically start working again when the SKSE team have updated to a new version either, as extrwi - one of the SKSE developers - stated on Reddit. While that is definitely unfortunate and a blow to Skyrim SE modding, most SKSE dependent mods should be back in action days or weeks after the 11 November update - so, no, it is not going to be the end of all modding as we know it. To put that into perspective, Cartogriffi, Community Manager at Bethesda, highlighted that SKSE dependent mods might need "more work than usual" to be updated, and that on consoles there is "potential that the next-gen upgrade will require reworking some graphical and performance mods", but that overall, most mods will work fine.Nonetheless, just to be on the safe side, you might want to backup your SkyrimSE.exe. To be even safer, you may also want to backup several files - or if you have the disk space available - your entire Skyrim SE folder.List of files to backup on PC to be safe:SkyrimSE.exeData/Skyrim.esmData/Update.esmData/Skyrim - Interface.bsaData/Skyrim - Misc.bsaData/Skyrim - Patch.bsaTo help you know what mods are and aren't working - we
2025-04-23Incompatible with the Special Edition, as the 32-bit and 64-bit engines do not cross over. Luckily, SKSE64 has been released for a while now, serving the same purpose for Special Edition as SKSE does for the original Skyrim. The original SKSE can be installed through Steam and even has its own store page for easy access. In this case, all one has to do is download SKSE through the Steam store, and launch the game through the new launcher available to them on Steam. Past that, however, things get more complicated, as users will need to know how to find their installation file. For most users, this will be Steam, which is particularly important as non-Steam releases are not supported by SKSE. Both SKSE and SKSE64 can be found on their dedicated website on Google, as well as on the Nexus Mods site, the most popular site for Skyrim modding. On both these sites the file can be downloaded manually, in which case a user simply has to take the resulting ZIP file and extract it in the same folder as their Skyrim installation folder, where the Skyrim.exe file can be found. This can be found by accessing a user's Program Files folder, to access their Steam directory and therefore the Skyrim installation folder. To make things easier, users can also download a mod launcher such as Mod Organizer 2 or Vortex Mod Launcher, the majority of which either have SKSE integrated, or can download SKSE and install it automatically through Nexus Mods. Installing through a mod launcher is recommended, as most launchers now have SKSE installed, not to mention the ease of use modding through a launcher can afford an average player with a lacking aptitude in modding.
2025-03-27Once installed, SKSE64loader.exe supersedes the original Bethesda game loader.. So when you install Skyrim, I think you have to run once using the original loader to establish some baseline configuration value, etc.At that point, if you are intending to use SKSE dependent mods, you should install SKSE and start using SKSE64loader.exe ~exclusively for normal gameplay.Idk about MO2, but in vortex, if you don't want to use a shortcut from your desktop or from a quick bar, you can create a button in vortex to fire the game up using SKSE. I do not know how, since I prefer using a shortcut. Presumably MO2 also has some ability to encapsulate SKSE into some sort of "start game" button, but I have no experience at all in MO2 so again I'll defer to someone who does.I'm sure someone can fill you in if you want to go that route (or you can do a widenet search yourself). something like "skyrim special edition start skse from vortex" or "skyrim special edition start skse from mo2"I do keep the original game loader link, but it's more a situation of "if I delete that, I'm 100% positive I'll need it once it's gone" rather than a logical conclusion that I'll ever need it again.
2025-03-31