Popular Post Psalam Posted November 4, 2021 Popular Post Posted November 4, 2021 A warning for Skyrim SE users... The AE (Anniversary Edition) of Skyrim launches, Nov 11. Don't Let Steam Update your Skyrim SE to AE (Anniversary Edition) Why?... until SKSE is updated to support AE, the AE update will break SKSE, and thus many mods will not work, at all. Just by letting steam update your SE in the background, when it launches, will be breaking. The default for steam is that likely this will happen, if you take no action. Mods that do not rely on SKSE at all should be fine. Mods that require SKSE but do NOT include DLL plugins should be fine once SKSE itself is updated. Mods that require SKSE and DO include a DLL plugin will NOT work until the original authors rebuild them for the post-AE offsets (which may never happen). How to prevent Steam from Updating: Set your game to only update on launch Go to your Steam Library Right-Click Skyrim Special Edition and select "Properties..." In the left hand menu, go "Updates" Under "Automatic Updates" select the option "Only update this game when I launch it" It's also recommend that you make a backup of your Skyrim folder. Background/Details (thanks to @Blaze69 )... Spoiler I don't understand how people haven't figured things out yet since all the info is available from trusted sources (like Beth themselves or the SKSE devs). "Skyrim Anniversary Edition" is a bundle pack of Skyrim Special Edition and 500 Creation Club "Items", which will cost roughly $70 regardless of whether you own SE already or not (though the price may be reduced a bit if you do own it, not sure on that) and which SE owners will not get for free. This is also the version that will be for sale on next-gen consoles aka PS5 and Xbox Series. And yes, it will not overwrite the SE store page on Steam or whatever, because it's a bundle. Just like "GOTY"/all-DLC bundles of games don't (usually) overwrite the base games' Store page. So next gen consoles will be getting the same base game as current PCs and previous gen consoles have, with possibly a higher graphic quality preset (e.g. High or Ultra instead of Medium) than previous-gen consoles but otherwise being the same game and code under the hood. Skyrim Special Edition itself will be getting a "standard" update for its exe on the same day Anniversary Edition goes live, as it has always happened whenever new content is added to the Creation Club store before. Said update will also make the Fishing CC free for all SE owners, alongside two other existing CC files whose name I don't remember (this is the only "free" thing current SE owners will get, all the other 500+ CC files from the AE bundle must be bought separately). These executable updates usually only add the new CC stuff to the exe data but leave most of the code untouched. Thus, once SKSE itself updates and so does the Address Library, all SKSE DLLs and mods start working again because the strings of hex code and memory addresses they edit to do their magic are untouched, so they can still be found. But, as it turns out, the Microsoft Store/Xbox Achievements code (required for the Xbox Series and PC M$ Store release of SE + AE) is only compatible with a newer version of Visual Studio and not the one used by Beth to compile the SE exe up until this point. The way to fix it for Beth is very simple, just grab the newest Visual Studio version and compile the new SE exe with it instead of with the old one. Ez Pz. And here's where the real problem comes. Because a newer Visual Studio compiler means the code and memory offsets in the SE exe will be completely different and won't match what all the existing SKSE mods (and SKSE itself) are built for. The new offsets and code strings will have to be found for the data fields those mod need to edit, and DLLs will need to be re-compiled with these targets. SKSE itself will probably be updated in a few days, as per the SKSE team themselves. But "3rd party" SKSE DLL plugins will remain broken until someone (whether the original authors or other modders that step up to the task) updates them to the new offsets and recompiles them. Which, for certain SKSE DLLs whose authors are gone from the modding scene and/or whose source code was never made public, may actually never happen. There's also the issue of future SKSE DLLs being made for the post-AE offsets not being backwards-compatible with pre-AE unless the authors go the extra mile and actually make a specific "pre-AE" version as well, so the people that may want to stick to pre-AE to not lose not-updated mods will lock themselves out of using those post-AE mods. The TL;DR is: Mods that do not rely on SKSE at all should be fine. Mods that require SKSE but do NOT include DLL plugins should be fine once SKSE itself is updated. Mods that require SKSE and DO include a DLL plugin will NOT work until the original authors rebuild them for the post-AE offsets (which may never happen). Further information from @Andy14: Spoiler How to prevent Steam from Updating: Set your game to only update on launch Go to your Steam Library Right-Click Skyrim Special Edition and select "Properties..." In the left hand menu, go "Updates" Under "Automatic Updates" select the option "Only update this game when I launch it" Start Steam in offline mode before starting the game 52
Guest Posted November 12, 2021 Posted November 12, 2021 A preliminary updated SKSE64 has ben released on Silverlock: https://skse.silverlock.org/ It looks working with the AE version of Skyrim SE. It was not fully tested and no SKSE plugins were tested yet. In case you did not do a good backup of the previous SE version, you can try this updated SKSE.
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