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Skyrim SE or AE?


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Posted

Hi!

I´m wondering if most mods on here are made for the  SE version of Skyrim, can I still install a lot of the mods here with AE? I just wanna know before I install a bunch!

 

Thanks :)

Posted

if the mod is LE, or just listed as Skyrim, then you may be looking at the wrong version entirely. You're currently posting in a section that is more LE, there is a specific SE/AE subsection https://www.loverslab.com/forum/72-skyrim-special-edition/ . Please don't try to use LE versions of mods in SE/AE; you will need to use something like Cathedral Asset Optimizer to convert the mod to SE/AE, and there's enough SE/AE mods that you shouldn't need to do this at the start of modding.

 

Skyrim SE is version 1.5.97, skyrim AE is currently up to version 1.6.1170. To avoid steam updating skyrim, set the appropriate appmanifest file in Steam to read only.

 

tasairis maintains a compatibility tracker, for about 7000 mods https://tasairis.github.io/compat/, and the discussion is also posted as the link below.

 

For the actual AE/SE compatibility:

 

if the mod involves SKSE or uses Address Library or Papyrus, then there is probably a different version for each version of skyrim (1.5.97, 1.6.640, 1.6.1130, 1.6.1170)

An example would be Schlongs of Skyrim, which has a different .dll for each version. Some mods have an installer which figures out which version you have installed, and picks from within the mod's library for the correct version, but that's more of a perk that mods from Nexus have. For the files here, you'll need to make certain you download the right dll or version manually.

 

if the mod doesn't have scripts such as SKSE or Address Library or Papyrus listed as a requirement, then an SE mod (skyrim version 1.5.97) can probably be used in AE (currently version 1.6.1170)

Be aware, AE 1.6.1170 changed the file system of skyrim to support even larger number of mods to be loaded at once, so some mods written for AE may not be backwards compatible to SE without adding even more mods that help skyrim 1.5.97 understand the new file format.

 

skyrim AE 1.6.1170 can support a fully function SexLab installation. If you're starting out with a lot of new mods that are script heavy, then going for AE 1.6.1170 should work, and you just need to look for the latest versions of mods.

 

I'd recommend getting something like Alternate Start - Live another life, or skyrim unbound, to avoid the opening cart scene at helgen. I find that building a mod list that has a lot of scripts and gameplay modifications involves doing a lot of new playthroughs as I add mods slowly and check everything still works in a clean new character. If you use Alternate Start, that requires USSEP from Nexus, and the mod author only has the latest (AE 1.6.1170) version available, which forces the issue that you may need to be in 1.6.1170. If you use Unbound, that avoids USSEP, and so avoids being forced into the latest version.

 

If you using an existing save, and add or remove mods that have scripts, then this is much higher risk for creating problems. Please don't delete mods and expect an existing save to work; that risks leaving orphaned scripts and variables in the play through, and this will likely cascade into random crashes. So if you find a mod isn't quite to your taste or is causing problems and you want to remove it, you should go back to making a complete new game and a clean new character. 

 

 

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