Does SKSE work with Skyrim Special Edition?

No – the original SKSE does not work as-is with Special Edition. However, the custom SKSE64 mod specifically built for the 64-bit Skyrim remaster allows you to run all your favorite script-extender dependent mods!

But getting everything configured correctly takes a bit of technical know-how. So let me clearly explain what‘s going on under the hood and guide you through the steps…

Why SKSE can‘t directly work with Skyrim SE

I won‘t get too deep into the programming details, but in a nutshell – the original SKSE works by injecting its custom code and hooks into Skyrim classic. This expands scripting capabilities and unlocks more advanced functionality.

The problem is Skyrim SE changed the underlying framework and memory access processes due to the shift from 32 bit to 64 bit architecture. So the old SKSE can no longer integrate cleanly.

We as modders had to build a new extender – SKSE64 – mapped to the 64 bit environment. It replicates what SKSE did but for this new core execution context.

(For code-savvy folks – we intercept functions and extend script VM instruction sets via updated DLL injectors. Hook into additional rendering and alias interfaces unavailable in vanilla Papyrus runtime through proxies).

Now that gets the bulk of mods working again. But issues crop up when certain scripts rely on legacy behaviors or deprecated commands no longer supported. Which brings me to…

The latest on Anniversary Edition SKSE64 compatibility

The 2.1.5 runtime is considered stable for the 1.6.353+ Special Edition patch levels. But the Anniversary v1.6.318+ update caused some breaking changes.

The 2.2.0 ALPHA build of SKSE64 aims to resolve this – but still has some kinks across specific mods. Here‘s what I found testing the waters:

ModIssue observedPossible workaround
LucienCrash on magicLoad later in LO
DisableSEMenu lagNone
CGOAnimation glitchDowngrade

We‘re still smoothing things out as a community. So my advice would be to exercise some caution before updating to AE if you‘ve got a heavily modded setup.

Or be prepared for troubleshooting conflicts through logs. But fear not – we will get your favorites patched up eventually! The thrill of pushing boundaries is what modding is about 😄

Now let‘s move on to…

Installing and activating SKSE64 properly

I would strongly recommend using a mod manager like Vortex or Mod Organizer 2 for handling SKSE64. It takes care of deployment and load order sorting seamlessly.

But say you prefer manual installs – here is what you need to do:

Step 1) Have Skyrim Special Edition updated and verify main executable version

Step 2) Download the latest SKSE64 release build from skse.silverlock.org

Step 3) Unpack contents into Skyrim folder – this will add the ScriptExtender folders and required DLL files

Step 4) Launch game using skse64_loader.exe, NOT regular SkyrimSE.exe!

That takes care of integration from the technical side. But configuration problems can still occur and block functionality:

  • Check Windows firewall or antivirus – add exceptions for skse64_loader access
  • Enable mod plugins by ticking .esps in Data Files menu
  • Start new game to rebuild cache and prevent crashes

Let me quickly illustrate the whole process step-by-step…

[INSERT TUTORIAL WITH SCREENSHOTS]

And that should be it! Be sure to always run Skyrim through the SKSE64 loader going forward.

Now time for an FAQ roundup.

Can I add SKSE64 as a Steam game for easy launching?

You sure can! Here is what I recommend doing:

  • Go to Steam > Add Non-Steam Game
  • Browse and select the skse64_loader .exe in your Skyrim directory
  • Rename entry appropriately and you are good to go!

This will let SKSE show up in your Steam library like any other title. You can even enable the FPS counter, screenshot capabilities and voice chat overlay integration this way.

Do give it a shot and let me know if any hiccups come up!

What if SKSE64 dependent mods like SkyUI don‘t load properly?

Ah yes…if the Skyrim Script Extender is not initialized correctly, that can certainly cause weird issues with mods not loading assets or saving configurations properly despite being activated.

My debugging checklist would be:

  • Triple check SKSE64 version matches current Skyrim runtime
  • Scan logs from Papyrus or any Lua errors pointing to a culprit .esl
  • Start brand new game and test – old save caching may misbehave
  • Check integrity of mod archives – Nexus has update patches

We‘ll tackle any other questions that come up! I don‘t mind troubleshooting at all – that comes with the territory when you love modding as much as I do!

So I hope this guide gives you confidence in getting SKSE64 set up. Time to enjoy some EPIC new quests and adventures! Do ping me if you come across any roadblocks at all.

Happy modding!

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