Skyrim SE Modding

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MadManCK
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Game engine has changed significantly. Porting over existing mods is also not straight forward.

The SkyUI can be partly circumvented by adding a "Power".

So far i have very little issues with 140 mods running. Mostly easthetics.

But a lot of Oldrim mods depend on the SKSE.

The good part is that i do not get scripting clutter like in Oldrim.
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Raiserfx has ported Ruins Clutter Improved to the Skyrim SE

http://www.nexusmods.com/skyrimspeciale ... mods/5870/?

One of the must haves. No more ugly washed out textures in ruins.

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MadManCK wrote:Raiserfx has ported Ruins Clutter Improved to the Skyrim SE

http://www.nexusmods.com/skyrimspeciale ... mods/5870/?

One of the must haves. No more ugly washed out textures in ruins.

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Looks good added to my list. ;)
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In regards to the SKSE
Skyrim Special Edition has been released, and the original SKSE will not work with it. We are currently investigating the application to create a SKSE64 build for the Special Edition. This will not be a fast process. The update to 64-bits means a lot of investigation and changes. Much like the work that has gone into F4SE this will take a tremendous amount of effort. We appreciate your patience while this work continues. We have no timeline for a release. - the SKSE team 29 October 2016
Source: http://skse.silverlock.org/
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Thanks for the info Mad, will keep an eye on it but if it is going to take a long time i may start without it. :o
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Most important mods have workarounds for the absence of the SkyUI.

I do not think SKSE64 will be relased this year.

One of the cool modders of Oldrim has been converting his replacement mods for Draugr, Mammoths, Hagraven etc to Skyrim SE. Kajuan. Check out his stuff.

http://www.nexusmods.com/skyrimspeciale ... mods/6127/?
http://www.nexusmods.com/skyrimspeciale ... mods&pUp=1

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Amazing Follower Tweaks is properly converted to the SE now

http://www.nexusmods.com/skyrimspeciale ... mods/4340/?

Previous port was bugged and incomplete.

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I also managed to port some mods myself to the SE.
SE does not manage BSA files, so you have to unpack them and add the .esp to the folder.

I use a simple BSA unpacker tool for it.

http://www.nexusmods.com/skyrimspecialedition/mods/974/?

Some do work out of the box. Adding mods with mod manager is easy. Download manually and add the mod, using the green + on top.

For more info about porting Oldrim mods to Skyrim SE:
http://wiki.tesnexus.com/index.php/Port ... ired_tools
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Just an update on SKSE64. :D

Looks like mid-March for fist test Beta. :geek:
Skyrim Special Edition has been released, and the original SKSE will not work with it. We are creating SKSE64 for the new 64-bit Special Edition. We appreciate your patience while work continues. Currently we estimate a mid-March time frame for a beta release of SKSE64.

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Considering they do this in their spare time it is even quick. It will make a truckload of mods compatible with the SE.

So far i have around 150 mods running now. Without too many real isues.

There is one thing i want to mention. The standard generated LODs are very poor. If you want a big improvement, without performance loss, you can try the LOD generator. Works just like TESVEdit.
It is already pre-programmed, which makes it relatively easy to use.

I applied all max settings on LOD and textures. And the game runs like clockwork and looks 10x better in the distance.
Big advantage of making your own LODs is that they are based on your game and MOD load order list. This will make it very smooth with barely visible transitions. And no more ugly distant scenery.

http://www.nexusmods.com/skyrimspeciale ... mods/6642/?
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I tried a new game on SE but couldn't get used to not having SKSE and all the extras it brings so I have started a new game with the standard version till SKSE comes along. (i can wait ;) )

After all apart from smoother running graphics look much the same with mods. :mrgreen:
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