Skyrim Special Edition Mod Support on Console. SKSE Support?

Post » Sun Jun 19, 2016 11:30 am

Some of the best announced Skyrim mods requires this management software to be added.


it is apparent that the new remastered version may not have the same software applicable.



Why should it?



as said before, most of the best mods and gameplay overhauls require the SKSE program (SKyrim Script Extender). this gives players more options to manage their gameplay and edit some aspects of their Mods. some of these mods may not be active when first insulted and require SKSE to activate it.



without the program, we may be limited to the options given or simply not have most of these popular mods.



so than why not?



it is possible that it would not matter even if the program, or a similar one where to be applicable with the games mod support system. a console storage is very limited and may not be able to handle most gameplay overhaul mods, unless the user completely dedicates his or her consoles memory to Skyrim.



it is safe to say that mods such as re-skins and additional items can be found in this new mod system as it requires a lot less storage than any other large filed Mod. however, mods that change how the game is played or overhauls certain aspects may be too much for the consoles to handle.

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Amy Masters
 
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Post » Sun Jun 19, 2016 11:04 am

The script extender devs have stated that they will never make console version of F4SE so don't expect SKSE appearing on consoles either.

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YO MAma
 
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Post » Sun Jun 19, 2016 12:19 pm

Maybe Bethesda will handle it? It can't be that much work to add the script extender functions in during the revamp, though I guess plagiarizing the code directly would violate copyright law.

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hannaH
 
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Post » Sun Jun 19, 2016 3:35 pm


That won't make SKSE obsolete, though. If Bethesda incorporated every function currently available in SKSE we'd still need SKSE. Modders continually want more, continually want to push beyond what a game provides. No matter where the bar is set we always want to raise it a little higher and we will always need a script extender to accomplish that goal.

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casey macmillan
 
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Post » Sun Jun 19, 2016 12:23 pm


The new functionality seems to stabilize after a while though - it's been about a year since the last SKSE update. What Bethesda's left with now is a list of useful functions, accepted (and in some cases required) by the community and tested to be stable. Though if it's like Behippo says is possible, and the Special Edition ends up using the latest version of the engine, that all goes out the window and Bethesda just gets a grocery list of desired functions to implement. As a very scripting-dependent mod author, I'm more concerned with being able to release my mods than ensuring the SKSE team has another version to implement.



Practically, I would think most of SKSE would transfer over to consoles, though the hotkey functions that are so useful to modders mean little to game controller users.

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Naazhe Perezz
 
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Post » Mon Jun 20, 2016 2:55 am

this is not me saying that i want the SKSE program available on consoles.



this topic is more about informing console players who hope to have popular mods and give them a clear understanding as to why that is likely not to happen without SKSE support.



however, i do believe that a similar program could be implemented to the game, but it will presume to have many risks regarding actual storage space a console can hold for highly complicated mods.






i am sure they can pull through with making their own version of SKSE. it is their game to begin with and the original SKSE would be nothing without it.

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El Goose
 
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Post » Sun Jun 19, 2016 1:56 pm

Potentially, they could. But they certainly will not. The functions added by developers are just the ones necessary for the devs. Adding any function requires testing, testing and testing. (and no, just copying from SKSE source would not be sufficient). Skyrim SpecĂ­al Edition will be still practically the same game (content wise), as 5 years ago. Implementing SKSE just because of consoles? For this old game? No.

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Alycia Leann grace
 
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Post » Sun Jun 19, 2016 12:39 pm


Yep. Do BGS have the technical ability to implement SKSE's feature set? Of course they do. Will they do it? Of course they won't.



I don't anticipate any changes at all to the .esm, except what may be required to accommodate the .exe changes. I wouldn't be surprised if that amounted to absolutely nothing, since Pete Hines said that many existing mods would be compatible right out of the box.



XXSE will not be available on this generation of consoles (I'd have said it never would be, but then Sony and Microsoft shocked me and decided to let us put our mods up for download on their consoles, so who knows what'll happen next generation).



As far as the PC version goes, though, the SKSE team know what they're doing.

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jess hughes
 
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