Skyrim SE: SKSE Console Modding Usage?

Post » Thu Jul 07, 2016 8:19 am

Hey guys and girls


I understand the limitation of skyrim mods being difficult or needing a lot of work to be transferred to consoles if they utilize the SKSE.


There has been a large dismissal of mods being unusable for Console players due to this reliance however i have the following questions


1.So what types of mods dont use it? Questing, Adding NPCS, New items, Upgrading horses, Visual effects, Capes, Expansions etc


2.Whats to stop Bethesda having something similar in the creation kit to easily fulfill the purposes of it? A Bethesda alternative to avoid copyright that requires little change or none? Is that not possible or?


3.Why wont it come to the Creation Kit as a mod to download for other mods?



4.What mods would you guys like to see by the way?


Capes, Dark Brotherhood expansions, New Sancturarys, Stronger Magic, Bookshelf/Decorating mod to help displaying items whilst storing, an expansion on hearthfire and a civil war extender are all Mods i would be all over straight away, what about you guys?



For christ sake no hate on console modding, considering 99% of console users dont mod skyrim and 85%+ of PC users dont mod skyrim, why dont we just appreciate the legends who do the hard work for both of us.



Thanks a ton :)

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Nicole Kraus
 
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Post » Thu Jul 07, 2016 10:42 am

SKSE is required for the MCM to work so a lot of mods have it as a requirement only for that. Mods that only require SKSE for the MCM could be rewritten without the MCM but you would lose the ability to fine tune the mod -- but it could otherwise function.


SKSE also adds a lot of functionality to the scripting system and some mods need its additional functionality for their scripts to function. Theoretically Bethesda could build the additional scripting functions provided by SKSE into the new engine but I would be surprised (though happily so) if they did that.


The types of mods that require SKSE's additional scripting functions tend to be those that alter vanilla mechanics or create new mechanics, like needs mods, mods that make horses more usable, just to give a couple of examples.


Edit: oh, forgot to answer your question about why Sony/Microsoft won't allow SKSE on consoles. It's because SKSE is different from a normal mod that is created through the CK. SKSE is a .dll file that has the ability to load other .dll files. This presents additional security risks beyond normal esp/esm files or new mesh and texture files.
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[ becca ]
 
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Post » Thu Jul 07, 2016 10:19 pm

Thanks a lot for clearing that up :) Anyway to upvote you or + your rep?


Correct me if i am wrong with this but is there not a lot of Mods on Fallout 4 Consoles (Using as an example) that alter vanilla aspects or bring in new stuff, so are those mods only possible due to lots more work? Or are they a very small specific bunch of mods that dont need the SKSE?

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clelia vega
 
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Post » Thu Jul 07, 2016 6:48 am

You're welcome!


I cannot compare Skyrim modding to Fallout 4 modding since I have no experience with FO4.


Adding new items to the game doesn't typically require SKSE. Some changes to existing items and mechanics can be made without any scripting at all. Here are a few of my mods that don't include scripts:


http://www.nexusmods.com/skyrim/mods/71708/?


http://www.nexusmods.com/skyrim/mods/76517/?


http://www.nexusmods.com/skyrim/mods/76352/?


http://www.nexusmods.com/skyrim/mods/72321/?


You could make these same types of changes (and lots of other types of changes) to weapons, armor, spells, enchantments, enemies, all without scripting.


But adding a completely new mechanic, like the ability to pick flowers or loot corpses from a horse or changing the image space when you drink a beverage to give a "drunk" effect, is going to require scripting and may require SKSE if the existing scripting functions are inadequate to accomplish the goal of whatever it is you are trying to do.
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Alina loves Alexandra
 
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Post » Thu Jul 07, 2016 6:00 pm

Thank you very much :) !

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BlackaneseB
 
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Post » Thu Jul 07, 2016 8:37 am

SKSE is used by quests and scripts in particular, anything that doesn't involve scripts or quests ought to be fine, in theory at least. Not every quest uses or needs SKSE however it just adds some sometimes useful extra functions the MCM menu being probably the best known and possibly the most useful.



Textures overhauls, player homes, armours, etc rarely use scripts or quests for example.

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Suzy Santana
 
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Post » Thu Jul 07, 2016 12:12 pm

To answer another question, SKSE could never work on a console as it uses DLL injection to change the game's code - not only would this be tricky to implement on consoles in the first place, it would create a security nightmare for Sony and Microsoft.

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Roberto Gaeta
 
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Post » Thu Jul 07, 2016 6:41 pm


Quests does not necessarily need SKSE I do not even recall one needing it.

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dean Cutler
 
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