Mod for Skyrim skse latest version. Scripting language extension (latest version). Detailed instructions written specifically for installing Skyrim Script Extender


Description


Requirements:

One of the following games:

Skyrim Legendary Edition 1.9.32
Skyrim Special Edition 1.5.62
Skyrim VR 1.4.15

NOTE! The program requires latest version of Skyrim.

Skyrim Script Extender (SKSE)- The utility expands the scripting capabilities of the original game. Required for correct operation a huge number of mods and plugins, which you can install on Skyrim.

SKSE - A program that does not affect the original game files. It is an extension of the scripting language for Skyrim. Simply put, the program expands the possibilities of modding, allows you to make cool gameplay plugins, and expands capabilities that the original game did not allow.

The program is required for a huge number of mods that use SKSE. Without the utility, mods simply will not work, or errors will occur.

Installation

Select the desired folder with the appropriate version:

*Skyrim Legendary Edition
*Skyrim Special Edition
* Skyrim VR

If you install automatically through the installer, the utility itself will determine the location.

Manual installation: Copy the files to the root folder of your Skyrim. Steam path: steam/steamapps/common/Skyrim

AFTER INSTALLATION ALWAYS launch your Skyrim via skse_loader.exe. For convenience, do label on the desktop. After launch, the utility will be activated and Steam will launch with your Skyrim.


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Skyrim Script Extender (SKSE) is a necessary resource for creating and installing modifications for the original The Elder Scrolls 5: Skyrim and Legendary Edition. SKSE significantly expands the functionality of the game interface, fixes some errors in the Creation Kit editor, and improves overall optimization for weaker PCs.

The file has been translated into Russian.

List of changes:

Version: 1.07.03 (latest)

Fixed a bug in the inventory and a bug with dialogues.

Added SpawnerTask for batch PlaceAtMe for positioning

Fixed a chance for ModEvent/UICallback instances to stop working if the game was saved+loaded between their creation and execution

Added value Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects

Added ObjectReference.GetContainerForms/GetReferenceAliases value

Added WornObject.GetReferenceAliases value

Added Form.GetKeywords value

Added StringUtil.Split value

Added Utility.ResizeArray value

Added Actor.ResetAI value (analogous to the console function)

Fixed script ActorBase.GetIndexOf*

Fixed Utility.CreateArray initialization with empty Forms/Aliases

Added support for skse.ExtendData(true) for the enchanting/alchemy/smithing/crafting menu (most likely for the future SkyUI 5.0)

Added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects

Added Quest.GetAliasById/GetAliases

Fixed Armor.ModArmorRating to disable significance

Added value FormList.ToArray/AddForms

Added experimental GameData feature

Added diagnostic messages to help identify the causes of frequent crashes or problems

(1) shows masterfile missing when game crashes on launch

(2) shows lists of missing files in the dialog when loading a save

Both parameters are disabled by default; to enable them add them to the skse.ini file at Data/SKSE/skse.ini:

EnableDiagnostics=1

Update: 1.07.02

This is a beta version for now, but quite working, note, after updating to version 1.07.02, when starting the game, there may be a delay of a few seconds, this happens with the redistribution and updating of new files and changes, then the game will start as usual, then, all subsequent logins to the game will be quick

Renamed the Tree -> TreeObject script to avoid conflicts with game (vanilla) scripts

This version of SKSE 1.07.02 implements the functionality from this plugin "Jaxonz Console Plugin", if someone has this plugin installed "Jaxonz Console Plugin", you can remove it

Added Actor.GetFactions script

Added script Cell.GetWaterLevel

Added additional functions/variables for factions

Added script ActorValueInfo.GetCurrent/Base/MaximumValue

Added script Game.GetCurrentConsoleRef

Added many functional variables for working with NetImmerse script

Fixed SetHarvested script to update visual models, as well as object states

Added kMessage_NewGame script to SKSEMessagingInterface

Added script Enchantment.Get/SetKeywordRestrictions

Fixed a bug/crash that was caused by simultaneous presses of the keys press/release

Added OnNiNodeUpdate script for random events ActiveMagicEffect, Alias, Form

Added experimental support for creating arrays larger than 128 entries

Added Game.SetPlayerLevel script. Works similar to the SetLevel console command for summoning a player

Update: 1.07.01

Version 1.07.01 has left the alpha stage, now it is a full-fledged release, I don’t even know what is described below, all the values ​​are scripted, since it’s all updated, it means the game needs it all. Please note, after updating to version 1.07.01, when starting the game, there may be a delay of several seconds, this occurs with the redistribution and updating of new files and changes, then the game will start as usual, then all subsequent logins to the game will be fast

Fixed IsValidRace for armor for all races

Added MagicEffect.GetCasting/DeliveryType

Fixed a crash when calling UpdateWeight when NPCs have missing facegen files

GetTotalItemWeight, added correct calculation of variables

Added script Potion.IsPoison, GetUseSound

Added Weapon.GetTemplate script

Added script Ammo.IsBolt, GetProjectile, GetDamage

Added script Game.GetDialogueTarget

Added parameter SKSETaskInterface::AddUITask

Added serialization of remote forms

Added SKSEMessagingInterface parameter

The system of messages notifying about incorrect saving and loading has been removed

WornObject.GetDisplayName scripts returned base form-name

Added WornObject script, ObjectReference.GetPoison

Added DirectX SDK required for compilation

Fixed WornObject script responsible for checking slots/masks

Added NetImmerse.SetNodePosition parameter

Added Actor.GetFurnitureReference parameter

Added Game.GetCurrentCrosshairRef parameter

Added parameter NetImmerse.GetRelativeNodePositionx/Y/Z

Added Actor.Set/ResetExpressionPhoneme/modifier

Added parameters Form.HasWorldModel Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet

Added parameter HeadPart.IsExtraPart

Added Form.IsPlayable parameter

Added ObjectReference.GetAllForms parameter

Installation:
Unpack the archive into the game folder where the executable file is located" TESV.exe" with file replacement.
Create a file "
skse.ini" taking into account the parameters of your PC, or download a ready-made one and place it in a folderData/SKSE
Launch the game via s
kse_loader.exe

This version 1.07.03 compatible only with game version 1.9.32.0.8

Basic concept of creation SKSE- expanded functionality and optimization of the game itself TES 5 Skyrim, and its Creation editor Kit. For now SKSE is already quite functional, it eliminates some errors in the game itself, loading on a PC with weak configurations, and can also be used to create game modifications and is very necessary for the game and various mods.

Update: 1.07.03

  • All these corrections and changes are not understandable for the average player and do not carry any semantic load, everything described below concerns only the operation of scripts, so all this is necessary and necessary
  • Added SpawnerTask for batch PlaceAtMe for positioning
  • Fixed chance for ModEvent/UICallback, instances stopped working if the game was saved+loaded between their creation and execution
  • Value added Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects
  • Value added ObjectReference.GetContainerForms/GetReferenceAliases
  • Value added WornObject.GetReferenceAliases
  • Value added Form.GetKeywords
  • Value added StringUtil.Split
  • Value added Utility.ResizeArray
  • Value added Actor.ResetAI(analogous to the console function)
  • Fixed script ActorBase.GetIndexOf*
  • Corrected Utility.CreateArray initialization with empty Forms/Aliases
  • Added support for skse.ExtendData(true) for menu enchanting/alchemy/smithing/crafting(most likely this is for the future SkyUI 5.0)
  • Added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects
  • Added Quest.GetAliasById/GetAliases
  • Corrected Armor.ModArmorRating to turn off significance
  • Value added FormList.ToArray/AddForms
  • Experimental feature added GameData
  • Added diagnostic messages to help identify the causes of frequent crashes or problems
(1) shows masterfile missing when game crashes on launch
(2) shows lists of missing files in the dialog when loading a save
Both parameters are disabled by default, to enable them add to the file skse.ini by the address Data/SKSE/skse.ini:

EnableDiagnostics=1

Update: 1.07.02

  • So far it's beta version, but quite working, note, after updating to version 1.07.02, when starting the game, there may be a delay of a few seconds, this happens with the redistribution and updating of new files and changes, then the game will start as usual, then all subsequent inputs the game will be quick
  • Renamed script Tree -> TreeObject, to avoid conflicts with game (vanilla) scripts
  • In this version SKSE 1.07.02 implemented functionality from this plugin" Jaxonz Console Plugin "if anyone has this plugin installed" Jaxonz Console Plugin ", then you can delete it
  • Added script Actor.GetFactions
  • Added script Cell.GetWaterLevel
  • Added additional functions/variables for factions
  • Added script ActorValueInfo.GetCurrent/Base/MaximumValue
  • Added script Game.GetCurrentConsoleRef
  • Added many functional variables for working with the script NetImmerse
  • Fixed script SetHarvested to update visual models, as well as the state of objects
  • Added script kMessage_NewGame V SKSEMessagingInterface
  • Added script Enchantment.Get/SetKeywordRestrictions
  • Fixed a bug/crash that was caused by simultaneous presses of the keys press/release
  • Added script OnNiNodeUpdate for random events ActiveMagicEffect, Alias, Form
  • Added experimental support for creating arrays larger than 128 entries
  • Added script Game.SetPlayerLevel. Works similar to the console command SetLevel player summon
Update: 1.07.01
  • Version 1.07.01 has left the alpha stage, now it is a full-fledged release, I don’t even know what is described below, all the values ​​are scripted, since it’s all updated, it means the game needs it all. Please note, after updating to version 1.07.01, when starting the game, there may be a delay of several seconds, this occurs with the redistribution and updating of new files and changes, then the game will start as usual, then all subsequent logins to the game will be fast
  • Corrected IsValidRace for armor for all races
  • Added MagicEffect.GetCasting/DeliveryType
  • Fixed crash when calling UpdateWeight for missing files facegen at NPC
  • GetTotalItemWeight, added correct calculation of variables
  • Added script Potion.IsPoison, GetUseSound
  • Added script Weapon.GetTemplate
  • Added script Ammo.IsBolt, GetProjectile, GetDamage
  • Added script Game.GetDialogueTarget
  • Added parameter SKSETaskInterface::AddUITask
  • Added serialization of remote forms
  • Added parameter SKSEMessagingInterface
  • The system of messages notifying about incorrect saving and loading has been removed
  • Scripts WornObject.GetDisplayName returned base form-name
  • Added script WornObject, ObjectReference.GetPoison
  • Package added DirectX SDK, required for compilation
  • Fixed script WornObject responsible for checking slots/masks
  • Added parameter NetImmerse.SetNodePosition
  • Added parameter Actor.GetFurnitureReference
  • Added parameter Game.GetCurrentCrosshairRef
  • Added parameter NetImmerse.GetRelativeNodePositionx/Y/Z
  • Added Actor.Set/ResetExpressionPhoneme/modifier
  • Added options Form.HasWorldModel Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet
  • Added parameter HeadPart.IsExtraPart
  • Added parameter Form.IsPlayable
  • Added parameter ObjectReference.GetAllForms
Update: 1.07.00
- Everything described below I don’t even know what it refers to, all the values ​​are scripted, since it’s all updated, it means it’s necessary
- Added parameter Game.GetFormEx, which is needed to work with formIds >= 0x80000000
- Added parameter UI.Open/CloseCustomMenu
- Added parameter Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType
- Added parameter Math.Log
- Added parameter Ingredient.GetIsNthEffectKnown
- Fixed script SetPlayerTintMaskColor alpha
- Temporary Papyrus enabled plugin API
- Added parameter ActiveMagicEffect.GetMagnitude
- Added parameter Art.Get/SetModelPath
- Added a lot MagicEffect And Tree functions
- Added parameter ModEvent And UICallback
- Added parameter ObjectReference.Get/SetDisplayName
- Added parameter Enchantment.SetNthEffectMagnitude/Area/Duration
- Added parameter Form.SetPlayerKnows
- Added parameter Enchantment.GetBaseEnchantment
- Added parameter Perk.GetNextPerk
- Added parameter ActorValueInfo
- Added parameter LeveledActor/Item/Spell
- Added parameter Game.Get/SetPlayerExperience, GetExperienceForLevel
- Added parameter ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias
- Fixed script Get/SetGoldValue For AlchemyItems
- Added parameter DefaultObjectManager
- Thanks to the author of the patch" Skyrim Memory Patch "from sheson: added game memory size configuration

DefaultHeapInitialAllocMB=<512 мб>
ScrapHeapSizeMB=<256 мб>

Requirements: Before updating from 1.07.02 to 1.07.03:

  • Just install and replace all files, no need to delete anything
Before updating from 1.07.01 to 1.07.02 / 1.07.03:
  • Be sure to delete the entire src folder which is located in the root folder of the game where TESV.exe
  • Delete the file tree.pex by the address Data/scripts
  • Delete the file tree.psc by the address Data/scripts/Source
  • Don’t delete anything else, just install version 1.07.03 and replace all other files
Installation:
  • Open the archive, there is a folder in the archive skse_1_07_02 or skse_1_07_03, all from the folder skse_1_07_02 or skse_1_07_03 place it in the game folder (not in the folder itself DATA, and to the root of the game where the game file to be launched is located TESV.exe), confirm merging folders and files, that is, over the previous version with replacement of all files ( Data, skse_steam_loader.dll, skse_loader.exe, skse_1_9_32.dll copy to the game folder. Folder src need not!)
  • Create a file skse.ini or download the file SKSE.ini here, place it at Data/SKSE and write the following lines: (but this is only relevant for Windows with 64 bits and a RAM memory capacity of at least 4 GB, for Windows with 32-bit bit depth these lines and parameters are not relevant and will not be of any use, so if anyone Windows with 32-bit bit depth, then don’t even register these parameters!!!)

DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256
  • Launch the game only through skse_loader.exe(the icon can be placed on the desktop by making a shortcut to the desktop from the game folder)
  • After entering the game, press pause and in the lower left corner of the screen you will see the game version 1.9.32.0.8 and 1.7.2 will be written next to it SKSE
On a note:
1 - If you have a performance patch installed" Skyrim Memory Patch "from sheson then just install a new one SKSE1.07.02 on top with replacing files and that's it, files skse_loader.exe And skse_steam_loader.dll will be replaced, file mempatch.dll delete in folder Data/SKSE/Plugins, and the file SKSE.ini can be downloaded here

2 - If you want to use it yourself SKSE 1.07.02 And SSME 1.8.0.0, then in the file SKSE.ini don't add parameters:

DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

3 - For those whose game does not start, create a shortcut to the file skse_loader.exe Having placed it on the desktop, open the properties of the shortcut using the right mouse button and in the line " An object" For example " "(this is my way, yours may be different), so, in this line" C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe " add - forcesteamloader"in the end it will be like this" C:\Program Files (x86)\TES V - Skyrim\skse_loader.exe " -forcesteamloader" and click apply and try to launch the game. (note and important!!! note, between skse_loader.exe" And - forcesteamloader"you need to put a space, this is how it should be skse_loader.exe" -forcesteamloader"and if you do this skse_loader.exe"-forcesteamloader", then when saving changes it will write that the format is incorrect.

Skyrim Script Extender or SKSE is a resource for modders that expands Skyrim's scripting capabilities. It does not affect the main files in any way, so you will not experience any other permanent effects. The authors forbade posting it anywhere, so the link above will take you to the creators’ website.

Compatibility:

SKSE will support the latest version of Skyrim available on Steam and ONLY it (currently 1.9.32.0.*). When a new version is released, we will update our files as quickly as possible - please be patient. No editor has been released yet.

Requirements:

Information for mod creators

If your mod requires SKSE then provide a link to the main SKSE site instead of packaging it with your mod. Future versions of SKSE will not be compatible with older versions of mods, so enabling an older version of SKSE may cause confusion or break other mods that require a newer version.

When your mod loads, use the GetSKSERelease command to ensure that the version of SKSE that is installed is compatible.

if GetSKSERelease< 5
MessageBox "This modification requires a newer version of SKSE."
endif

FAQ or Frequently Asked Questions

The game does not work or behaves strangely:

— Let us know what you did before everything broke and we will try to fix this error

Will there be a version for Xbox 360 or PS3?

My antivirus reports that skse_loader has a virus!

- This is not a virus. To extend Skyrim and its editor, we use a technique called "DLL injection" to load our code. This technique is also used by viruses, so some antiviruses may consider our file to be a virus. We recommend adding our file to the list of exceptions in the antivirus rules.

Can I modify and release my own version of SKSE based on the source code you included?

No. The most suitable way for you to edit it is to write a plugin. If you have any questions, please contact us at the addresses listed below.

How can I write a plugin for SKSE?

Check out PluginAPI.h and you can also look at the example project included in the source folders

Can I include SKSE as part of a plugin build or upload it to my sites?

- No. You can only provide a link to http://skse.silverlock.org/ and that’s it. There may be exceptions in some cases - please contact us at the addresses below. This means that if you see a modification that is uploaded somewhere other than http://skse.silverlock.org/, then they are infringing copyright.

Does SKSE work with "4 GB Skyrim"