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Skyrim SE Script extender : any updates or is it dead ?


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#1 thorgal

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Posted 27 April 2017 - 10:34 AM

I haven't heard a peep from the Devs of SKSE on the  SKSE64  version  in a while .

 

Is it still coming  or is it dead ?


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#2 DarkladyLexy

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Posted 27 April 2017 - 02:37 PM

As far as i know it only been delayed but they haven't given a time frame when of if it will be finished so does sound good. Personally i think Bethesda miss a massive trick not getting SKSE into the SSE base game from the beginning but hey ho.


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#3 JUNKdeLUXE

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Posted 27 April 2017 - 04:25 PM

latest official news (that I know of)

 

https://forums.nexus...6#entry48873882


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#4 paul666root

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Posted 29 April 2017 - 03:32 AM

Official site:

 

http://skse.silverlock.org/

 

Latest news:

 

SKSE64 Update - 03 April 2017 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 don't have a estimated time frame for a beta release of SKSE64. 
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#5 RonHiler

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Posted 02 May 2017 - 07:09 PM

Appears to be dead. When a developer says "I haven't had time to work on it in the last few months", it's dead.


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#6 paul666root

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Posted 03 May 2017 - 04:42 PM

yes i think you may be right


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#7 Darth_mathias

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Posted 03 May 2017 - 04:55 PM

we can all still hope but don't hold your breath i still say Bethesda missed a trick not including SKSE in the base game.


Edited by Darth_mathias, 03 May 2017 - 04:55 PM.

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#8 Electrocutor

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Posted 03 May 2017 - 05:18 PM

I could say that about the game-breaking bugs fixed in the unofficial patch that they didn't fix as well. It would appear that Bethesda and Zenimax really only care about Fallout 4, likely since it outsold Skyrim. Now, FO4 is even getting a fully interactive VR Vive update.

 

It was nice that they retro-updated the Skyrim engine after the FO4 updates, but without SKSE, I don't see any Skyrim fans actually using the new 64-bit game aside from a bit of novelty to see the differences.

 

I wonder if we won't see some people building total conversions for FO4 to import all the Skyrim assets, thus being able to play Skyrim in fully interactive VR.


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#9 Electrocutor

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Posted 09 May 2017 - 07:42 AM

Since people seem to have trouble finding it, this is the newest information regarding the SKSE64 (from a little over a month ago).

 

Ian Patterson:

Sorry, this isn't intended to be an April Fools joke or something like that.

 
I don't really have any good news. A large amount of the core code (papyrus support, scaleform support, etc) is ready, but the layout of most of the game data classes still needs to be verified as unchanged from the 32-bit version.
 
I haven't had any time to work on this for the past few months due to work, and I assume the same is true for Stephen. Making time estimates for full-time professional engineering projects is very hard, and this is far from that.
 
Again, sorry for getting people's hopes up. 

 

Basically, the they haven't had time to work on it since their December update video, and don't foresee this changing anytime soon.


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#10 paul666root

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Posted 09 May 2017 - 08:02 AM

Most likely dead... but one can only hope.


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#11 headhunter3222

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Posted 25 May 2017 - 12:21 PM

I dont think its death the developer some time stream what he do and last stream from him he showed how dificult it is to omplement it for sse becuase of complete rework os code that is needed around the new skse


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