Bethesda’s medieval fantasy game best known as The Elder Scrolls V: Skyrim is beloved by many in the modding community, including the recently released Special Edition of the game. The major problem is that a lot of mods have had to be remade to accommodate the Special Edition, including a script extender, which is still in development. The project in particular, named SKSE64-bit, has a lot of people talking about itand here is the latest update as of April 28th, 2017.
Search frequency for SKSE 64-bit has increased recently, and it managed to grab my attention and check out various forum boards to see what all the commotion is about. Well, some users are threatening to DDoS the team behind SKSE64-bit, and even pose other threats to the team. Just as a heads up to all the salty ones threatening the team (and/or others about SKSE64-bit) that won’t do jackspit to help progress the project. The only thing it would do is slow down progress and hinder the developers from releasing it.
Be patient and carry on if you want SKSE64-bit to see the light of day, especially given that it’s a free project.
Moreover, there are two pieces of good news, but first let’s look over the bad news. On the bad side, and featured on this site before, Ian Patterson (ianpatt) took to the NexusMods forum board to announce this in the last update:
“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.”
On to the good news… the modder on the team known as ianpatt posted this update thread of version 1.7.3 on bethsoft.com, which shows some progress, as opposed to the build posted on the silverlock.org-whatsnew thread, which still shows version 1.7.2:
– added SpawnerTask for batch PlaceAtMe with positioning (see SpawnerTask.psc for details)
– fixed chance of ModEvent/UICallback instances failing if the game was saved+loaded between their creation and execution
– added Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects
– added ObjectReference.GetContainerForms/GetReferenceAliases
– added WornObject.GetReferenceAliases
– added Form.GetKeywords
– added StringUtil.Split
– added Utility.ResizeArray
– added Actor.ResetAI (similar to console function)
– fixed ActorBase.GetIndexOf*
– fixed Utility.CreateArray initialization with empty Forms/Aliases
– added support for skse.ExtendData(true) to enchanting/alchemy/smithing/crafting menus
– added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects
– added Quest.GetAliasById/GetAliases
– fixed Armor.ModArmorRating to disallow underflow
– added FormList.ToArray/AddForms
– added experimental GameData functions
– TreeObject and Flora accept general forms as produce
– added diagnostic messages that help detecting the cause of common crashes or problems.
(1) Shows which masterfile is missing when the game CTDs on startup.
(2) Lists the missing files in the removed content dialog when loading a save.
Both are disabled by default; to enable them add this to DataSKSEskse.ini:
The last part of info reads that the devs updated SKSE64-bit on April 3rd, 2017, two days after the notice ianpatt published on the NexusMods forum board, meaning that they are still actively doing stuff every now and then, which can be seen below as proof (in red).
To all the salty people and the impatient ones out there, are you now moist? Are you now happy? Hopefully so, because death and hack threats will not make the SKSE64-bit team work harder or faster; providing encouragement will only help the team given that this free project is done out of the generosity of a handful of devs who still have to attend to their day-to-day responsibilities in life.
Lastly, the devs did not promise that SKSE64-bit and the Beta were ultimately coming out mid-March, 2017, but that “Tentatively expect a beta in mid-March 2017”. In other words they were not sure, and I bet they still aren’t sure, Behippo just gave a tentative date. In other words the project will release when the devs say so, and it will be finished when the devs say so.
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