Skse 64bit
Author: g | 2025-04-24
I'm waiting SOOOOO much the SKSE 64bit to be released. I assume, if SKSE 64bit will released around 15 March that in the end of March it will be a bombarding of
SKSE 32bit Saves to SKSE 64bit Saves :: The Elder Scrolls V:
No longer function until SKSE has been updated to work with Skyrim AE. Some examples of mods that may break due to this change include: Sky UI, Race Menu, XPMSSE, True Directional Movement - to name a few. Other mods may even need additional tweaking, so they might not start working again as soon as SKSE is adapted but will require more work from their authors to be compatible with Skyrim AE and the Anniversary Update. But there is no need to panic: from what we know and expect, this is only going to be temporary disruption to the modding scene, especially until SKSE can be adapted to the update. You also always have the option of backing up your game (as explained below) or even rolling back.This is no one's fault in particular so please do not message or harass any of the SKSE devs, or anyone at Bethesda. We're certain the SKSE devs are and will be working very hard on adapting the script extender as they have for many, many years now. Thank you for your continued work and best of luck!Is it the mod apocalypse? Well, not quite.It is not all doom and gloom as you may have read online. We know that the SKSE devs are talking to Bethesda to find a solution, and while it may take longer than usual for them to update the script extender, the current estimate we’re aware of is that it will still happen relatively soon. In the days or weeks until SKSE is rewritten to work with the 11 November update, however, you may find that some mods no longer work. In addition to that, it is also possible that some SKSE plugins i.e. mods based on the script extender will need to be rewritten by their authors entirely, meaning they may stop working and won’t magically start working again when the SKSE team have updated to a new version either, as extrwi - one of the SKSE developers - stated on Reddit. While that is definitely unfortunate and a blow to Skyrim SE modding, most SKSE dependent mods should be back in action days or weeks after the 11 November update - so, no, it is not going to be the end of all modding as we know it. To put that into perspective, Cartogriffi, Community Manager at Bethesda, highlighted that SKSE dependent mods might need "more work than usual" to be updated, and that on consoles there is "potential that the next-gen upgrade will require reworking some graphical and performance mods", but that overall, most mods will work fine.Nonetheless, just to be on the safe side, you might want to backup your SkyrimSE.exe. To be even safer, you may also want to backup several files - or if you have the disk space available - your entire Skyrim SE folder.List of files to backup on PC to be safe:SkyrimSE.exeData/Skyrim.esmData/Update.esmData/Skyrim - Interface.bsaData/Skyrim - Misc.bsaData/Skyrim - Patch.bsaTo help you know what mods are and aren't working - we
Hey was up modders if ya haven't noticed SKSE 64bit
Incompatible with the Special Edition, as the 32-bit and 64-bit engines do not cross over. Luckily, SKSE64 has been released for a while now, serving the same purpose for Special Edition as SKSE does for the original Skyrim. The original SKSE can be installed through Steam and even has its own store page for easy access. In this case, all one has to do is download SKSE through the Steam store, and launch the game through the new launcher available to them on Steam. Past that, however, things get more complicated, as users will need to know how to find their installation file. For most users, this will be Steam, which is particularly important as non-Steam releases are not supported by SKSE. Both SKSE and SKSE64 can be found on their dedicated website on Google, as well as on the Nexus Mods site, the most popular site for Skyrim modding. On both these sites the file can be downloaded manually, in which case a user simply has to take the resulting ZIP file and extract it in the same folder as their Skyrim installation folder, where the Skyrim.exe file can be found. This can be found by accessing a user's Program Files folder, to access their Steam directory and therefore the Skyrim installation folder. To make things easier, users can also download a mod launcher such as Mod Organizer 2 or Vortex Mod Launcher, the majority of which either have SKSE integrated, or can download SKSE and install it automatically through Nexus Mods. Installing through a mod launcher is recommended, as most launchers now have SKSE installed, not to mention the ease of use modding through a launcher can afford an average player with a lacking aptitude in modding.SKSE, Address Library for SKSE, and SKSEVRAny SKSE experts - Reddit
Old file from October 2021, because it’s for Skyrim 1.5.97 and install it with MO2:A box will pop up, warning you about the directory. Click the arrow next to the main skse 2_00_20 folder, then right click the Data folder and select "set as data directory.”Now download the file again manually. Place the Data and src folders, and the .dll and .exe files into your Skyrim SE main directory (where your SkyrimSE.exe is).Go to game root folder > Right click SKSE_loader.exe > Properties > Compatibility > Change high DPI settings > select Override high DPI scaling behavior > Handled by Application This is a good spot to playtest! Add skse.64_loader/SKSE as an executable in MO2. Launch Skyrim through SKSE in MO2. In the pause menu screen, you should see version 1.5.97 in the lower left corner so you know it’s installed correctly.DLL Plugin Loader Manually download the mod.Go to your Skyrim Special Edition root directory. This is the same folder where the actual SkyrimSE.exe is, usually "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition"Rename "binkw64.dll" to "binkw64_.dll" Put the "binkw64.dll" from the downloaded mod archive into the folder mentioned in step 1.If you did it correctly you should have two files in your folder now: "binkw64.dll" and "binkw64_.dll"Net Script Framework Skyrim SE V18No Bethesda IntroMain Menu Design Replacer (I use Clean)Main Menu ReShapedSkyUISkyUI Flashing Savegames FixSkyUI Plugin With Master Added (get the ESPFE file)SkyUI Ghost Item Bug FixAnimated Celtic Icons For SkyUI SEWider MCM Menu for SkyUI (Novice)Immersive HUDTrue HUD - HUD AdditionsQuickLootEENo. I'm waiting SOOOOO much the SKSE 64bit to be released. I assume, if SKSE 64bit will released around 15 March that in the end of March it will be a bombarding ofSKSE 64bit :: The Elder Scrolls V: Skyrim Special Edition General
Once installed, SKSE64loader.exe supersedes the original Bethesda game loader.. So when you install Skyrim, I think you have to run once using the original loader to establish some baseline configuration value, etc.At that point, if you are intending to use SKSE dependent mods, you should install SKSE and start using SKSE64loader.exe ~exclusively for normal gameplay.Idk about MO2, but in vortex, if you don't want to use a shortcut from your desktop or from a quick bar, you can create a button in vortex to fire the game up using SKSE. I do not know how, since I prefer using a shortcut. Presumably MO2 also has some ability to encapsulate SKSE into some sort of "start game" button, but I have no experience at all in MO2 so again I'll defer to someone who does.I'm sure someone can fill you in if you want to go that route (or you can do a widenet search yourself). something like "skyrim special edition start skse from vortex" or "skyrim special edition start skse from mo2"I do keep the original game loader link, but it's more a situation of "if I delete that, I'm 100% positive I'll need it once it's gone" rather than a logical conclusion that I'll ever need it again.スカイリム と スペシャルエディション の 違い と SKSE ( 64bit
IMPORTANT: If you are using Skyrim version 1.6+, you must install the AE version of PapyrusUtil and Address Library. It DOES NOT MATTER if you don't have the Anniversary Edition DLC; any version past 1.5.97 is considered AE. Make sure your Address Library and SKSE64 install are fully up to date.And as always, make sure no mods are overwriting the up-to-date version of PapyrusUtil with an outdated version (such as Simply Knock, Campfire, and Wearable Lanterns)If you are still getting an error message somewhere, try running the default Skyrim launcher once from Steam or directly (via SkyrimSELauncher.exe in the main folder) and then go back to launching with skse and/or your mod manager.The latest release will ONLY ever be compatible with the newest version released on Steam, currently v1.6.1170. Anything other than that is not supported, and you will have to download an older version of PapyrusUtil that matches your installed version.Obviously, if you have the GoG version of the game at version 1.6.1179, install the GoG version.1. Description2. Requirements3. Installing4. Uninstalling5. Updating6. Compatibility & issues7. Credits8. Changelog1. DescriptionSKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility.PapyrusUtil.psc - version check & variable initialized arrays.StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation.JsonUtil.psc - similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of the game and stored independently of a user save file.MiscUtil.psc - some misc commands.ActorUtil.psc - Actor package override.2. RequirementsSKSE SE/AE 2.2.6+ Library for SKSE Plugins: InstallingUse mod manager or extract files manually.4. UninstallingRemove the files you added in Installing step.95. UpdatingJust overwrite all files.6. Compatibility & issuesShould be compatible with everything.7. Creditsexiledviper - continued maintenance & refactoring of original plugin's source codemeh321 - original version, idea, address library conversionSKSE team - for making this plugin possiblemilzschnitte - for suggestionseventHandler, Expired, aers, arha, ianpatt - SKSE64 conversion & update assistance8. Changelog4.6 AE/SE - 01/18/2024Updated for SKSE64 AE/SE 2.2.6 & Skyrim 1.6.11704.5 AE/SE - 12/05/2023Updated for SKSE64 AE/SE 2.2.4 & Skyrim 1.6.11304.4 AE/SE - 01/7/2022Updated for SKSE AE build 2.2.2Added ListRandom() functions to StorageUtil and JsonUtilSome bug fixes4.3 AE/SE - 01/7/2022Updated for SKSE AE build 2.1.54.2 AE/SE - 12/14/2021Updated for SKSE AE build 2.1.44.1 AE/SE - 11/23/2021Updated for SKSE AE build 2.1.3Updated for Address Library4.0 AE/SE - 11/19/2021Updated for SKSE AE build 2.1.2Added RemoveDupe(), GetDiff(), and GetMatching() functions to PapyrusUtil.pscFixed JsonUtil returning wrong form value when the associated plugin is unloaded.3.9 SE - 02/04/2020Fixed loading of FF allocated forms from co-saveChanged log file location to My Documents/My Games/Skyrim Special Edition/SKSE/PapyrusUtilDev.log3.8 SE - 11/22/2019Updated for SKSE 2.0.17Fixed handling of forms from ESL file3.7b SE - 06/17/2019Updated for SKSE64 SE 2.0.163.7 SE - 03/19/2019Updated for SKSESKSE Errors And Script Mismatches After Updating SKSE?
Quick Links Why Should You Install The Skyrim Script Extender? How Do You Install The Skyrim Script Extender? Skyrim has long been one of Bethesda's absolute defining properties since its release in 2011, something that has only been further built on by extensive re-releases and remasters throughout the years. However, other than Bethesda's extensive support for the title, another thing that has kept the game running smoothly and far longer than expected is its modding capacity. Skyrim is famous for how incredibly moddable it is, something that has skyrocketed its reputation and longevity and ensured that it remains a go-to game for many players. Skyrim Script Extender is a tool created by modders since the game's release to further enhance this moddability, and thanks to SKSE, the game is more moddable than ever, rendering it near-mandatory for any modder worth their salt. Why Should You Install The Skyrim Script Extender? Skyrim Script Extender is, to put it simply, what allows modders to properly modify Skyrim and make it the modifiable platform it is now famous for being. An ordinary game has its coded engine, pre-made and hardlocked by its developers before the game is shipped out. Skyrim is no ordinary game, however. Not only has Bethesda released modding tools allowing modders to really delve into the coding of the game to modify it as they please, but the Creation Engine as a whole is uniquely adaptable. The Skyrim Script Extender is a further extension of that adaptability, allowing the game engine to integrate more complex external scripts added by mods. Without SKSE, things like modifying the UI, adding complex survival systems, or new game mechanics are nigh impossible, and therefore a player can't mod those features into their game without such an extension. This type of extension has become very popular with Bethesda games, with Script Extenders having been released for every PC-bound Bethesda Creation Engine game, from Fallout 3 up to now including Starfield. Such extensions have been beyond vital in the longevity of Skyrim, as well as its famed reputation as an incredibly adaptable modding platform, through which players can create pretty much any kind of game they could want. While one can still mod their Skyrim without SKSE, the difference is like comparing a flashlight to the sun. Thankfully, for such a vital extension, SKSE is not hard to install. How Do You Install The Skyrim Script Extender? SKSE is, despite its complexity, not very hard to install. There are in fact several ways to install it, but before an appropriate method is determined it is important to know which Skyrim you are modding. When Skyrim was originally released in 2011, it operated on a 32-bit engine, and thus the original SKSE was coded in 32-bit as well. However, when Skyrim: Special Edition was released in 2016, it was released on an updated, 64-bit engine to allow it to better run all the new enhancements the Special Edition came with. As a result, the original SKSE is. I'm waiting SOOOOO much the SKSE 64bit to be released. I assume, if SKSE 64bit will released around 15 March that in the end of March it will be a bombarding of Wait for a stable beta of SKSE 64bit before diving into that. In the meantime, there are plenty of SE mods available with workarounds to get past SKSE requirements (like usingComments
No longer function until SKSE has been updated to work with Skyrim AE. Some examples of mods that may break due to this change include: Sky UI, Race Menu, XPMSSE, True Directional Movement - to name a few. Other mods may even need additional tweaking, so they might not start working again as soon as SKSE is adapted but will require more work from their authors to be compatible with Skyrim AE and the Anniversary Update. But there is no need to panic: from what we know and expect, this is only going to be temporary disruption to the modding scene, especially until SKSE can be adapted to the update. You also always have the option of backing up your game (as explained below) or even rolling back.This is no one's fault in particular so please do not message or harass any of the SKSE devs, or anyone at Bethesda. We're certain the SKSE devs are and will be working very hard on adapting the script extender as they have for many, many years now. Thank you for your continued work and best of luck!Is it the mod apocalypse? Well, not quite.It is not all doom and gloom as you may have read online. We know that the SKSE devs are talking to Bethesda to find a solution, and while it may take longer than usual for them to update the script extender, the current estimate we’re aware of is that it will still happen relatively soon. In the days or weeks until SKSE is rewritten to work with the 11 November update, however, you may find that some mods no longer work. In addition to that, it is also possible that some SKSE plugins i.e. mods based on the script extender will need to be rewritten by their authors entirely, meaning they may stop working and won’t magically start working again when the SKSE team have updated to a new version either, as extrwi - one of the SKSE developers - stated on Reddit. While that is definitely unfortunate and a blow to Skyrim SE modding, most SKSE dependent mods should be back in action days or weeks after the 11 November update - so, no, it is not going to be the end of all modding as we know it. To put that into perspective, Cartogriffi, Community Manager at Bethesda, highlighted that SKSE dependent mods might need "more work than usual" to be updated, and that on consoles there is "potential that the next-gen upgrade will require reworking some graphical and performance mods", but that overall, most mods will work fine.Nonetheless, just to be on the safe side, you might want to backup your SkyrimSE.exe. To be even safer, you may also want to backup several files - or if you have the disk space available - your entire Skyrim SE folder.List of files to backup on PC to be safe:SkyrimSE.exeData/Skyrim.esmData/Update.esmData/Skyrim - Interface.bsaData/Skyrim - Misc.bsaData/Skyrim - Patch.bsaTo help you know what mods are and aren't working - we
2025-03-27Incompatible with the Special Edition, as the 32-bit and 64-bit engines do not cross over. Luckily, SKSE64 has been released for a while now, serving the same purpose for Special Edition as SKSE does for the original Skyrim. The original SKSE can be installed through Steam and even has its own store page for easy access. In this case, all one has to do is download SKSE through the Steam store, and launch the game through the new launcher available to them on Steam. Past that, however, things get more complicated, as users will need to know how to find their installation file. For most users, this will be Steam, which is particularly important as non-Steam releases are not supported by SKSE. Both SKSE and SKSE64 can be found on their dedicated website on Google, as well as on the Nexus Mods site, the most popular site for Skyrim modding. On both these sites the file can be downloaded manually, in which case a user simply has to take the resulting ZIP file and extract it in the same folder as their Skyrim installation folder, where the Skyrim.exe file can be found. This can be found by accessing a user's Program Files folder, to access their Steam directory and therefore the Skyrim installation folder. To make things easier, users can also download a mod launcher such as Mod Organizer 2 or Vortex Mod Launcher, the majority of which either have SKSE integrated, or can download SKSE and install it automatically through Nexus Mods. Installing through a mod launcher is recommended, as most launchers now have SKSE installed, not to mention the ease of use modding through a launcher can afford an average player with a lacking aptitude in modding.
2025-04-09Once installed, SKSE64loader.exe supersedes the original Bethesda game loader.. So when you install Skyrim, I think you have to run once using the original loader to establish some baseline configuration value, etc.At that point, if you are intending to use SKSE dependent mods, you should install SKSE and start using SKSE64loader.exe ~exclusively for normal gameplay.Idk about MO2, but in vortex, if you don't want to use a shortcut from your desktop or from a quick bar, you can create a button in vortex to fire the game up using SKSE. I do not know how, since I prefer using a shortcut. Presumably MO2 also has some ability to encapsulate SKSE into some sort of "start game" button, but I have no experience at all in MO2 so again I'll defer to someone who does.I'm sure someone can fill you in if you want to go that route (or you can do a widenet search yourself). something like "skyrim special edition start skse from vortex" or "skyrim special edition start skse from mo2"I do keep the original game loader link, but it's more a situation of "if I delete that, I'm 100% positive I'll need it once it's gone" rather than a logical conclusion that I'll ever need it again.
2025-03-30IMPORTANT: If you are using Skyrim version 1.6+, you must install the AE version of PapyrusUtil and Address Library. It DOES NOT MATTER if you don't have the Anniversary Edition DLC; any version past 1.5.97 is considered AE. Make sure your Address Library and SKSE64 install are fully up to date.And as always, make sure no mods are overwriting the up-to-date version of PapyrusUtil with an outdated version (such as Simply Knock, Campfire, and Wearable Lanterns)If you are still getting an error message somewhere, try running the default Skyrim launcher once from Steam or directly (via SkyrimSELauncher.exe in the main folder) and then go back to launching with skse and/or your mod manager.The latest release will ONLY ever be compatible with the newest version released on Steam, currently v1.6.1170. Anything other than that is not supported, and you will have to download an older version of PapyrusUtil that matches your installed version.Obviously, if you have the GoG version of the game at version 1.6.1179, install the GoG version.1. Description2. Requirements3. Installing4. Uninstalling5. Updating6. Compatibility & issues7. Credits8. Changelog1. DescriptionSKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility.PapyrusUtil.psc - version check & variable initialized arrays.StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation.JsonUtil.psc - similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of the game and stored independently of a user save file.MiscUtil.psc - some misc commands.ActorUtil.psc - Actor package override.2. RequirementsSKSE SE/AE 2.2.6+ Library for SKSE Plugins: InstallingUse mod manager or extract files manually.4. UninstallingRemove the files you added in Installing step.95. UpdatingJust overwrite all files.6. Compatibility & issuesShould be compatible with everything.7. Creditsexiledviper - continued maintenance & refactoring of original plugin's source codemeh321 - original version, idea, address library conversionSKSE team - for making this plugin possiblemilzschnitte - for suggestionseventHandler, Expired, aers, arha, ianpatt - SKSE64 conversion & update assistance8. Changelog4.6 AE/SE - 01/18/2024Updated for SKSE64 AE/SE 2.2.6 & Skyrim 1.6.11704.5 AE/SE - 12/05/2023Updated for SKSE64 AE/SE 2.2.4 & Skyrim 1.6.11304.4 AE/SE - 01/7/2022Updated for SKSE AE build 2.2.2Added ListRandom() functions to StorageUtil and JsonUtilSome bug fixes4.3 AE/SE - 01/7/2022Updated for SKSE AE build 2.1.54.2 AE/SE - 12/14/2021Updated for SKSE AE build 2.1.44.1 AE/SE - 11/23/2021Updated for SKSE AE build 2.1.3Updated for Address Library4.0 AE/SE - 11/19/2021Updated for SKSE AE build 2.1.2Added RemoveDupe(), GetDiff(), and GetMatching() functions to PapyrusUtil.pscFixed JsonUtil returning wrong form value when the associated plugin is unloaded.3.9 SE - 02/04/2020Fixed loading of FF allocated forms from co-saveChanged log file location to My Documents/My Games/Skyrim Special Edition/SKSE/PapyrusUtilDev.log3.8 SE - 11/22/2019Updated for SKSE 2.0.17Fixed handling of forms from ESL file3.7b SE - 06/17/2019Updated for SKSE64 SE 2.0.163.7 SE - 03/19/2019Updated for SKSE
2025-03-29Are keeping a list of popular SKSE plugins that are confirmed working/non-working with the latest version of the game on our modding wiki, which we will be updating as soon as we have access to Skyrim AE and know more.How can I backup up my EXE / How can I downgrade my game to avoid losing SKSE compatibility?This only applies to the Steam version of the game. For all other platforms the game version will be updated automatically. Please note that by staying on or downgrading to SkyrimSE.exe 1.5.97 you are not going to receive the free updates and mini DLC. This option is purely for people who want to ensure SKSE compatibility for the time being until the SKSE dev team can update the script extender. Once you update the game, you will, however, receive the free mini DLC. As we don't have access to Skyrim AE, we cannot guarantee this will work with or without unforeseen side effects. Only attempt this at your own risk.To avoid having your current mod installation broken until SKSE is updated - assuming you are using SKSE dependent mods - you can simply prevent your game from updating to the latest version for now, and only update when you’re ready or when SKSE and the mods you are using have been updated for compatibility.Please note that we are not advising you to do this. It is generally considered good practice to keep your games updated. However, if you do not care about the free update and would rather just have all your SKSE dependent mods still working, then this is how to do it:Back up your SkyrimSE.exeBefore the update comes around, so before 11 November 2021 you can make a copy of “SkyrimSE.exe” located in your Skyrim SE game folder. The default path is typically something like “C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition”. You can then use this backup to overwrite the SkyrimSE.exe in your game folder. Please make sure to also set your game to only update when you launch it as described below.Set your game to only update on launch1. Go to your Steam Library 2. Right-Click Skyrim Special Edition and select "Properties..."3. In the left hand menu, go "Updates"4. Under "Automatic Updates" select the option "Only update this game when I launch it" Once that is done, make sure to only launch Skyrim SE via your mod manager or via the SKSE loader - "skse64_loader.exe". When you launch the game via the loader, please make sure that Steam is already running (if it isn't, running the loader will start up Steam and then run the game as normal, which is not what you want). That way, your game is not going to be auto-updated. If you do wish to update eventually, simply run the game through Steam to initiate the upgrade process.Downgrading to an earlier game version, if you've already updatedWhile we tested this when the article was released, this, unfortunately, no longer appears to be an option, at least not
2025-04-19All games Skyrim Special Edition Mods Utilities Skyrim Script Extender for VR (SKSEVR) Download: Manual 0 of 0 File information Last updated 09 May 2024 12:02AM Original upload 19 November 2019 11:30AM Virus scan Description Files 1 Images 1 Videos 1 Docs Posts 134 Logs Stats About this mod The Skyrim Script Extender (SKSE) is a tool used by many Skyrim mods that expands scripting capabilities and adds additional functionality to the game. Requirements Permissions and credits Mirrors Changelogs The current version of SKSEVR is 2.0.12.The Skyrim Script Extender VR (SKSEVR) is a tool used by many Skyrim mods that expands scripting capabilities and adds additional functionality to the game.Once installed, no additional steps are needed to launch Skyrim with SKSE's added functionality. You can start the game using SKSE from sksevr_loader.exe.Installation (Manual)Download SKSE from the Files tab.Extract all files inside the top-level folder in the ZIP to your game folder (where Skyrim.exe is located).Run the game using sksevr_loader.exe.To confirm it is working, open the console with the tilde (`) key and type getskseversion. This will display the version number of the current SKSE build. Install with VortexClick the "Vortex" button in the top-right of this page.Once installed and enabled, ensure you have deployed it by clicking "Deploy Mods" on the Mods toolbar.Use the shortcut on the dashboard to start the game with SKSEVR.
2025-03-26