Professional Documents
Culture Documents
7 beta
by Ian Patterson and Stephen Abel (ianpatt and behippo)
Thanks to: Paul Connelly (scruggsywuggsy the ferret), gibbed, Purple Lunchbox,
snakster
Special thanks to eternity for the help getting this finished. Can't thank you
enough.
The Skyrim Script Extender 64, or SKSE64 for short, is a modder's resource that
expands the scripting capabilities of Skyrim Special Edition. It does so without
modifying the executable files on disk, so there are no permanent side effects.
Compatibility:
SKSE64 will support the latest version of Skyrim SE available on Steam, and _only_
this version (currently 1.5.39 with any combination of numbers after that). When a
new version is released, we will update as soon as possible; please be patient. The
editor does not currently need modification, however a custom set of .pex/psc files
must be installed.
[ Installation ]
1. Copy the .dll and .exe files to your Skyrim SE directory. This is usually in
your Program Files folder under Steam\SteamApps\common\Skyrim Special Edition\. If
you see files named SkyrimSE and SkyrimSELauncher, this is the correct folder. Do
not copy these files to the Data folder as with a normal mod. The "src" folder is
only useful for programmers, most users can ignore it.
2. Copy the .pex files in Data\Scripts\ into the Data\Scripts\ folder of your
installation. The .pex files are needed by all users of SKSE.
3. If you create mods, copy the .psc files in Data\Scripts\Source\ into the
Data\Scripts\Source\ folder of your installation. The .psc files are only needed if
you have the CreationKit installed and intend to create or compile Papyrus scripts.
Make sure to add them to your include path.
If your mod requires SKSE64, please provide a link to the main SKSE website
<http://skse.silverlock.org/> instead of packaging it with your mod install. Future
versions of SKSE64 will be backwards compatibile, so including a potentially old
version can cause confusion and/or break other mods which require newer versions.
[ Troubleshooting / FAQ ]
* Can I modify and release my own version of SKSE based on the included source
code?
- No; the suggested method for extending SKSE is to write a plugin. If this does
not meet your needs, please email the contact addresses listed below.
Before contacting us, make sure that your game launches properly without SKSE64
first. If SKSE64 doesn't appear to be working, follow the steps in the FAQ first,
then send us skse64.log, skse64_loader.log, and skse64_steam_loader.log as
attachments. These files may be found in <My Documents>\My Games\Skyrim Special
Edition\SKSE\.
### MAKE SURE TO INCLUDE YOUR LOG FILES AS ATTACHMENTS ###
We cannot help you solve load order problems. Do not email when a new version of
the game is released.
Ian (ianpatt)
Send email to ianpatt+skse64 [at] gmail [dot] com
[ Standard Disclaimer ]
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.