# File Anchors - &SKSE name: './skse64_loader.exe ' display: '**Skyrim Script Extender (())** ' condition: 'file("./SkyrimSE.exe") and not file("SkyrimVR.esm") and not file("./skse64_loader.exe") ' - &SKSE_VR name: './sksevr_loader.exe ' display: '**Skyrim Script Extender (())** ' condition: 'file("./SkyrimVR.exe") and file("SkyrimVR.esm") and not file("./sksevr_loader. '() ' condition: 'not file("scripts/skse.pex") and ((file("./SkyrimSE.exe") and not file("SkyrimVR.esm") and file("./skse64_loader.exe")) or (file("./SkyrimVR.exe") and file("SkyrimVR.esm") and file("./sksevr_loader.exe"))) ' common: Please ensure you have correctly installed the scripts bundled with the **%2%** installation archive. lang: en text: 'It appears you have installed **%1%**, but its required scripts seem to be missing. '() ' condition: 'file("SKSE/Plugins/(+\.dll)") and not file("./skse(64|vr)_loader\.exe") ' - &scriptExtenderRequiredScripts type: warn content: lang: en text: 'You have installed an %1% plugin but %1% was not found! See %1% download page: %2%. # Global Anchors - &scriptExtenderMissing type: error content: Relevant data from SSE's masterlist regarding SKSE: If we can differentiate between SSE and SAE, should we warn LOOT users if they use a SKSE mod/plugin in conjunction with SAE, that was published under (and intended to be used with) SSE?.
If this is a forced update, will the official name on the Steam page also be changed from SSE to SAE?.Will this be a forced update? Or can I choose to opt into SAE (or deliberately stay on the SSE branch)?.There is the fact though, that SAE will be published as an update to SSE and a couple of questions follow out of that. Most of the issues that arise if one uses SKSE and/or SKSE plugins should not be a problem regarding LOOT and load order sorting.
Code signatures and hooks will need to be rewritten.Īdditionally, I can confirm that AE will be released as a patch to existing Special Edition installations, not as a separate game listing in Steam. Plugins using the Address Library will need to be divided in to "pre-AE" and "post-AE" eras.
This changes the way that the code is generated in a way that forces mod developers to start from scratch finding functions and writing hooks. Back up your executable now, and disable updates in Steam.īethesda has decided to update the compiler used to build the 64-bit version of Skyrim from Visual Studio 2015 to Visual Studio 2019. The upcoming Anniversary Edition of Skyrim is going to be much more disruptive to the modding scene than is commonly believed. We now also have the following piece of information from extrwi, one of the SKSE developers:
The update is scheduled to be released on the 11th of November 2021. These showcase over 500+ individual elements such as quests, items, armor, houses, etc.īethesda recently announced Skyrim Anniversary Edition, a substantial update to SSE. The Anniversary Edition includes Skyrim Special Edition and 74 creations, all 48 currently available and 26 to be released. We’re also excited to announce the most definitive version of Skyrim to date: The Elder Scrolls V: Skyrim Anniversary Edition.