Important Information to those that playing a MODDED Skyrim Special Edition !

Soldato
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As most of you probably know Bethesda is soon adding a new installment of Skyrim, the Anniversary Edition, which is due to be released on the 11th November, 2021. (Source: The Elder Scrolls wiki)

One thing that most might not be aware of though is that it wont be a free standing game, but as a PATCH to the existing Special Edition installations ! And this is the reason you have to be aware of this:

The reason for this is that as part of the AE update, Bethesda has decided to update the compiler used to build the 64-bit version of Skyrim from Visual Studio 2015 to Visual Studio 2019. 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.

Source: [PC SSE] An important PSA regarding Skyrim: Anniversary Edition, SKSE, and other native code mods by one of the SKSE Developer

So basically, once this patch comes out there going to be a lot of mods that wont be working all of sudden, especially older mods whos mod author might have moved on and not around any longer to update their mods. Hence do the following as suggested by both Gopher in the video below and from the reddit article:

Files to back up to be probably safe:
  • SkyrimSE.exe
Files to back up to be 99% safe:

  • SkyrimSE.exe

  • Data/Skyrim.esm

  • Data/Update.esm

  • Data/Skyrim - Interface.bsa

  • Data/Skyrim - Misc.bsa

  • Data/Skyrim - Patch.bsa
Files to back up to be 100% safe: your entire folder. I cannot fully predict what they will change.

TLDR edit: Scary things incoming if you use SKSE plugins. Change Skyrim SE's update settings in Steam to only update when launched. Never launch Skyrim SE via Steam, only via your mod manager or skse64_loader.

Here is also a video from Gopher about it all:


Reason I post a separate thread about this is it might not be noticed in the Skyrim Mod thread so I hope the Moderators are alright with this.
 
Whilst I dont necessarily disagree with you - and there doesnt seem to be a store listing for the AE - people (and news sites) still seem to be suggesting it is a standalone release - not a patch for the SE version.

Considering the author to the post over at reddit is one of the SKSE developers I think I rely more to what they have to say then news sites. And as Blackjack Davy mentioned two posts above this, it is the SKSE plugins that will be broken due to the new way Bethesda is making the Anniversary Edition. Normal mods shouldn't be affected from what I understand. GamerPoets just confirmed as well during his stream that AE wont be a new game but a patch for SE.

Is this new version of Skyrim going to look considerably better than the original SE version?

Well, it's still Bethesda so I doubt it going to look better without mods :p
 
Looks like the cheeky sods are charging £15.99 if you own SE and around £45 if not. Unless it's a hell of an upgrade on the best modded SE then I don't think I will fork out for this.
Afaik, all the purchase adds is the creation club content (some of which you get anyway), and SE gets the rest of the update too.


From what articles says, anyone with SSE will be getting these:

...four free creations that will also be available to Special Editions owners, including Saints and Seducers, Rare Curios, Survival Mode, and Fishing.

If you do not have SSE then you be getting the above and the below content. If you already have SEE you can buy the upgrade which would give you the below content.

The Elder Scrolls V: Skyrim Anniversary Edition will be released on November 11, 2021, and it includes all previously-released Creation Club content, new creations like Ghosts of the Tribunal and The Cause

Source: IGN The Elder Scrolls V: Skyrim Anniversary Edition and New Creations Detailed

Also, found this article from reddit if anyone want to be absolute sure to protect their SSE folder, although have not tired it myself !

So, I decided to fiddle around with my Mod Organizer and Skyrim folders to see if I could circumvent the update entirely.

It was a success! All you need to do is rename your Skyrim Special Edition folder! Steam stops recognizing the game entirely once the name is changed, and will let you "reinstall" SSE. Doing so will just give you a new 'Skyrim Special Edition' folder and thus a second copy of the game, meaning you'll be able to play your own modded game or the Anniversary Edition at your leisure.

To do this, just go to your "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition" folder and rename "Skyrim Special Edition" to whatever you'd like! I simply made it "Skyrim Special Edition (Pre-Anniversary)".

You will need to remap the file paths in Mod Organizer, including the "Start In" folder, otherwise you won't be able to launch anything from MO. Any external programs you have like SSEEdit or DynDOLOD should be checked accordingly.
 
Will be replaying this. Have not played it in 5 years or so, excited to go back. What mods will I need?
That can be a very long list. Although if you update Skyrim to the Anniversary Edition then you might not be able to use all the bigger mods, since most have not yet been updated to the AE version. Best would be if you go to your Steam page and make sure it set for *Only update this game when I launch it* in the properties setting under Updates. That way you still have the Special Edition and can go mod galore if you so wish. If on the other hand you already are on the AE version and want to downgrade, then as loftie said, there is a mod for it.

Unoffical Skyrim Special Edition Downgrade Patcher over at Nexus will revert it back, and I have used it so can confirm that it does work.

Now, depending if you want to pick your own mods or follow a mod guide, well that's up to you. If modding it yourself these mods are more or less essential and they are all for SE version, but first, you need to decide if you want to use Mod Orginizer 2 or Nexus own mod manager, Vortex (personally I am using Mod Organizer as I'm finding it a bit easier but it is a personal opinion once again):

SSEEdit - This is described as a advanced graphical module viewer/editor and conflict detector. It's needed to clean the official DLC's since if you moddig the game extensively there might be conflicting issues otherwise.
Unoffical Skyrim Special Edition - Fixes a lot of bugs that Bethesda never bothered fixing themself. Do not update it though, since the updated version only works on AE. Version I linked to is for SE.
SKSE - Without it many mods wont work. Pick Current SE Build 2.0.20 (runtime 1.5.97)
LOOT - Load Order Optimisation Tool - Helps to make sure mods are in right order, and sometimes points out if you missing something too.
SSE Engine Fixes (skse64 plugin) - Needed for many other mods to be working.
Address Library for SKSE Plugin - Same as above
Papyrusutil SE - Modders Scriptiong Utility Functions - Another mod that is needed for other mods to function
SkyUI Interface Mod - For me absolutely necessary as the original UI is awful in my opinion ! (and if you search Nexus you can find different face lifts of it all depending how you want it to look)

I could go on but since it is down to personal reference I would suggest you browse through Nexus, although if you want a mod list, there is these.

Lexy's Legacy of the Dragonborn: Special Edition - The list is maintained and constantly updated from what it says but the guide is designed for more experienced modders but you can have a look through it and see if it is for you.

Then you have something called Wabbajack, which is a Automated Modlist Installer although you still have to do some work but other have put together a modded game and in what order, but it is mores streamlined then Lexy's Legacy which you have to do all the work yourself. If you want to see what Wabbajack has to offer for Special Edition, click here then use the drop down menu and pick Skyrim Special Edition.

Here is two youtube guide collections from GamerPoet which might give a better insight into as what to do to get a stable modded Skyrim then what I can explain. :p He also explain why most of the above utilities are needed when modding Skyrim.

Modding Skyrim: Start to Finish

How to mod Skyrim SE

Hopefully the above will set you of in the right direction and not scare you off ! :)
 
Wow thank you for that. I got the full AE version so even SKSE does not work with it yet.

Actually, SKSE does work with the AE version. Just pick the Preliminary AE build 2.1.2 (runtime 1.6.318) and you be good there, there is several different SKSE builds on the silverlock website, so just make sure to pick the right one. It's just that quiet a few mods have not yet been updated to work with the new AE version, i.e. SKSE and USSEP, although both the SKSE and the Unofficial Skyrim Special Edition Patch if you picking the latest version, does work. The one I linked to above is for the SE version and hidden, hence a direct link to the download incase you wanted to downgrade.

Since I don't have the AE version I can't guarantee this but I think most Texture mods and building mods should not be a problem to use with AE. Just read the mods description and see if the mod author mention anything about it.

Good luck and have fun !
 
I did try that first. SKSE site says:
Current SE build 2.0.20 (runtime 1.5.97): 7z archive

This is a preliminary build of SKSE64 with support for Skyrim SE 1.6.318, aka the Anniversary Edition.
But when I try and launch skse64_loader it says

You are using a newer version of Skyrim that this version of SKSE64 supports.
But it is definitely v. 1.6.318 (AE). I had hundreds of mods years ago but this is a clean install of AE. Not working with AE now though. I've watched the videos etc. not sure why it is not working. Might just have to downgrade.

That part is for the link below, not the one you posted and downloaded. Here is the full message (not sure why they don't use dividers to make it easier to see what is what though):
This is a preliminary build of SKSE64 with support for Skyrim SE 1.6.318, aka the Anniversary Edition. The plugin manager has been updated with a new versioning system to handle post-AE plugins. If you are a plugin developer, please read PluginAPI.h for the breaking change regarding how plugins report their versions and compatibility with different runtimes.
If you have an existing mod setup on pre-AE that you would like to keep working, this is not a sign that you should upgrade and start using this version of SKSE. However, if you have already upgraded to AE and are feeling adventurous, then try this out.

Preliminary AE build 2.1.2 (runtime 1.6.318): 7z archive

So the link you clicked on is for the SSE edition yes, but the wording below is for the next link, which is for the AE version.

But yeah, their website has much to wish for in regard to the layout, but at least it is there. :)
 
Unfortunately I just clicked upgrade and now even with no mods loaded my save won't load. Just black screen with music.
Started a new character in survival mode to see if it keeps my attention.

As I mentioned a few posts earlier. Use the below mod and you can revert your AE version to the old SE version without problem and continue with your modded game.

Unoffical Skyrim Special Edition Downgrade Patcher over at Nexus will revert it back, and I have used it so can confirm that it does work.
 
The only Mod I cannot get working on Anniversary Edition is SkyUI - which would be great (I love Skyrim but the generic inventory menu is pretty poor)

It's installed and enabled in Vortex
It's up to date
I ran LOOT to optimise the load order
12 other Mods are all working fine

It should be working but it just does not appear at all in game. Any ideas? Cheers.

Yeah, even if the SKSE team has a SKSE64 patch out for AE [Preliminary AE build 2.1.3 (runtime 1.6.323)], it still a work in progress. Having a look at the SkyUI mod page and just reading a couple posts there is others that having issue with SkyUI as well, so you not alone. You can either just bare with it, wait until the SKSE team have been able to produce a better patch or downgrade to the SSE version and continue playing ?
 
@Rezident If Kelt's suggestion don't work try and use console command, TCL if you want to try and walk right through things and out of the Tomb.. or COC WinterholdExterior01 which would move you to Winterhold which is the closest place to the Tomb if you want to try and be as immersive as possible. But I would try Kelt's suggestion first and disable all mods before doing anything else. Especially if you on the AE version since mods on AE still a bit wonky.
 
TCL lets me walk through the wall alright - but the outside is not outside. The dungeons must be separate maps to the world map.

And I can't fast travel from in there either. Flip!

Any other way out?
Only thing I can think of is loading up a safe before you went into the Tomb, venture in a bit and then see if you can leave ? Unless.. But I don't remember the Tomb though, is it one and the same way in and out ? Or does the short cut after killing the boss lead to another exit ?? If it do, you could run all the way back to the first entrance and see if that works, unless you already done that ?
 
I want to get into my very heavily modded game again. 2 questions:

What do I need to do to ensure my game stays exactly as it's been, i.e. as if the AE didn't exist?

Right click on Skyrim in your Steam Client, pick Properties and then Updates, make sure it is set to Only Update This game When I Launch It, unless you already done that. Saying that though, you might still end up getting the update and if so, just let it download and then use this mod.

Unofficial Skyrim Special Edition Downgrade Patcher and follow the instructions and you can revert back to the SE version, which is 1.5.97. Steam updated Skyrim for me even if I had it set not to so I have used the Downgrade Patcher and it do work.

What does AE actually offer, is there anything worth having that a mod doesn't already provide e.g. better lighting, textures etc.?

Some changes to the game engine, 4 former Creation Club mods and if you pay the Anniversary Upgrade which is €20, you get another 57 Creation Club mods, or thereabouts.

Personally I am still on SE until all the necessary mods have been updated and working correctly. To take an example, RaceMenu just now got updated and released for the AE version, which took the mod author quiet some time to fix and still not sure if it is 100% sorted (my own opinion, it might be) and I be waiting until it is sure it is stable for AE, among other mods of course.
 
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