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SKSE TeamUploaded by
ianpattVirus scan
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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
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
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This mod is not opted-in to receive Donation Points
- Mirrors
- Changelogs
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Version 1.7.3
- - 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.
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Version 1.7.2
- - renamed Tree -> TreeObject, avoids conflicts with vanilla scripts
- - container weight count takes stack size in to account
- - added Actor.GetFactions
- - added Cell.GetWaterLevel
- - added Faction functions
- - added ActorValueInfo.GetCurrent/Base/MaximumValue
- - added Game.GetCurrentConsoleRef
- - added many node manipulation functions to NetImmerse
- - fixed SetHarvested to update the visual model as well as the object state
- - added kMessage_NewGame to SKSEMessagingInterface
- - added Enchantment.Get/SetKeywordRestrictions
- - initial implementation of array return types
- - fix crash caused by many simultaneous key tap/press/release commands
- - add OnNiNodeUpdate event to ActiveMagicEffect, Alias, Form
- - added experimental support for creating arrays larger than 128 entries
- - added Game.SetPlayerLevel. Works analogously to console command SetLevel called on the player
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Version 1.7.1
- - fixed IsValidRace for armor races
- - added MagicEffect.GetCasting/DeliveryType
- - fixed crash when calling UpdateWeight on non-facegen Actors
- - GetTotalItemWeight computed correctly for non-players
- - added Potion.IsPoison, GetUseSound
- - added Weapon.GetTemplate
- - added Ammo.IsBolt, GetProjectile, GetDamage
- - added Game.GetDialogueTarget
- - added SKSETaskInterface::AddUITask
- - serialization understands deleted forms
- - added SKSEMessagingInterface
- - plugin messages sent on save, preload, postload, delete
- - WornObject.GetDisplayName returns base form name if no display name is present
- - added WornObject, ObjectReference.GetPoison
- - DirectX SDK now required for compilation
- - fixed WornObject slot/mask lookup
- - added NetImmerse.SetNodePosition
- - added Actor.GetFurnitureReference
- - added Game.GetCurrentCrosshairRef
- - added NetImmerse.GetRelativeNodePositionX/Y/Z
- - added Actor.Set/ResetExpressionPhoneme/Modifier
- - added Form.HasWorldModel, Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet
- - added HeadPart.IsExtraPart
- - added Form.IsPlayable
- - added ObjectReference.GetAllForms
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Version 1.7.0
- - added Game.GetFormEx that works for formIds >= 0x80000000
- - added UI.Open/CloseCustomMenu
- - added Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType
- - added Math.Log
- - added Ingredient.GetIsNthEffectKnown
- - fixed SetPlayerTintMaskColor alpha
- - enabled previously-temporary Papyrus plugin API - it isn't what I wanted it to be, but I don't think I have the time to do it the right way
- - added ActiveMagicEffect.GetMagnitude
- - added Art.Get/SetModelPath
- - added many MagicEffect and Tree functions
- - added ModEvent and UICallback, see associated .psc for details
- - added ObjectReference.Get/SetDisplayName
- - added Enchantment.SetNthEffectMagnitude/Area/Duration
- - added Form.SetPlayerKnows
- - added Enchantment.GetBaseEnchantment
- - added Perk.GetNextPerk
- - added ActorValueInfo, see ActorValueInfo.psc for details
- - added LeveledActor/Item/Spell, see associated .psc for details
- - added Game.Get/SetPlayerExperience, GetExperienceForLevel
- - added ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias
- - fixed Get/SetGoldValue for AlchemyItems
- - added DefaultObjectManager
- - thanks to sheson: added configuration of some initial pool sizes
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Version 1.6.16
- - fixed EquipItemById not properly handling stacks of items
- - fixed crash when retrieving magic favorites
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Version 1.6.15
- - fixed EquipItemEx bug causing two items of the same type with different enhancements unable to be equipped in both left and right
- - fixed Game.UnbindObjectHotkey/GetHotkeyBoundObject/IsObjectFavorited (Could only be used once until the hotkey was manually re-bound)
- - bound all of the existing Scroll functions (They were defined but never natively bound)
- - added Scroll.GetCastTime
- - changed ActorAction slot value to match other functions 0-left 1-right 2-voice
- - added Actor.EquipItemById/GetEquippedItemId/GetWornItemId
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Version 1.6.14
- - TESCombatStyle now properly cloned by TempClone (uses our implementation instead of bethesda's)
- - minidump reporting ignores 'known' crash on exit (a bug in the game engine) to avoid creating useless minidumps
- - added ObjectReference.IsOffLimits, fixed Actor.GetNthSpell (generic Actor::SpellArray access), thanks to himika
- - hook up plugin serialization API
- - added Actor.GetEquippedObject, returns the base form of the object equipped in the left, right, and voice slots
- - HasKeywordString returns false when the keyword is not found
- - added Game.IsObjectFavorited/UnbindObjectHotkey/GetHotkeyBoundObject to check if an item/spell has been favorited by the player, unbind a hotkeyed item/spell, or get the hotkeyed item/spell
- - added ActionScript functions StoreIndices/LoadIndices to keep state-related indices between menu sessions
- - tweaked ActionScript function GetActivePlayerEffects to ignore hidden and inactive effects
- - added SKSE.GetPluginVersion
- - added Actor IsSwimming/SheatheWeapon/IsAIEnabled
- - added Game.GetPlayerMovementMode (Control mode)
- - added ActorBase.GetTemplate (Returns the root template of the ActorBase)
- - added Race/ActorBase.Get/SetSkin/Far
- - added ActorAction events (see Form.psc for full list)
- - added Weapon.Get/SetEquipType/Skill/Resist/CritEffect/CritEffectOnDeath/CritMultiplier/EnchantmentValue/EquippedModel
- - hook up plugin task API (For processing heavy NetImmerse tasks)
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Version 1.6.13
- - fix crash in UpdateHairColor
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Version 1.6.12
- - support for beta runtime 1.9.32
- - translations no longer treat characters like 0x4E0A as a newline terminator
- - added Game.Get/SetSkillLegendaryLevel
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Version 1.6.11
- - fixed bug that would prevent sleep event registrations from being saved
- - add Book.IsTakeable
- - support for beta runtime 1.9.29 (later released as a final version)
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Version 1.6.10
- - support for beta runtime 1.9.26
- - HeadPart.GetHeadPart, Actor.ChangeHeadPart
- - Game.SetPlayersLastRiddenHorse
- - fixed result of ColorComponent.Set* functions
- - ClearInvalidRegistrations now cleans OnUpdateGameTime registrations as well
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The Skyrim Script Extender (SKSE) 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 skse_loader.exe.
Installation (Manual)
Install with Vortex
Once installed, no additional steps are needed to launch Skyrim with SKSE's added functionality. You can start the game using SKSE from skse_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 skse_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 Vortex
- Click 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 SKSE.