Skyrim Script Extender (SKSE) is a modders resource for The Elder Scrolls V: Skyrim which expands on the scripting capabilities of the game, includes some useful engine tweaks and allows for additional advanced DLL-based mods to be loaded in the form of SKSE plugins.
SKSE is maintained by the Silverlock team who are also known for their work on similar script extenders for other Bethesda titles using the Creation Engine.
There is a different build of SKSE for Skyrim, Skyrim Special Edition and Skyrim VR known as SKSE, SKSE64 and SKSEVR respectively. All of these versions can be found (almost) exclusively at the Silverlock website. When downloading SKSE, pay special attention to which version you select as you cannot mix and match them.
You can also find the SKSE build for the 2011 version of Skyrim on Steam, however, it is recommended that you install without using this method.
To install SKSE manually, simply copy the DLL and EXE files from the downloaded archive into the same folder as the game EXE. Then, you copy the contents of the "Data" folder inside the archive into the game data folder (e.g. Skyrim Special Edition\Data). Both parts need to be in the correct place of the script extender to work correctly.
For players using Vortex as their mod manager, your Script Extender can also be installed by following the prompts inside the app or by simply dropping the downloaded archive file into Vortex.
Please note, SKSE is not currently compatible with Xbox Game Pass version of Skyrim Special Edition.
It is important that you start the game from the SKSE executable to enable the additional functions offered by the script extender. Most mod managers will off the ability to start the game from the script extender or you can create a shortcut to the EXE on your desktop for convenience.
To check SKSE is working correctly you can open the developer console at the main menu using the backtick (`) key, then type GetSKSEVersion
and press enter.
On it's own, SKSE is very unlikely to be the source of any game crashes or other issues you encounter while playing Skyrim. If you suspect your issue is SKSE-related or just want to rule it out, you can try the following steps:
If you believe you have found a genuine bug is SKSE, you can contact the Silverlock team as outlined in the Readme.txt file.
A less common type of mod enabled by the presence of the Skyrim Script Extender is an SKSE plugin. The bar for entry in creating these plugins is significantly higher and requires a good knowledge of the game engine and SKSE.
SKSE plugins can enable impressive new features at an engine level (rather than hacking it together with Papyrus) such as new UI components, access to new types of data and behaviour changes based on how the player interacts with the world.
If you're a mod author, you'll be please to know that SKSE extends the functions offered by Papyrus by offering several new base classes and adding new functions to existing ones. These include such functions as SKSE.GetVersion()
, Form.GetName()
and ObjectReference.GetNthForm()
.
More information about SKSE Script Functions can be found in the Skyrim Developer documentation.
When making a saved game with SKSE active, you may notice that each saved game now has a .SKSE
file paired with it. This file contains some SKSE-specific data that cannot be stored in your regular save (or else it would appear corrupted when loading without SKSE). It is highly recommended that you keep these files intact whereever possible. Deleting them can result in some SKSE functionality being reset. A good example is if a mod uses the papyrus functions Form.RegisterForModEvent()
these registrations are kept in the co-save and will be "forgotten" if the file is deleted.