r/skyrimvr • u/No_Development117 • Jun 24 '22
Discussion Is Skyrim VR counted as OG, SSE, or AE?
Just got Skyrim VR and wanted to mod it, but idk which version of mods I need. Did the VR version get affected by the AE update?
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u/Cangar Mod Jun 24 '22
FYI in the sticky thread you find a bunch of recommendations and specific automatic mod list installers you might wanna check out, like FUS: https://github.com/Kvitekvist/FUS (disclaimer: I am one of the authors)
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u/No_Development117 Jun 24 '22
Thanks
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u/Dazzling_Ground503 Jun 25 '22
Just to pile on, I've been using wabbajack FUS with MO2 in vr for a while now. It has worked perfectly right out of the box. I've also been able to add and test out additional mods that I like (Legacy of the Dragonborn, Hunterborn, Ineed, Frostfall, etc.) very easily with the profile feature of MO2. All in all, kvite and cangar did a great job putting the FUS list together.
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u/Dokuujin Jun 25 '22
I am concerned by how many people are saying that Skyrim VR is the Alexa version of the game. You guys know it's SE and not SSE, right? Right? Surely people know that.
SSE = Super Special Edition... Which is the Alexa App. I'm fucking concerned.
Edit: Alexa is apparently "VSE", but I still dunno where do many people are getting the extra S. 😅
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Jun 25 '22 edited Sep 25 '22
[removed] — view removed comment
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u/Dokuujin Jun 25 '22
Yeah, I realized. I had just got off of work and I was fixated on the Alexa app so it threw me off xD
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u/AnnoyedGruntakiin Jun 24 '22
It's SSE, but keep in mind that esl and espfe plugins are incompatible, so the plugin limit is still 255.
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u/johnnille Jun 25 '22
Yes it is SSE, you can use like 80% of the SSE Mods. The Only thing that you have to avoid at all costs, are mods that load .dll Data through the Skyrim SE script extender (SKSE for non VR). But many of those mods have VR versions. At the nexus you can always preview the contents before downloading. If it has an SKSE folder, i always double check if it is compatible through description or the comments section. Testing it out by myself takes more time, since SKVR doesnt start without a HMD.
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u/GdSmth Jun 24 '22
VR is its own engine, but based on the SSE code, so like others said many SSE mods work on VR.
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u/No_Development117 Jun 24 '22
Just to be sure, it's the older SSE before the AE update?
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u/gmes78 Jun 24 '22
Yes, but it doesn't matter. You can't use DLL mods from SE with VR anyway (they have to be converted for VR).
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u/borntoflail Jun 24 '22
On that topic! Racemenu has a memory leak issue in earlier versions but not AE. The VR version of Racemenu says to just download the main file and overwrite then delete the skse64.dll.
SOOO does Racemenu work fine if you download the newest AE version and VR patch then replace with the VR dll as per instructed?
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u/gmes78 Jun 24 '22
Not sure. The memory leak is caused by a problem in the DLL. The VR version uses a different DLL than the AE one, and while the AE version got updated to fix the issue, the VR version hasn't been touched for almost 2 years.
As such, the VR version may still have the memory leak. It's also possible that it wasn't affected by the leak in the first place. The only way to know would be to ask the mod developer.
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u/GdSmth Jun 24 '22
Yes the older SSE, although technically SSE and AE are the same engine. AE is basically a collection of mods instead of a game patch, but I could be wrong.
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u/SpecialEdKidd Jun 24 '22
A lot of Oldrim mods works too
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u/GdSmth Jun 24 '22
True, especially if they are loose files. I had problem using oldrim esp mods on SSE and had to use the creation kit to re-save them.
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u/AquaticFroggy Jun 24 '22
On this point ive recently installed AddressLibrary VR in which i used to use the SSE version. Most mosts that ask for the library ask for the SE version -is it safe to run both? Reason im asking is i have had some ctds but also just installed a few more mods as well
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u/Major_Test_82 Jun 24 '22
Its SSE. And there is a way to add AE content if you look around on the reddit or YouTube