A related point which may be of interest to those in this topic is how GOG is handling Skyrim's mods. I have to say I am unclear on how it works but the impression I'm getting now is that one has to use a mod manager app from Nexus, which is problematic to me and others. I thought I read, solmewhere, that there is a rumor of GOG coming out with some sort of "Galaxy Mods" (which is a no thanks from me). Anyone who knows better or who can articulate this all better, please feel free to correct/enlighten me.
It's possible to mod Skyrim SE (GOG) manually and offline (similar to Skyrim LE, Oblivion & Morrowind). You need to:- 1.
Add mods to the game install \data subfolder, ie, unzip them into there after manually downloading them from Nexus. 2.
The file the game uses to "see" the mods is called %LOCALAPPDATA%\Skyrim Special Edition GOG\plugins.txt
and you need to include the names of each .esp filenames of the mods you added and arrange correct load order. 3.
Mod utilities (eg, Nexus Mod Manager), will mistakenly look for the file in %LOCALAPPDATA%\Skyrim Special Edition
where Steam installs it. You may need to copy / move this to %LOCALAPPDATA%\Skyrim Special Edition GOG
for the game to see it. 4.
For SKSE, use the file called "Current GOG Anniversary Edition build 2.2.2 (game version 1.6.659)"
. You would unzip this into the main game folder (next to the .exe's rather than in the data subfolder) then run skse64_loader.exe.
Despite some false and misleading information some are giving about the "need" for clients / mod managers, in reality nothing has really changed about how the mechanics of Creation Engine mods work, ie, the game will look for %LOCALAPPDATA%\Skyrim Special Edition GOG\plugins.txt file, and read the mentioned .esp mod filenames from its \data subfolder, little different to how Oblivion functions (which stores its mod load order in %LOCALAPPDATA%\Oblivion).