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wolfsite: In cases of mods it's up to the creator to ensure mods work. When the game first came to GOG a lot of mods were not compatible until they were updated by the creator's of the mods or other third parties.

GOG is only responsible for ensuring the version provided by Bethesda works as it is provided.

I have played Skyrim without mods and it works perfectly fine.
Doesn't seem to be that simple.
Some mod authors are pointing out that GOG need to fix their version of how the exe handle somethings.
(I don't know if they did it already.)
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Xeshra: The GoG version got a different EXE because as a DRM free version it is NOT identical to the other versions.
(...)
The newest GoG update should have a different version number now, so those mods should be able to detect this version properly.
(...)
Ah, there you go.
Post edited February 26, 2024 by .Keys
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ᛞᚨᚱᚹᛟᚾᛞ: doesn't Skyrim suck as a game if it, "Must have mods"?
Skyrim works absolutely fine without mods. Just like all the other Elder Scrolls games.

It's not Roblox.
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SargonAelther: Skyrim works absolutely fine without mods. Just like all the other Elder Scrolls games.

It's not Roblox.
Then why does everyone insist that a basic UI mod (SkyUI) is required?
high rated
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ᛞᚨᚱᚹᛟᚾᛞ: Then why does everyone insist that a basic UI mod (SkyUI) is required?
They generally mean Skyrim technically works fine without mods (as did Oblivion) but ever since Oblivion the UI has definitely been designed around consoles (huge fonts + low FOV designed for a TV viewed from 8-10ft away) and often feels dumbed down when playing on a large monitor.

Morrowind UI vs Oblivion UI vs Skyrim UI.

You'd think the newer the game + the larger & higher resolution the screen size vs 20 years ago, the more information you'd be able to fit onscreen (as you often see in strategy games). "Consolitus" is the reason things have gone the other way, and DarnifiedUI / SkyUI mods go a long way in de-dumbing the PC version back to feeling more like a PC game and less like reading someone's CV typed out in Size 36 Comic Sans, 5-7 lines per page...

Having said that, even when Skyrim was released here back in 2022, I posted a guide on how to get mods to work and reinstall completely offline and most popular mods do work fine (inc SkyUI, SKSE, etc). ARD's constant complaints about "The GOG version is completely worthless, nothing works, etc" because something in a specific mod pack (that tries to install 1500 mods all at once) breaks has been equally true of the Steam version in the past (LE & SE) too after previous updates there. Same with the constant complaining of "It's wrong that GOG 'allowed' them to have different build numbers". Well of course they do, they are different builds - one is stuffed full of DRM and Creation Club, the other isn't. If they reused the same DRM'd build there wouldn't be a DRM-Free GOG version in the first place. Removing Steamworks DRM by itself wouldn't necessarily change the build number (as it often doesn't for other games), but the much deeper changes they had to do to remove all the Creation Club "hooks", and repackage the same content offline, etc, definitely does.
Post edited February 26, 2024 by AB2012
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AB2012: (...)
^This.

Some mods don't even require longer steps like installing many dependencies, others do require that. But its up to you and your free time.

Some useful links for those willing to maintain/backup their mods completely offline:

Mod Organizer 2 (Probably the most used tool for organizing mods. Works completely offline. Albeit you will need to download mods, obviously and specially on Nexus Mods, which MO2 has its own integration, if you want to use that.)
https://github.com/ModOrganizer2/modorganizer/releases

SKSE64 (Skyrim Script Extender 64) Script extender exe for Skyrim Special Edition/Anniversary Edition to work with many mods
https://skse.silverlock.org/

LOOT (autosorting mods tool. standalone and also works inside Mod Organizer 2
https://github.com/loot/loot/releases

LOOT updated compatibility and mod sorting file for fully offline use (masterlist.yaml)
https://github.com/loot/skyrimse

It seems to me most incompatibility issues are already solved, and most that are still present are incompatibilities present also on Steam and Epic versions or minor annoyances with some older mods.
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Xeshra: For SKSE, "Address Library for SKSE Plugins" and "Papyrus Util AE SE" is highly recommended (far to many mods using it) but for "Papyrus Util AE SE so far only 1170 available. SKSE and Adress Library seems to work properly and/or are update.

It has been confirmed:

Current latest: Version 4.6 for SKSE 2.2.6, Skyrim 1.6.1170, & Address Library AE
AND
GOG Version: Version 4.4 for SKSE 2.2.3, Skyrim 1.6.659(GOG) , & Address Library AE
doesn't work with
Current GOG Latest SKSE 2.2.6, Skyrim 1.6.1179.0(GOG) version


So Papyrus Util AE SE will need to be updated, else a lot of mods may fail to work (Papyrus is a important basic mod).
By my personal tests with some mods, Adress Library for SKSE Plugins do work with GOG's version, but they will show error messages for DLLs on MO2, for some strange reason.
Post edited February 26, 2024 by .Keys
My current issue is that some modders are still not updating their mods to the 1079 GoG but Steam is updated almost instantly...

The 1070 Update got 17. January as launch date according to SteamDB... 1 day after the Enhanced Charakter Edit was already updated. Racemenu took them around 9 days, surely slower but not to slow.

Racemenu still needs an update...

Sure, all the graphic and assets enhancers are rarely affected nor the "standalone mods". The problematic mods are the ones directly affecting the engine and its behavior.

I do not think it is "to much of work" for the modders, it is rather a mentality thing as they got in mind "Steam is supreme, no need for more...".

Still there are good examples of modders supporting both versions and the GoG version is rather low work because only 2 versions released so far (offline installer, i could care NOT less Galaxy), which can be seen on this important mod:

Just as i said, in general most mods will work. Those that are crying a lot most likely are simply incapable of handling it. It is not always easy with insufficient experience. There are a few, a handful of mods that are lacking updates... which will require either patience or in extreme cases simply avoid them... including many dependencies, sadly.

Not every mod will need a update, it totally depends on the type of mod. But the modders who use sensitive mods usually know the deal.
Attachments:
Post edited February 27, 2024 by Xeshra
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Xeshra: (...)
Papyrus just got updated for the latest GOG version. :)
https://www.nexusmods.com/skyrimspecialedition/mods/13048?tab=files
Oh yeah? Good to hear... so another mod with some dependencies has been updated, thus expanding the usable mods.

Now, so far only Racemenu (from the critical mods, because many dependencies) is still out of date. Lets hope it may change soon...

Yeah, there are some other mods too but those are generally less critical because usually there are alternate mods able to offer a comparable solution.

No issues if the modders (including SKSE team) are saving them the trouble of supporting the EGS (and any other) version because it simply is offering "not any real gain over the Steam version", on the other hand the GoG version is offering unique gains with the DRM free approach which is able to offer a unique trait: Support makes sense!

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.Keys: By my personal tests with some mods, Adress Library for SKSE Plugins do work with GOG's version, but they will show error messages for DLLs on MO2, for some strange reason.
Most likely Address Library is supporting ANY AE version, although it still need to be updated to the newest versions. Older versions will always work. Currently it has been updated up to 1079 so basically it should work properly for the newest GoG version too.

PapyrusUtil SE on the other hand is specific to a certain version (same as SKSE) so it will not work without the exactly matching version of this mods.

I think you can still update those mods manually... in term the manager is screwing up. SKSE should always be manually installed anyway. Because it is first in "load order", not any other position, so it is basically "the EXE".

The advantage from MO2 is simply that it is completely "isolated" from the game folder... kinda like a "second system in a sandbox"... this way, potential issues can be fixed rather quick. If serious issues are happening on Vortex, it may be harder to become fixed as there are many files modded directly inside the game folder, yet... usually Vortex is keeping track of those changes (not always properly). I generally do not recommend modding without a manager... with increased amount of mods the complexity is just to crazy and it need LOOT (order and conflict checking) and a fixed load order.

Yet, MO2 got the disadvantage of offering "less compatibility" compared to a "native mod" such as Vortex... because it can be tricky putting all the stuff in a sandbox, more likely causing CTD issues if something goes wrong. On the other hand MO2 is the manager with the highest functionalities but ultimately, every manager is sufficient.
Post edited February 27, 2024 by Xeshra
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ᛞᚨᚱᚹᛟᚾᛞ: Also, doesn't Skyrim suck as a game if it, "Must have mods"?
I used to play Skyrim last year on my PS3, I even have a thread here about it, so like almost zero mods. I started the game with that very same impression you have, "it needs 2 million mods to be good", and surprisingly the game exceeded my expectations. It's just a fun, fantasy powertrip romp and it delivers on that.

Apparently this version has a bug that makes the framerates on your world to become unbearable, but also apparently it's been patched out, but apparently some players still complain about it. I'm not sure about the particulars of this problem, never ran into it myself, but this is the kind of issue I was expecting going into Skyrim. Instead it's me hitting a friendly when trying to kill vampires hunting me and having the guards glaring at me. Or walking into a mission that absolutely levels me to the ground because I'm not strong enough yet and none of the characters warn me about how perilous the mission might be. Or falling through the ground in one part of Whiterun, I guess.

Basically the issues that affect GTA, except I think Skyrim (or the Elder Scrolls premise more like) to be more fun and immersive than GTA.
Post edited February 28, 2024 by PookaMustard
I know of no game that has been modded so deeply and up to the the teeth... there is just so many mods for just about any wish to consider. A fully modded Skyrim is simply the "true game" and a astounding experience, for those who are able to put in the required effort.

Sure, there are "premade" mod-setups available using Nexus, although for GoG users the manual way is almost unavoidable. If finally finish with the "hard custom way"... it is simply almost the edge of modding and as a DRM free... it will be yours.

Skyrim, the updated one... even nowadays is still a good game, absolutely... but the true appeal, that makes it so special, is the huge mod library... no secret.

If it comes to the "raw unmodded game", Morrowind was the best TES i ever played, but fully modded... Skyrim is on par. Yet, even Morrowind can be modded indeed. Oblivion in general was weaker, still a good game.

But yes, with all the content available, Skyrim got several times the content of the unmodded one, so only a fool is playing it "raw".
Post edited February 29, 2024 by Xeshra
Besides, i heard the modder of the PapyrusUtil SE does not have a GoG version of Skyrim, yet he still was updating it somehow and asking "if it works on GoG". Guess someone have to hand them over a Skyrim-key... surely useful for getting more support. It is a lot of work for them, so it is deserved.

Regarding the modder doing the Racemenu mod, i totally dunno how it looks there. Maybe this modder as well only got the Steam version and may not even be able to test the GoG version. Providing some free key there may help matters but who knows. The launch edition indeed has been supported but that was over 1 year ago and so far not a single word regarding a GoG update. Problem is, i know of no other mod able to replace this mod and it only works using a adapted version...

Basically Skyrim was stick to only 2 race-creation mods because "widely accepted to be supreme": Racemenu, and Enhanced Character Edit. The EEC is from a Japanese and there was never any update; in general GoG and Japan is not a love story, so... useless to even ask about. As long as not updated it is gonna be hard and the "old GoG version" is not even available anymore as a Installer.

However in general, the GoG version works the same such as the "other" version without any weakness (apart from some lacking modder support) and the most problematic thing, for just about any version... is script based issues and conflicts involving scripts. If to much of those mods added with to many conflicts... no game will ever work properly. Indeed, it can be very difficult finding out which mods work well together, and some mods are so insanely huge, tracking down issues is near impossible and not even a patch may help because the issues simply goes to deep. So it is always useful not to "touch" the main scripts of the game to much, else it will become pandoras box of issues.

Indeed, there is no issue just adding one single "script sensitive mod" but, the nightmare is making them work all together. Clearly... incompatibility is always a issue but there are only a few mods where it really matters, those simply need to be tracked down and making modders aware of (yes, i know... almost no one enjoys nagging, but the thing is... as long as they support the "main version" there is nobody trying to make another "backup mod" because it is widely accepted not to have a lack... So either the support have to completely stop or people just say "take another version instead"... somewhat lazy but thats how people behave... avoidance... on any term... less confrontation).

According to the "download values" of some version-sensitive mods, the GoG version indeed was much sought after, at around 70k+ downloads, which is about 2 times lesser than the Steam version but big enough in order to justify a support. EGS version on the other hand is not a matter and can safely be avoided, almost no one cares for good reasons.
Post edited March 04, 2024 by Xeshra
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tommycs: [...] The important tools Loot and sseedit didn't work at all. I know there are supposed to be mods that work with the 1.1.659 version, but what good is it if important tools don't work. [...]
This is not true.

LOOT works with all GOG versions of Gamebyro games (Skyrim / Oblivion / FNV...). Make sure you're not using an outdated version of LOOT.

xEdit also works well with the GOG version of Skyrim. You need to add a couple command lines to the shortcut when launching xEdit. I am not sure why it's not done by default why launching xEdit, but it's easy to do. Copy paste these, and amend them to your computer paths.

-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data"
The issue with xEdit simply is: It is mainly developed for the Steam version and all the dependencies are premade in order to work with this version. So in order for the GoG version to work the folder simply either will have to be renamed to GOG Games \Skyrim Special Edition GOG\Data without the GOG tag (can still copy those files back to the GoG folder if done with the work), or simply use the "command line trick", which is for more advanced users. Screw those devs who fail to support the GoG version.

The Skyrim Engine Fixes works too on the GoG version but the "achievement entry" will have to be deactivated, else all the mods will become deactivated and INITIALLY it is set on "achievements enabled"; which is foolish because there is simply literally no one using this mod in order NOT TO RUN ANY MODs... so the logical thinking is a bit at a disgrace. An nope... achievements will not work on a modded game, not hard to guess why, so the GoG version got no disadvantage.

The only disadvantage is probably the lack of some newer creations club content, although those content either already has become integrated into the main game (up to 100 mods) or at some point they can be gotten regularily from a mod site. On top of that, the game got a LIMITED (yes even Skyrim) capability to handle mods OUTSIDE of a official game integration because most mods will handle a certain number of handle counts, which is limited to 1 048 000 handles, and as soon as those handles are exceeded or even close to it (1 million is the critical number to watch out for) the game will become unable to handle any more mods. It does not matter the number of ESP or ESL... this is rarely the culprit here... according to my experience. The culprit is either the "handle count" and/or bad/excessive scripts... and as always incompatibilities... nothing else.

Many users was moaning about having issues with modding Skyrim, apparently the GoG version... only to find out at some point they even screw up using "the other approximately better version", and either the game is not really able to become modded or they simply fail... most likely they fail.

Truth is: The GoG version is not any less capable and actually technically identical, with a different EXE that will require some adaption for some mods. Another truth is: Yes, modding of Skyrim can be difficult and problematic for many beginners or simply less experienced peoples but using the correct mods working well together and trying to "build up the minor mods around the huge mods" will go a long way on "how it will work well".

I will probably release a small guide soon on the forum, using my 1079 GoG version of the game... just so no one can say "it does not work", with about 990 000 handles (216 ESP, 163 ESL) and so far running "stable" for me. Yes, generally it is recommended to use as many ESP or in some cases ESM as possible in order to bring those handles down. Although for the mods to work best this is not always optimal, because a ESP will allow for lesser "interaction" with the other mods, so this is always tricky in many cases. There is no ultimate solution, it depends on the mod.

Total size of the modded game is 193 GB and around 300 mods-folders has been used for it. Many mods are already a compilation of a huge amounts of smaller mods and some mods are even inside a "major mod", so the available content is so huge... it could offer several hundred hours for testing out everything else, one of the biggest games i know.

The only mod i am currently unable to get to work is Racemenu, just because this one, already told several times... is version sensitive and the creator so far simply was not updating it. However. i heard even the 1070 update may have some issues, so there was probably a failure. So... currently we can only hope it works out somehow, else someday we have to make a alternate mod because racemenu is simply to important... else no body morph possible.

I think i will not switch to a newer GoG version anymore. Just to much work updating it and making a fresh install of everything else... for as good as no gain with very little, if at all... new content. I am perfectly happy with this version, as soon as the very last mod had been updated somehow.
Post edited March 08, 2024 by Xeshra
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Xeshra: The issue with xEdit simply is: It is mainly developed for the Steam version and all the dependencies are premade in order to work with this version. So in order for the GoG version to work the folder simply either will have to be renamed to GOG Games \Skyrim Special Edition GOG\Data without the GOG tag (can still copy those files back to the GoG folder if done with the work), or simply use the "command line trick", which is for more advanced users. Screw those devs who fail to support the GoG version.

The Skyrim Engine Fixes works too on the GoG version but the "achievement entry" will have to be deactivated, else all the mods will become deactivated and INITIALLY it is set on "achievements enabled"; which is foolish because there is simply literally no one using this mod in order NOT TO RUN ANY MODs... so the logical thinking is a bit at a disgrace. An nope... achievements will not work on a modded game, not hard to guess why, so the GoG version got no disadvantage.

The only disadvantage is probably the lack of some newer creations club content, although those content either already has become integrated into the main game (up to 100 mods) or at some point they can be gotten regularily from a mod site. On top of that, the game got a LIMITED (yes even Skyrim) capability to handle mods OUTSIDE of a official game integration because most mods will handle a certain number of handle counts, which is limited to 1 048 000 handles, and as soon as those handles are exceeded or even close to it (1 million is the critical number to watch out for) the game will become unable to handle any more mods. It does not matter the number of ESP or ESL... this is rarely the culprit here... according to my experience. The culprit is either the "handle count" and/or bad/excessive scripts... and as always incompatibilities... nothing else.

Many users was moaning about having issues with modding Skyrim, apparently the GoG version... only to find out at some point they even screw up using "the other approximately better version", and either the game is not really able to become modded or they simply fail... most likely they fail.

Truth is: The GoG version is not any less capable and actually technically identical, with a different EXE that will require some adaption for some mods. Another truth is: Yes, modding of Skyrim can be difficult and problematic for many beginners or simply less experienced peoples but using the correct mods working well together and trying to "build up the minor mods around the huge mods" will go a long way on "how it will work well".

I will probably release a small guide soon on the forum, using my 1079 GoG version of the game... just so no one can say "it does not work", with about 990 000 handles (216 ESP, 163 ESL) and so far running "stable" for me. Yes, generally it is recommended to use as many ESP or in some cases ESM as possible in order to bring those handles down. Although for the mods to work best this is not always optimal, because a ESP will allow for lesser "interaction" with the other mods, so this is always tricky in many cases. There is no ultimate solution, it depends on the mod.

Total size of the modded game is 193 GB and around 300 mods-folders has been used for it. Many mods are already a compilation of a huge amounts of smaller mods and some mods are even inside a "major mod", so the available content is so huge... it could offer several hundred hours for testing out everything else, one of the biggest games i know.

The only mod i am currently unable to get to work is Racemenu, just because this one, already told several times... is version sensitive and the creator so far simply was not updating it. However. i heard even the 1070 update may have some issues, so there was probably a failure. So... currently we can only hope it works out somehow, else someday we have to make a alternate mod because racemenu is simply to important... else no body morph possible.

I think i will not switch to a newer GoG version anymore. Just to much work updating it and making a fresh install of everything else... for as good as no gain with very little, if at all... new content. I am perfectly happy with this version, as soon as the very last mod had been updated somehow.
Stick to 659 and any mod for Steam version 640 is compatible, all that is needed it's the basic mods version dependent replaced for the GoG version.
Now the only problem can be getting USSEP as they already updated and they never leave up the older versions, so some might have to track down how to get the older version but that's about it honestly.

But again only the people who have no clue, feel entitled and levitate above us, since they can't play vanilla, OMG too good for that, even if they have no clue how to mod they HAVE TO have a modded game with no work what so ever,
yet are the ones making stuff up and spewing bs they have no clue about, like the OP has greatly demonstrated.
And that my friends, that's the problem when you ASSume.
Post edited March 19, 2024 by elpuertorro
Not any mod... nope...

[Core Raw]
Skyrim [Version sensitive] + Mod Manager manually
SKSE manually [Version sensitive see instructions]
SKSE Engine Fixes Part 1 manually
SKSE Engine Fixes Part 2 manually (directly in Skyrim main folder NOTE: EnableAchievementsWithMods = false)
SSEEdit manually (directly in Skyrim main folder)

[Core]
Unofficial Skyrim Special Patch [Version sensitive]
Cutting Room Floor [Version sensitive]
SkyUI
PapyrusUtil SE GOG [Version sensitive]
[Powerofthrees Papyrus Extender] Papyrus Extender [Version sensitive]
[Powerofthrees Papyrus Extender] Powerofthree Tweaks [Version sensitive]
All in One (Adress Library) [Version sensitive]
JC Container GoG [Version sensitive]
True Hud
True Directional Movement
Faster HDT-SMP [Version sensitive]
Racemenue [Version senstive]
Race Menu High Heel Fixes
ConsoleUtil SSE NG [Version sensitive]

ClefJ Morthal [Version Sensitive]
Obscure College of Winterhold 1.5.12 [Version sensitive)

The fat marked mods only accept the EXACT GOG version, many other mods can be used accepting the Steam 640 version... however, as soon as updated to 640+ they may as well fail to work. There can be more, this is simply some of the stuff i actually use.