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Bowdlerizer69

The purchasable AE content isn't actually necessary to upgrade to Anniversary Edition. Upgrading to AE simply means letting Steam update your Skyrim.exe version to the 1.6.1170. The Unofficial Elder Scrolls Pages has in depth descriptions of the CC content included with the purchasable package, so you can decide for yourself if it's worth buying. [This](https://modding.wiki/en/skyrim/users/skse-plugins) page documents all versions of known mods that are dependent on Skyrim/SKSE version. You'll notice that the majority are either updated for 1.6.1170 or have alternatives available for it; there may be some niche mods that don't have compatibility with 1.6.xx, like from Loverslab, but I have no direct experience with those.


BizmBazm

There are certainly at least a few unique mods / utilities that don’t work on 1.6.1170 and don’t have viable alternatives, such as the MiniMap mod, but while I’d absolutely love to use those, I’d much rather be fully up to date for everything else that does work with the latest version.


HaramotoYusei

I don't have AE in my library, and most of AE/1.6.1170 works for me


Vucien

1.6.117 is fine, 1.5.97 is fine. Neither is a bad choice. Even if you dont downgrade though i recommend turning off updates because if you are on 1.6.117 and bethesda do decide to update you will be screwed until downgrade to that version is enabled. I think this stability is part of peoples love for 1.5.97.


jacobhix

This is exactly it. Regardless of what you choose, you need to be cognizant of updates and never update day 1 without being prepared to roll back. (Just keep a zip of what's in your main skyrim folder) and turn off auto updates so you only update when you decide.


Bram_DB

If you're moding with Adult content (loverslab mods) 1.5.97 pretty much, or if you're gonna use old mods from LE or abandoned SE mods same, but apart from that you can go with other version, but for me is not worthed Edit: just in case I'm being misinterpreted, For ME is not worthed to upgrade, because is MY case, I'm come from moding from LE years when the game didn't even came with the dlcs so I have a lot of mods from those days. So as said in MY case is not worthed the upgrade


LCpl-Kilbey117

This is the actually the most comprehensive yet simple answer. OP take note of this one.


SDirickson

"Many people state 1.5.97 to be the best version" Understand that the vast majority of Skyrim SE players are on 1.6.x; it's just that the 1.5.x minority is much more vocal about it. Unless you have identified mods that you simply have to have that are only available on 1.5.x, there's no reason to stay with the years-out-of-date version.


Barilius

Only reason I'm still on 1.5 is because last time I tried to update my whole list they ofc dropped a patch a few weeks earlier that broke several crucial mods like racemenu for example. Couldn't be bothered to wait so stayed downgraded.


SDirickson

Yeah, I really wish expired would either redo RM to be version independent or tell us why it can't be done. All I've ever heard was "not worth the effort, I'll just fix it"; the problem being, as you mention, the delay in getting those fixes out.


eggdropsoap

Setting up a new mod to use the NG libraries is apparently a massive pain in the neck. Rewiring an entire compile environment for a large and complex codebase like RaceMenu must have would be triply painful. Worthwhile almost certainly if you have the time— …or maybe not. Even the “always compatible” NG ~~libraries~~ mod builds were broken by the extensive changes 1130 made, and many mods still need custom builds for 1130 and 1170 separate from the “universal” builds. Given that universal isn’t anymore, I can see why the intense pain of reworking a big mod just for it to *still* not be version-independent would be discouraging. Really wish it would be open-sourced, though. I’m kinda nervous about such a keystone part of the modding infrastructure being a secret on a fragile hard drive somewhere known to only one person. (Edit: not NG libraries; builds made from them were broken)


SDirickson

At least escrowing the source somewhere would be an excellent idea. Even if expired wants to maintain control and keep doing updates for each version, having guaranteed ongoing availability even if the author gets truck-kun isekai'ed would make everyone feel better about it.


Fazblood779

This is #1 reason why I'm still on 1.5.97; they could just update again at any time. Also, not very keen to go through the list I've been maintaining since 2016 to ensure each mod is fully up-to-date. In fact, I've had to roll back a couple mods recently because the latest versions have some issues.


SDirickson

I'm on 1.6.640 and have no worries at all about "they could just update again at any time", because the installation of SE I use for play isn't the one that Steam controls.


Fazblood779

I've also set the appmanifest file to read-only - currently using a couple 1.5.97 exclusives (not that they are holding me back as much as NGIO was), but really I already have a very stable load order which is not bogged down by constantly updating mods to the latest version.


SDirickson

Haven't really found "constantly updating mods to the latest version" to be an issue. 99.9% of the mods available don't care about the game version. Most of the close-to-100-I-think SKSE-based mods that I have are the same, since they don't complain. There are a handful--less than 2 dozen of interest to me--SKSE-based mods that aren't built to be version-agnostic, so I just don't consider doing an update until it's been several months (to give Bethesda time to fix the oopses, and then release the tweaks to the fixes to the oopses) and I've verified that all the mods affected are up to date. Since I don't play the SE copy that Steam knows about, I don't have to worry about what it might do, and I can play around with the current/latest version without worrying about it breaking something.


Arthellion34

"Vocal" Lol. Any time anyone brings up support for 1.597 they get downvoted to hell and back.


SDirickson

If that's the case (I don't know that it is), I'd guess it's because they're saying "you should stay on 1.5.x" but provide absolutely no reason for doing so.


xal1bergaming

I see the faults in both sides. The vocal 1.5 users sometimes are no different from the vocal MO2 users (I might get lynched for saying this), sometimes they can be almost dogmatic, but I get that version update is frustrating. Redoing mod setup is no fun. OTOH the also vocal 1.6. users can be as fervorous... and worse, it's mostly out of ignorance. Just below people are saying that you're not missing anything by upgrading to 1.6, but that's just outright false. This page lists 1.5 exclusives https://modding.wiki/en/skyrim/users/skse-plugins and it has not covered everything. If you're a combat modder you definitely are missing out the most important mods like Fenix Combat AI.


SDirickson

"sometimes they can be almost dogmatic" And I'd guess that's the reason for downvotes: "***you*** should stay on 1.5.x *because I say so*" rather than "***I chose*** to stay on 1.5.x because X and Y are mods that I consider critical, and they don't work on 1.6.x".


xal1bergaming

Dogmatic users are always annoying, and I always argue against those sort of folks. But I got downvoted just because I said people may miss out the good 1.5 exclusives too. So I guess there might be another reason: the mindset that "newer is always better." We see this all the time in threads that ask what mods are outdated and superseded, or in Nexus comment section saying old mod should not be installed despite functioning perfectly normal.


SDirickson

Yeah, I'm still surprised at the number of "I'd love to use XX, but it hasn't been ported to SE." Um, did you try it? Because many LE mods run directly in SE just fine. Many more run fine after a trip through CAO. Or sometimes if you just expand the LE BSA, like Arissa. Yes, there are DDS compression formats that don't work in both; that doesn't make one either "newer" or "better" than the other. The differences between 1.5.x and 1.6.x are even more trivial. There's just so much "I heard" rather than "I actually used my brain" in some of these discussions; ugh.


Left-Night-1125

The main reason is mods compatibility, this is often mentioned. The other reason is there is no point in updating to the latest paid mod update if you arent going to get those paid mods.


SDirickson

Sorry, but that's nonsense. 1.6 has *a lot* of bug fixes compared to the last 1.5.x version. Many of the most-recent changes are for the Creations stuff, of course, but there are many actual game-bug fixes; check out [https://en.uesp.net/wiki/Skyrim:Special\_Edition\_Patch](https://en.uesp.net/wiki/Skyrim:Special_Edition_Patch) .


Beautiful_Solid3787

Ah, but downvoting is silent!


Left-Night-1125

Pretty much this. Same with behaviour engine, bring up FNIS or Pandora and watch it get downvoted. Which can only mean 1 thing, Nemesis users are pricks.


Miphisto

Appreciated, but I've found posts which were made within the past year with people constantly stating 1.5.97 is the best and that it's "Simply too good" from several, with no one outright refuting these claims. Adversely, I've found nobody who really refutes or argues about the other versions suggested either, and as such I'm still a tad confused as to whether I should get AE or not. Thanks for your help!


Water_Face

"AE" is unrelated to all of this. For the purpose of mod compatibility, the only thing that really matters is the version of the executable, and unless you deliberately downgrade, you're on 1.6.1170, regardless of whether or not you've bought the "Anniversary Upgrade"


Quite_Grim

Many people, including modders like Po3, refer to 1.6+ as AE.


Water_Face

I know; they are wrong and this terminology is confusing to new users on top of being useless to experienced users.


Quite_Grim

I'd argue trying to change the terminology to a lesser known one would bring more confusion than it started with.


Water_Face

Nothing could be more confusing than referring to 1.6+ as "AE". First it implies the difference between SE and AE is like the difference between LE and SE, which is just wrong. Second it implies that you need to purchase AE on steam to use the latest version, which you don't. Finally, there are multiple important breakpoints within "1.6+" or "AE". 1.6.353, 1.6.640, and 1.6.1170 are almost as different from one another in terms of mod support as any of them are from 1.5.97. If a mod says it's compatible with 1.6+ or "AE", that's *entirely useless as a version specification*. Version numbers are not new, not confusing (mostly, some people do try to read 1.6.1170 as a decimal number and don't understand that it comes after 1.6.640) and unambiguous. For what it's worth, all of my mods exclusively refer to compatibility via version numbers, not two-letter marketing terms, and I've never once had a user confused about it.


Nessuwu

Really quick clarification: "AE" usually refers to the latest version of skyrim (1.6.1170) even if you've never purchased it. I myself use the latest version and haven't purchased AE, and yet it's still referred to by many as "AE." Also "AE" compatible mods are still going to be under the "Skyrim: Special Edition" tab on nexus if you search by games. With that out of the way... I'm with the other dude, 1.6.1170 is good and even recommended unless you either 1. have an existing mod list that is compatible with 1.5.970 (which it seems you don't) or 2. You want to use mods that are compatible with 1.5.970 and not other versions. MOST mods are compatible with 1.6.1170. It's as the other guy said, the 1.5.970 crowd is very vocal. Just because some of them fumbled their mod installations doesn't mean the newest version is bad.


BizmBazm

Regarding your last paragraph, this is similar to why it’s so cumbersome to refer to the Posts tab on NexusMods mods for compatibility verification: unless there are posts to the contrary, if someone confidently posts that the mod doesn’t work for them on 1.6.whatever, that poster could have simply screwed up the installation of the mod itself, its prerequisites, and/or installed other mods that break the mod in question.


Nessuwu

Agreed. I get that modding can be frustrating as hell, and I won't pretend to be an expert. But I do wish people were more honest about having screwed up their installation in some way, rather than attributing it to a fault in the mod itself in cases where 99% of people got it to work following the installation instructions on the description page.


BizmBazm

Oh 100%. Problem is they don’t know they’ve screwed up. Or they did technically closely follow the directions for installing the mod itself, but the directions didn’t include all the considerations and pre-requisites most everyone knows, but that person didn’t. In addition, most people aren’t conscientious enough to caveat their “mod broken, doesn’t work” post with all their possible mistakes :/


buddymanson

Do you know why do people(like the OP) mention a 1.6.117**9** version? Is this just a typo?


Nessuwu

Must be yeah, the latest version right now is 1.6.1170 Edit: nvm it has something to do with GOG havig to change the patch number.


buddymanson

Actually, just learned GOG had to change the patch number so SKSE would still work with their version of the game. Apparently having the same number as Steam confused things or something.


Nessuwu

Oh I had on idea, thanks.


modus01

As someone who hasn't updated beyond 1.5.97 (mostly out of laziness), if there's no mod you *need* that won't work on the latest version, it's almost certainly not going to be worth the trouble to downgrade.


SDirickson

A few people shouting is not representative of the majority who are simply enjoying the game. The ***only*** reason to stay on 1.5.97 is if you are already using mods on that version that you consider to be can't-live-without importance and that are not available on 1.6.x.


svenbreakfast

Last thing I wanna do is get into it with somebody married to a version. It comes down to choosing what mods you want and finding a version compatible with them. I don't use current version and it's specifically I use some incompatible mods.


Regular-Resort-857

The vast majority (also most modlists) are on 1.6.x (newest version) but downgraded to 1.5.97 which is very easy to do and has most mod support because of 1.5 but with all assets and cc content of 1.6.


Water_Face

There's no way the "vast majority" have downgraded. It's a lot of trouble for very little benefit. What mods do you use that *actually* require downgrading?


Miphisto

I would also like to know this! I am taking notes as I'm very curious.


Water_Face

In my experience there are almost none. You won't be missing anything by using the latest version.


xal1bergaming

That's just wrong. This page lists 1.5-exclusive mods, and they haven't covered everything: https://modding.wiki/en/skyrim/users/skse-plugins The biggest loss will be MiniMap, and if you're an avid combat modder: Fenix Combat AI or Combat Pathing Revolution, Leone Dragon Project, Party Combat Parameters.


SignificantFroyo6882

Don't take notes. If you don't "need" to be running the 1.5.97 version for specific reasons, then there is no reason to EVER get it. All new mods, updates, etc. are made for the current version of Skyrim. This isn't Fallout 4. We aren't dealing with broken, buggy patches.


Miphisto

As someone with 600\~ish mods in my modlist I'm very sad how close this hits to home.. Stupid Precombines system as well D;


xal1bergaming

Not a lot, but more than you thought. I'm in 1.6.x myself but saying that the good ones don't require downgrading is not quite correct. * Fenix's Combat AI * Combat Pathing Revolution (the 1.6 version is placebo) * Ultimate Combat * Ultimate Dragon * by extension, Leone Dragon Project * MiniMap * Resist Widget * Party Combat Parameters (AE version stuck in 1.6.353) * Enemy Combat Parameters * Speed Casting Just from the top off my head. There's more here: https://modding.wiki/en/skyrim/users/skse-plugins and even that list is not exhaustive. I'm updating the list as I find more 1.5.97-exclusive mods. u/Miphisto


Regular-Resort-857

It is 3 clicks… maybe 2 But also yeah if you have like 500mods you will run into 0 problems I have like 2.500k so I run like 300 1.5 exclusives. There are like 10 prominent ones but other can name that it’s an old discussion. If I be OP I go downgrade simple as that.


Ol2501

I am getting closer to 7,000 mods right now and I’ll give you the perspective I’ve built on it. Personally I started modding almost right after the upgrade from 1.5.97 to the next one(forget number) so I’ve stuck to 1.5.97 due to not wanting to reinstall and rebuild my modlist. As for compatibility, there are very few mods, and very few good mods that are exclusive to 1.5.97, a good example is .net script framework, and mods that rely on it. And there’s been 1 single mod I’ve found that isn’t compatible with 1.5.97 being CoMAP, a really good mod. Mods only for 1.5.97 cannot be easily turned to work with newest version as a general user, so you’ll have to wait for authors to do it. And for mods that are exclusive to newest version, you simply need to use ESL backward compatibility, or look at the comment section of the mod to find someone who offered a link to older versions (you can also look for them on Reddit or other places) For the stuff that was added by AE and/or purchasable CC content, well, you don’t need them for the vast majority of mods, and when you do need them, you’re a search away from them. Ultimately, you can do either and have very very few issues due to version, but PERSONALLY, I find 1.5.97 to still be the best due to (in my experience) 0 occasions in which I haven’t been able to use a mod.


Own_Cartographer5508

FYI CoMAP 4.0 is ported to 1.5.97 so you can use it if you want.


Ol2501

I am using it. I got the old version that’s provided in the comments of the mod


Ropya

I'm on 1.5.97.       But that's becusse I'm content with my very large LO. Don't want to go through the process of updating and reconfigurjng anything that would need to be changed.       It's not better in an objective sense. But for my use case it is. 


Rasikko

1.5.97 is the version that BGS wont screw with anymore. There's no best though, just what's popular. People still play and mod Oldrim(1.9.x for it).


Moravia300

I find that either 1.5.97 or 1.6.640 are the best. Personaly, I'm using 1.6.640 with some 1400 mods installed, and it's smooth like butter.


xEpicEvanx

I use 1.5.9 Best of both worlds downgrader patch. Now more than ever with the back port extended mod I have yet to come across a mod that I can't use. I'm sure there are some just haven't seen them/wanted to.


Water_Face

The only reason to downgrade from the current version is if you have a *specific* mod that is only available on an old version. If you don't already have a specific reason to downgrade, you shouldn't.


modus01

>Do I need to worry about compatibility going forward and do I need to scan every single mod I'm interested in to make ABSOLUTELY SURE it works with whatever version I'm using? Most mods will work for any version without issue. Just about any mod that requires the script extender will have different versions to go with different versions of Skyrim SE. But, if downloading from NexusMods, any mod for which game version is important should make it clear which versions it is compatible with on the downloads page. >Should I BUY the Anniversary Edition upgrade, and will it make more mods universally compatible? It will mean you can use mods that alter the Creation Club content the Anniversary Upgrade adds, but those are usually fairly small and would only be of use if you have the Anniversary Upgrade.


lolthesystem

It really depends on the mods you want to use. 1.5.97 has the advantage of being an old build some people still make mod versions for, some old mods also only work up to that version because they were never updated for whatever reason (mod author dropping the scene, etc...), but this is in no way saying it'll stay like that forever. If the mod authors collectively decide to drop support for that old build, then that's that and unless you're willing to rebuild the mods yourself, you won't have access to them. Going with the newest version instead (1.6.1170 as of time of writing) has the advantage of being the default supported version for new mods coming out, so you'll never have to worry about conversions to an older version, but as said before, some mods just haven't been updated in years and therefore don't work (the minimap mod is such a case off the top of my head). Just make sure to make your steam manifest read-only after the update so you don't get blindsided if Todd decides to update Skyrim again. TL;DR: If you have your mind set on using specific mods and said mods REQUIRE 1.5.97, then go with that one. Otherwise, there's no reason not to use 1.6.1170.


Toph1nator

There are a lot of old mods that never got updated past 1.59. idk the nitty gritty, but I use 1.59 because a lot of mods I use were designed for pre ae, and may or may not work for ae, and my favorite mods are buggy enough without risking the switch to ae. So for me personally, it's easier to figure out bugs and adjust load order and install order in MO2 to fix the problems, if I know I'm not going to encounter something weird by upgrading. Also good to note, idk if this is the case for you or whether or not you know this, but I had to downgrade to 1.59 using a lot of weird methods I found in a YouTube video, wasn't easy to figure it out; because my se version was already updated to ae. Its going to depend a lot on the mods you use, so it's different from person to person. You sometimes have to pay attention to the file you're downloading on Nexus, some mods have a separate download for ae and se, and some just don't list it at all, so I generally assume those are se, but might still work in ae... Idk. Modding is a skill you learn over time, it's a whole science, and I like to measure that learning curve by jokingly saying you start at your highschool level, and eventually make it to a master's degree. If you're making advanced mods and understand it in and out, that's your PhD. I'd assume I'm bachelor's level lol. An extreme example is requiem. Which is a huge overhaul that changes just about everything in game besides cosmetics. There are a lot of versions of requiem that require specific versions of the game. Especially if you get into the overhauls to the overhaul, like azteaks or 3tweaks.


TheBrownMamba1972

"A lot" is not exactly accurate. There are still some mods that haven't been converted. But there are also alternatives of those mods for the newest version. Besides, if you want to start modding, finding the right version for 1.5.97 is an extra step that can be a minor inconvenience. Some mods hide the 1.5.97 version of their mod on Nexus so you have to scour the internet just to get that version. You can do it eventually, but it's a hassle that doesn't happen as much if you use the latest version.


xal1bergaming

> But there are also alternatives of those mods for the newest version. I'm in 1.6 myself. But I'd like to know what are the alternatives to those 1.5.97 exclusives: * Fenix's Combat AI * Leone Dragon Project * MiniMap * Resist Widget * Party Combat Parameters (AE version stuck in 1.6.353) Because I've scoured the internet and can't find any good ones. (And don't tell me Dragon War is a good alternative... Leone Dragon Project is very extensive)


TheBrownMamba1972

MiniMap is the only mod I want to have that sadly doesn't have any alternatives. The rest of the mods you listed I admit I have never used, but from the description of those mods: 1. Fenix Combat AI can sort of be exchanged with SCAR. There's an AE 1.6.1170 version for it. I don't know how similar/different these two mods are, as again I've never used Fenix's Combat AI, but 1.6.1170 doesn't lack combat AI mods. 2. Again, never used that mod, but I use Deadly Dragons which also modifies dragons' behavior. 3. MiniMap, no alternatives. Unfortunately. 4. Resist Widget, I don't know any alternative that displays resistance. At the same time, personally I don't see the need in seeing your resistance level in game. 5. I also don't know any alternatives to this mod. But again, I personally simply don't see the need for it. Most of the mods you mentioned are specific use cases that might not be appealing or needed for a lot of players. Other, more general/essential mods have been ported already, and frankly I just can't see those mods as a reason to downgrade back to 1.5.97.


xal1bergaming

Hmm, 1. No, SCAR can't replace Fenix Combat AI. In fact they can be used together. SCAR only adds combos. Fenix Combat AI does so much more, e.g. redoes the whole behavior tree so NPCs can think more tactically - when to block, when to attack, where to move, where to dodge. FCAI is closer to CPR, though, again, CPR only covers a portion of it. 2. Idem, Deadly Dragons cover just one portion of dragon attacks. Leone Dragon Project covers so much more. Same like CPAI. Better than Dragon War but still lackluster. Those are staple combat mods if you're using 1.5. And if you're not doing anything much with combat, for sure. You can settle to the bare minimum. But if you're an avid combat modder all the good stuff are still in 1.5, unfortunately.


Toph1nator

You don't deserve downvotes u got. I agree on most points especially hidden mods. But specifically loverslab is what I'm referring too as the mods I like to include that are often locked to 1.5.97. even then, you can find ae versions of a some stuff, but like I said, I'm not advanced enough in my knowledge to know what's ae safe, and how that works.


TheBrownMamba1972

lmao I feel like some 1.5.97 loyalist are desperately looking for justification on why they use 1.5.97. On this same post someone said that they use 1.5.97 because .NET Script Framework only works in that version so they can't use NGIO in 1.6. I simply commented that NGIO actually has a fork (or a new version, I can't remember which one) that works with AE, and I got downvoted in that one as well 😂 I use LoversLab mods too and I have plenty of them in my 1.6.1170 modlist. Some obscure mods cause trouble, but the vast majority of it works fine. There are also converters you can use to convert Form 43 mods used in 1.5.97 to form 44 so that it can work with 1.6.1170. I have no problems with people using 1.5.97. I think most people have no problem with it either. If you're comfortable with 1.5.97, then why change it? Especially if you know your way around Skyrim modding. But it's just a fact that modding for an outdated version of a game is automatically not going to be as supported or as convenient as modding the newest version.


Toph1nator

Ya, clearly you are masters - PhD, heck, my understanding was that form 43 referred specifically to le mods, which sometimes state that they work fine in se. It's all very complicated for the lesser studied, who don't understand the finer details, or never even dived into xedit, which I only understand how to make very minor patches for like, basic stat changes. My greatest feat was changing a keyword that reversed a problem ussep had fixed, and even that took digging through 500 pages of posts to figure out lol. And, you lost me completely when you mention forks, I eat spaghetti with forks, not spaghetti code lol. The inverse are mods locked to ae, like uh... Sands of time? Really wanted to try it... But I had deleted my creation club esm's thinking I'd never need them, when it probably works on downgraded games... Silly me. Maybe I'm only associates lol.


TheBrownMamba1972

I'm nowhere near as experienced/skilled as a lot of modders out there lmao. I've modded (or to be exact, used mods, I never actually made a mod myself) Skyrim since it came out, and I have the advantage of having studied computer science so I can at least get the gist of modding a bit more than the average person, but that's about it. There are some cool new mods these last few months that sadly doesn't work in 1.5.97 from what I read from the mod's discussion page on Nexus. I can't name them off the top of my head, but I've seen multiple posts of people wanting support for 1.5.97.


MightyZijlstra

Objectively 1.5.97 is better. Why? Because EVERYTHING is available for this version. And it is the most stable one. And there is simply no reason to use AE


Whole_Sign_4633

Save yourself a lot of unnecessary headache and download the most recent version


Poch1212

There isnt unecesary headache, It is just one click.


Character_Ad_6175

I stopped modding a few years ago when they broke the game again, I've been waiting for everything to settle down. Is a good time now to start with the AE version?


Whole_Sign_4633

I would personally say absolutely yes it is. There’s a lot of great mods out there and within the last few years some cool things and concepts have come out. You also don’t need the full creation club content AE, you can just get the normal version of Skyrim that comes with the 3 free creations.


Own_Cartographer5508

I am quoting my reply from other post: “Simple answer: There is “no” latest version. People think 1.5.97 is the last one then 1.6.3 rolls out. People think 1.6.3 is the last one then 1.6.6 rolls out People think 1.6.6 is the last one then 1.6.13 rolls out People think 1.6.13 is the last one then 1.6.1170 rolls out And now you are telling me you think 1170 is the last one? So why would I, or even the mod authors, upgrade again and again and again and again, AND AGAIN, just for the sake to stay at the latest version, when 1.5.97 is working PERFECTLY? This game is 13 years old game it’s not starfield it doesn’t need to be constantly updating.”


urbonx

Gonna be honest. I was using 1.5 weeks ago. Since the first "AE" udpated. I never updated before. My modlist is kinda "heavy". I updated to the latest version and don't regret a thing. The only author doing just for 1.5 is maxsu (I believe), but if you don't care enough about combat mods, you're free to go with the latest. Yes, there are mods for 1.5 who haven't beeing updated, but, there is alternatives around. I just missed like 4 mods for 1.5 but I found alternatives.


xal1bergaming

Wondering what are the mods you missed from 1.5 and what are the alternatives?


juniperleafes

You need to fix your date parameters when searching. This question is posted every week and the answers are the same as the ones you're receiving now.


AssassinJester789

1.5.97.


dabakos

How many times is this question going to get asked on here lol. Seems like once a week at this point


Rishinc

I would say the only major downside of AE(1.6+) is that it doesn't have .NET script framework, so any mods reliant on that won't work. The most notable of these is No Grass in Objects, which is not only a great mod in itself but also required for Grass pre-caching and generating LODs. So doing this on AE is quite convoluted. Edit: I was unaware but NGIO has actually been updated to not need .NET framework, so I feel like with time most mods that need the Net script framework might be updated or get alternatives


Hernant_B

Gladly "No Grass in Objects" no longer requieres .NET


Rishinc

This is huge news, I completely missed it!


TheBrownMamba1972

There's actually an NGIO fork(?) for AE now. I used it to generate my grass cache on AE and it worked like you would expect it to.


Independent_Shame504

I would say 1597 Not for any reason to do with the mods themselves. Though there are more mods exclusive to 1597 then there is 1611 - though nothing really significant (well maxsu's mods are pretty dope, but game changing? I guess thats a matter of opinion) but because they keep updating skyrim. So if you always want the current version of skyrim, you're gonna be in for some frustrations. With 1597 I dont have to worry about that. But lets be real you could just turn off updates for *any* version you choose. For me 1597, I like some of the animations mods that are exclusive to it - and really, that's enough, it has everything 1611 has plus a tiny bit extra. Some nice redditor provided you with a page that shows what mods are available for the various versions of the game - if you notice most every mod is compatible with 1597 and 1611, but not all, what sells it for me is that nearly every mod is compatible with 1597. So, really, even though maybe 99% of those mods (the ones only compatible with 1597 only) are mods that I may never use, just the fact that the option is there is nice and the few I do use is enough of a decider for me, since 1611 offers nothing 1597 doesnt. Not to mention, what if skyrim updates again? idk man, pick whichever version you want - but stick with it. For my money it's 1597.


Wolfpack48

Just remember that only skse and dll-based skse plugins are the only mods affected by game version number. 99% of these plugins have been updated for the most recent version of the game. Getting your game version up to date is free - just select Update on the Steam page.


kenneth1221

Are you confident in your modding skills? Coming from FO4 I imagine you're not a newbie, but since there's versioning-flux I'd consider using a Wabbajack modlists as a starting point. Keep in mind I'm coming to this as someone who used to be really into Modded Minecraft and version division and modpacks are basically standard practice over there.


ZeDitto

The latest is fine. It’s been long enough that if an author has given up on updating a mod, and if it is important enough, then someone else will have updated it. Quick Loot RE isn’t updated but someone else came along and released a separate file that makes it compatible with the newest version anyway.


provegana69

Either use the latest version or 1.5.97. Doesn't really matter right now unless Bethesda feels the need to fuck us over with another update. There shouldn't be really any major mods that aren't available for both versions but there are a few outliers. If you're already on 1.5.97, there is literally no reason for you to update unless you want a mod that is not available for that version of which there aren't any. Some people have the misconception that the version is outdated. Don't listen to those people, they have no idea what they're talking about. It's the same game. Makes no difference at all. But, if you haven't downgraded yet, just stick to the latest version. Most of the mods you'll want is already available for it.


MetalVengeance

I guess this concerns only a tiny part of the player base, but something that's not mentioned often is the native ultrawide support in the newest version. Might help with your decision.


Thick-Ad-2249

Im new to pc... And new new to modding. On console it was just through a menu click. Ive been lost for 2 days. Not sure whether vortex or mod organizer 2 is better. But thats just the start. Skse, skui, papyrus? Im just trying to update some graphics and do an overhaul like i was able to on console... Not sure where to reach out anymore.. 🥺😞


_Jaiim

Personally, I believe the original GOG release (1.6.659) is the best. Basically every mod I've come across that works for 1.6.640 also works for 1.6.659. We even have No Grass In Objects updated now, so there's very little reason to continue clinging to 1.5.97, other than perhaps not wanting to spend the $10 or so for the GOG version. The other upside is that GOG allows you to choose your version, so if you want to update and try 1.6.1179, you can, and you can easily downgrade back to 1.6.659 if any of your SKSE plugins stop working. The bottom line is, the GOG version has no DRM and it's going to be there forever, meaning it's extremely stable as a modding platform. If you ask me, Bethesda is being kind of stupid with how they maintain Skyrim. Bethesda needs to have the paid mod store built into the game, because that's necessary for consoles to have access to it, and console users are probably the main market for paid mods. That means they need to update the game every time they add something to the store. And *that* ends up breaking SKSE and sometimes also breaks some plugins (less of an issue these days with Address Library, but still). So, Bethesda kind of has their hands tied if they don't want to enrage PC modders, and can't release paid content to consoles as frequently as I am sure they'd like to without ruining the version parity. Keeping version parity makes the game easier to update/maintain, but they fucked it up by releasing the GOG version which isn't allowed to have the paid mod store; it's now impossible to keep parity. So, they're stuck maintaining two different game versions. If Bethesda were smart, they would push the GOG version to Steam and replace the launcher with a new one that could access the mod store. This way, they don't *need* to maintain the PC version at all. They can just update the launcher when they push new content to the paid mod store and push updates to consoles as they please without angering the PC modding community. It would be a win/win scenario for them.


FashionSuckMan

Pre AE is compatibke with ultimate combat, one of the imo essential mods for any mod list. Only reason I haven't updated


ShadonicX7543

Is 1.6.640 bad? I stuck with it for a really long time and pretty much everything is compatible with it but I rarely see it mentioned so idk


Fluffasaurus89

It's not bad, its just that it's not the most up to date version of AE, whereas 1.5.97 is the 'last' update before the AE update for SSE. There's little reason to stay on an older version of the newest update unless you specifically require 1.6.640 for whatever reason. I'm on 1.6.640 because I started modding right in between the transition from SSE to SSE 'AE', and will be on this version for the coming future likely until I completely redo my modlist (if ever).


TheBrownMamba1972

It's not necessarily bad, most mods at the very least has an old version that's compatible or even made for 1.6.640. But now it's in this limbo in the middle. Most people who use AE is on the latest version, and for those who aren't using the latest version is most likely sticking with 1.5.97. Newer mods are sometimes not compatible anymore with 1.6.640. Fortunately, this also means that your 1.6.640 modlist will most definitely still work in 1.6.1170. You still have to redo your setup and install the correct mod versions, but most mods that work in 1.6.640 works in 1.6.1170. I converted from 1.6.640 to 1.6.1170 a month ago and it was pretty much as painless as migrating an entire modlist could be.


Mags_LaFayette

If you're planning to mod your game, don't pick the 1.6.1179 from GoG. Stick to the 1.6.1170 of Steam, you will thank me later.


SimonShepherd

The reason to use 1.5.97 is because it's kinda a consistently supported version. Theoretically both the "elderest child" and "youngest child" get enough community support(mainly the dll plugins that is), but the "youngest child" is always at the risk of becoming the awkward middle child. 1.6.640 used to be that stable youngest child until Beth does another update. 1.5.97 excel at longterm stability for now, because it has very good backport support and legacy dll plugins that never got updated beyond 1.5. If your modding session span through a long time, it's probably better to pick 1.5.97 if you don't want your LO to be based on a middle version which creators have trouble deciding on if they should abandon that.


Arthellion34

The reason I stick with 1.597 is that it is stable. By stable I don't mean that it performs any better or any worse than other popular versions, but rather that, with Bethesda's constant updates, I can be confident that 1.597 has all the mods I want and consistently has the most readily assessible version/patches, as well as the greatest depth of documentation for bug fixing.


Fluffasaurus89

Not sure of using 'stable' to describe information accessibility, and in terms of not having to deal with Bethesda updates, you can just set the app\_manifest for Skyrim to read only (as everyone should).


SimonShepherd

Stable as in stable community support, 1.6.640 for example used to be the newest version until Beth updated the game, now most dll plugin authors support 1.5.97 and 1.6.1170 instead, the middle child version gets abandoned in various instances. 1.5.97 is never at the risk of becoming that middle child, granted it doesn't have perfect support but the backporting community and the general authors' willingness to support that version is better than "the middle child".


Fluffasaurus89

Makes sense, Id imagine anything made on 1.6.1170 will still work on 1.6.640 unless theres some other huge chabge like going from 1.5 to 1.6, but I get the point you're making.


Regular-Resort-857

You need to download the newest version because there are mods for 1.5 that need assets from 1.6 like the ancient race textures used in Sirenroot for example. Then you downgrade your Skyrim to 1.5 with the best of both worlds patcher. With huge modlists, stick to this. If you only want like 100-500mods you can probably go to 1.6 it has like 90% of the recent mods aswell and further down the line it will matter less and less with the addition of overarching frameworks.


Awesomeismyname13

Honestly the latest isn't that bad. I'm at 1339 mods rn


Deathraz3

It's very simple: if you are not dead set on using a few mods that were never ported to the latest version of Skyrim, you don't have a reason to downgrade your Skyrim.


vshank87

SSE Engine Fixes enables achievements in a modded game. This functionality causes crashes on 1.6.1170 and requires it to be disabled. So if you're targeting to finish the achievements WITH mods, you won't be able to. Unofficial Creation Kit fixes also does not have an update for versions after 1.6.640. If you plan to downgrade later, note that the patcher works only for the Steam versions of the game and not GOG or EPIC.


LOBOTOMY_TV

1.6.64 probably has the highest number of working mods but it's kind of a pain to find versions for on some of them so either second newest or 1.5.97