CommonLibSSE VS CommonLibSSE-NG

Compare CommonLibSSE vs CommonLibSSE-NG and see what are their differences.

CommonLibSSE

A reverse engineered library for hacking Skyrim Special Edition (by Ryan-rsm-McKenzie)

CommonLibSSE-NG

This is a reverse engineered library for Skyrim Special Edition and Skyrim VR. (by CharmedBaryon)
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CommonLibSSE CommonLibSSE-NG
25 16
194 122
- 1.6%
4.3 8.2
10 months ago 4 days ago
C++ C++
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

CommonLibSSE

Posts with mentions or reviews of CommonLibSSE. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-11-22.
  • Why does skyrim refuse to start without launching steam? And why does steam never work without wifi?
    3 projects | /r/skyrimmods | 22 Nov 2022
    Because SkyrimSE.exe has a Steam-related code inside. There's a solution though, you can use Steamless to disable it. This is safe even for SKSE DLL plugins and SKSE itself, more to say - many authors use this solution for develop purposes because it allows to attach VS debugger. Ryan aka Fudgyduff also mentions it in his CommonLibSSE Getting Started guide.
  • Skyrim updated to 1.6.629
    2 projects | /r/skyrimmods | 15 Sep 2022
    Since this small class is used by a lot of things (including the ones I mentioned), a lot of classes have also have their size / layout changed. This may be useful to check: https://github.com/Ryan-rsm-McKenzie/CommonLibSSE/commit/84070934c639a4c1eb074a29124387f5c29b600e
  • Mod authors, what tools do you wish existed to make your life easier when creating mods?
    4 projects | /r/skyrimmods | 8 Aug 2022
    SKSE plugin development doesn't get any easier than CommonLibSSE. The NG fork has significantly more documentation and lets you compile SKSE plugins that support Skyrim SE, AE, and VR simultaneously.
  • Critical RaceMenu memory leak bug fixed! (almost)
    4 projects | /r/skyrimmods | 18 May 2022
    That's not correct anymore. CommonLibSSE-NG is a fork of CommonLibSSE that allows plugin developers to build SKSE plugins that support Skyrim SE, AE, and VR¹ simultaneously. No need for separate builds or separate downloads. Plugins that were already built on CommonLibSSE need very few changes, and the vcpkg-centric workflow vastly simplifies building projects.
  • Advice on creating a combat mod?
    2 projects | /r/skyrimmods | 12 Apr 2022
    If you're looking to go for an SKSE DLL plugin in C++, I'd recommend basing it on CommonLibSSE which abstracts the SKSE API pretty nicely.
  • Simple Questions and General Discussion Thread
    2 projects | /r/skyrimmods | 6 Apr 2022
    Are there any resources to get started with SKSE plugin development? I watched this video but it was mostly about setting up the development environment. I also read this from the Creation Kit wiki which led me here but the docs in this tutorial are a little advanced. As far as I can tell, the example plugin doesn't interact with the game itself so I still have no idea where to start 😔
  • why isnt fenix31415 mods more popular?
    1 project | /r/skyrimmods | 5 Apr 2022
    SKSE DLL plugins that base themselves on CommonLibSSE as opposed to basically fully custom reverse engineered don't tend to have nearly as many issues porting to newer builds of the game, FWIW.
  • Is there an up-to-date guide on how to develop SKSE plugins?
    6 projects | /r/skyrimmods | 7 Mar 2022
    My error log looks like this. I have also tried to follow this tutorial, but I assume it is outdated. I got stuck in it in the build phase as well, and the errors were mostly about missing "common_v14".
  • Preview of a physical weapons mod in Skyrim VR!
    2 projects | /r/skyrimvr | 26 Feb 2022
    If you want to try it out, download the SKSE source and try making something with it. SKSE has a decent amount of the game reversed, commonlibsse has a lot more (alandtse also has a version of it for VR). A huge amount of the game is still unexplored, but a lot of it has been figured out. The VR-specific things less-so, because the RE scene for the vr game is very very small. My mods are all open source, but they are probably pretty hard to get to build as they require things like headers that have the havok object definitions.
  • [Help] - skse64 debug builds do not launch
    1 project | /r/skyrimmods | 12 Feb 2022

CommonLibSSE-NG

Posts with mentions or reviews of CommonLibSSE-NG. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-02-01.
  • Advice on how to update a mod to "NG"
    1 project | /r/skyrimmods | 6 Jul 2023
    If I were to set out to do this, I'd find the github repo for a plugin that got upgraded to the NG variation of CommonLibSE, and read the commit history to see how the modder went about doing it. I took a look at one of these a while back, and it's mostly pulling in the NG library, telling cmake about the new library, then walking through all the places where the APIs changed. You might want to find a Discord where the plugin authors hang out to get some head starts on dealing with the API changes.
  • If I want to make a SKSE plugin, do I have to use C++?
    1 project | /r/skyrimmods | 9 May 2023
    You can technically write an SKSE plugin in any language (see PluginAPI.h for the minimum requirements your DLL must provide), but all of the interesting middleware that makes writing a plugin easier is in C++. I would highly suggest looking at https://github.com/CharmedBaryon/CommonLibSSE-NG. It wraps many gameplay objects with a modern interface, and does a lot to help abstract over the differences between different patches of the game.
  • Improved Camera SE - Preview Release 5 (1.5.97/1.6.353)
    3 projects | /r/skyrimmods | 1 Feb 2023
    Next Gen. It's a term used for mods that utilize the CommonLibSSE-NG which makes this NG DLL mods work on any Skyrim SE version.
  • Static Skill Leveling for VR
    3 projects | /r/skyrimvr | 11 Jan 2023
  • Huge Improvement to Proteus - Skyrim Multiple Player Characters Mod!
    1 project | /r/skyrimmods | 25 Oct 2022
  • Mod Release: Civil War Lines Expansion
    1 project | /r/skyrimmods | 24 Oct 2022
    Ask them if they would be willing to move it over to the CLIB-NG framework, it only requires building one plugin, and maintaining updates for future SKSE versions only requires editing one line
  • How hard is it to make SKSE plugins cross-compatible between versions?
    1 project | /r/skyrimmods | 10 Oct 2022
    Please note that I am NOT trying to ask this in a sarcastic way. I've seen some SKSE plugin authors say in their descriptions that their plugin works with all game versions due to being build with CommonLibSSE-NG. Given that there was only a 5 hour gap between the release of POISE - Stagger Overhaul SKSE and POISE - Stagger Overhaul - NG, it seems like its a relatively quick process. Is this just not something that can be done with any plugin?
  • Need Help Updating Proteus DLL
    1 project | /r/skyrimmods | 4 Oct 2022
    I know nothing of developing plugins, so this probably isnt even useful for you, but someone made a fork of CommonLibSSE for it to be able to support multiple versions of the game with a single .dll, its is what mods like True Directional Movement uses. It should make the port more straight forward and the documentation seems pretty good.
  • Mod authors, what tools do you wish existed to make your life easier when creating mods?
    4 projects | /r/skyrimmods | 8 Aug 2022
    SKSE plugin development doesn't get any easier than CommonLibSSE. The NG fork has significantly more documentation and lets you compile SKSE plugins that support Skyrim SE, AE, and VR simultaneously.
  • "Supports both SE and AE."
    1 project | /r/skyrimmods | 7 Aug 2022
    It means the plugin was built using the CommonLibSSE-NG framework, NG stands for Next Gen

What are some alternatives?

When comparing CommonLibSSE and CommonLibSSE-NG you can also consider the following projects:

skse64 - Skyrim SE Script Extender

SKSEPlugins - Scripted template for setting up SKSE64 development environment for both AE and SE.

Steamless - Steamless is a DRM remover of the SteamStub variants. The goal of Steamless is to make a single solution for unpacking all Steam DRM-packed files. Steamless aims to support as many games as possible.

commonlibsse-sample-plugin

CommonLibVR - This is an experimental reverse engineered library for Skyrim VR (ported from CommonLibSSE). There are two main branches (VR) which is based on po3's using ifdefs, and NG which is an updated NG build.

SKSE64Plugins - Collection of all SKSE64 compatible plugins

ExamplePlugin-CommonLibSSE

PyNifly - Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.

CommonLibSSE - This is a reverse engineered library for Skyrim Special Edition

commonlibsse-ng-plugin-template

CyberEngineTweaks - Cyberpunk 2077 tweaks, hacks and scripting framework

ImprovedCameraSE - First Person Mod for The Elder Scrolls V: Skyrim - Special Edition