ImprovedCameraSE VS CommonLibSSE-NG

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

ImprovedCameraSE

First Person Mod for The Elder Scrolls V: Skyrim - Special Edition (by ArranzCNL)

CommonLibSSE-NG

This is a reverse engineered library for Skyrim Special Edition and Skyrim VR. (by CharmedBaryon)
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ImprovedCameraSE CommonLibSSE-NG
37 16
219 122
- 1.6%
1.8 8.2
almost 2 years ago 4 days ago
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.

ImprovedCameraSE

Posts with mentions or reviews of ImprovedCameraSE. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-24.

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

ImprovedCameraAE - First Person Mod for The Elder Scrolls V: Skyrim - Anniversary Edition

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

skse64 - Skyrim SE Script Extender

commonlibsse-sample-plugin

valhallaCombat - dll plugin to make Skyrim's combat AC-valhalla-ish

SKSE64Plugins - Collection of all SKSE64 compatible plugins

AlternateConversationCamera - Mod for The Elder Scroll V Skyrim Special Edition, for more info about the mod visit the Nexusmods link

CommonLibSSE - A reverse engineered library for hacking Skyrim Special Edition

SkyrimSouls - This is a SKSE plugin that opening menu will not pause game like dark souls and bloodborne,give you a smoother game experience.Gone are the days when you opened menu to eat one thousand donuts while you were dying.

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-ng-plugin-template

LibFire - Papyrus Extender by fireundubh. New releases first available at letsplaywithfire.com