skse64 VS CommonLibSSE

Compare skse64 vs CommonLibSSE and see what are their differences.

CommonLibSSE

A reverse engineered library for hacking Skyrim Special Edition (by Ryan-rsm-McKenzie)
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skse64 CommonLibSSE
708 25
244 193
- -
6.6 4.3
14 days ago 9 months ago
C++ C++
GNU General Public License v3.0 or later MIT License
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skse64

Posts with mentions or reviews of skse64. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-09.

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

What are some alternatives?

When comparing skse64 and CommonLibSSE you can also consider the following projects:

MCM-Helper - Framework for simplifying the creation of SkyUI Mod Configuration Menus

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.

SSEShaderTools - skse plugin to replace skyrim VR shaders at runtime

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.

proton-ge-custom - Compatibility tool for Steam Play based on Wine and additional components

ExamplePlugin-CommonLibSSE

skyui-vr - SkyUI interface mod for SkyrimVR

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

FUS

CyberEngineTweaks - Cyberpunk 2077 tweaks, hacks and scripting framework

DepotDownloader - Steam depot downloader utilizing the SteamKit2 library.

vr_address_tools - Skyrim and Fallout python tools for creating address libraries for VR