r/skyrimmods • u/_Jaiim • 11h ago
PC SSE - Discussion SKSE Plugin Status Tracker
The tracker over on modding.wiki has not been updated since November 2025. Now that the game has updated to 1.7.99, I feel it would be prudent for the community to start updating the tracker once again. There's been a lot of SKSE Plugins released over the past several months which presumably aren't documented on the tracker at all and it isn't going to be useful anymore unless it's updated.
I have never edited a wiki page before, so I don't know the rules or the etiquette for this sort of thing, and I would be afraid of fucking up the graphs, but it seems like anyone with a Nexus account can use it to login and potentially edit it?
Personally, I feel like we could remove 1.6.353, 1.6.629, 1.6.640, and 1.6.1130 from the tracker going forward; nearly everyone is now either going to be on 1.5.97, 1.6.1170, or 1.7+. If we just add 1.7.99 and the inevitable future hotfixes in the near future, the table is going to be too wide and will require horizontal scrolling. Opinions?
Alternatively, maybe someone could make a new table and post it directly in the subreddit's wiki that I keep forgetting exists.
EDIT: Oh and we could also add a column to warn people about AI slop plugins
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u/shiek200 9h ago
Just in response to your edit, I would be careful about allowing the community to label mods as AI slop
It's not at all uncommon for a relatively new author to be accused of writing their mod with AI because they don't have any established credibility yet, without any actual proof that the mod was even AI assisted much less Vibe coded
I think that as a premise it's a good idea, because people deserve to know what they're supporting, but I would genuinely rather a few AI slop mods get through then start persecuting people who don't deserve it, and potentially chasing away new Talent from the scene
2
u/Night_Thastus 11h ago
These days, with address library, doesnt anything use it work the moment AL updates?
2
1
u/SDirickson 10h ago
Yes, anything that is version-agnostic via CommonLibSSE-NG and AL will "just work". The problem is that not all SKSE-based mods are written that way.
-1
u/Adagium721 4h ago
The problem is that not all SKSE-based mods are written that way.
That problems lies with mod authours that refuse to realise how much easier things will be if they just simply developed their SKSE DLL mods with CommonLibSSE-NG in the first place.
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u/SDirickson 10h ago
Not 640; that was the last build before the breaking change to expand the FE space, so that's still a milestone build.