i come late to the party, eat shit if you're going to complain.
anyway, my question is: did the 64 bit bring any good, new, interesting mod which makes use of the new computing power or is it just the same old stuff with slightly less/more chances to crash or go out of memory range?
There is no SKSE(Script Extender) for 64. Therefore, the modding is vastly inferior because a lot of complex mods require SKSE, such as Sky UI.
i was hoping that by now skse would have been long updated and a whole new generation of mods would have been born.
how naive.
64-bit executables are long, and have a lot more registers to check than 32bit ones. Beyond that, then you have the translation phase I think they call it. Where mod authors go in and deobfuscate the code they specifically want to use and extend. SKSE64 is supposedly at the stage where the decomp is done, the registers are set, and they just need to go in and reinput all of the functions to work correctly. Ian is the guy who does the decomp, he's done his work, Behippo is supposed to go on with the deobfuscation and implemention of the main core functions. But no ones heard of him in about 5 months. After him, there's a stage where people start further deobfuscating specific functions for their own mods to use. Thing is everyone with the skill to deobfuscate and extend the actual end-developer codebase, like say the SkyUI guys(Mainly Snakster), don't want to do it. Because it's fucking tedious, and requires a lot of busy work. That's already been done in SKSE for oldrim. They've moved on to other projects, or have straight out abandoned Bethesda modding as a whole.