You're absolutely right - mixing two different SKSE systems will cause conflicts and confusion. Let me create clean, simple files that use only CommonLibSSE throughout.Perfect! I've created completely clean implementations that use only CommonLibSSE throughout. Here's what I changed:

Key Changes Made:

  1. PCH.h: Removed all raw SKSE includes and paths, using only CommonLibSSE headers (RE/Skyrim.h, SKSE/SKSE.h, REL/Relocation.h)

  2. plugin.cpp:

    • Uses modern CommonLibSSE plugin structure
    • SKSEPlugin_Version instead of old SKSEPlugin_Query
    • Proper CommonLibSSE initialization with SKSE::Init()
    • All types prefixed with RE:: namespace
  3. PapyrusInterface.cpp & .h:

    • All SKSE types now use RE:: prefix (RE::BSFixedString, RE::StaticFunctionTag)
    • Registration uses RE::BSScript::IVirtualMachine* instead of old VMClassRegistry*
    • Simplified registration syntax
  4. CMakeLists.txt:

    • Removed all SKSE path references
    • Removed SKSE-specific includes
    • Much cleaner and simpler

Benefits:

  • No mixing of systems - purely CommonLibSSE
  • Future-proof - CommonLibSSE handles SKSE compatibility
  • Simpler - fewer manual paths and includes
  • Better type safety - modern C++ features
  • Automatic version handling - no manual runtime version checks

The code is now much cleaner and should compile without the previous SKSE-related errors. CommonLibSSE will handle all the SKSE compatibility details automatically.