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4nk8r

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  1. Tried out 0.114 from Discord and the game crashes when attempting a new game or doing "coc unownedcell". I'm still testing out a new load order, so I don't have any previous save games for it yet. I'm running SE version 1.6.640. Nothing I could decipher in trace seemed to point to overlaymanager.dll, but I can start new games and COC fine after removing it. Had the same problem with 0.113 as well. Turns out the issue was with Devious Devices NG 0.2.9. After removing Fast Tats, the stack trace came thru cleanly indicating the DD DLL as the 1st DLL in the stack when the CTD happened. Happened in the unownedcell. There is a chest there with an amulet of Mara inside. The CTD happened when taking the amulet from the chest. After removing DD NG, I was able to reinstall Fast Tats and still remove the amulet without crashing. If the nag screen from Acheron is to be completely trusted, I still have some issue with something. The pop up implies my game is 1130 (running 640) and/or that I'm using Engine Fixes with the achievements override setting enabled (actually set false). Any way to increase the verbosity or accuracy of the error or what shows in the acheron.log file? It doesn't give any hint as to what is failing to load, so difficult to act on when everything else seems to be working... 2024-04-27-21-37-45.log
  2. Just checked my install as well. No boots shapedata is present in the mod for any of the body types included. There aren't even static meshes.
  3. The moduleconfig.xml related to the Skyrim Immersive Creature patch is looking for the very patch it would install as the file required before you can select/install the patch... <plugin name="Patch For Skyrim Immersive Creature Special Edition"> <description>Added more creatures to PAHE. This requires you to install and activate the Skyrim Immersive Creature Special Edition mod.</description> <files> <file source="Optional\Pahe_Immersive_Creature Special Edition patch.esp" destination="Pahe_Immersive_Creature Special Edition patch.esp" priority="0" /> </files> <typeDescriptor> <dependencyType> <defaultType name="Optional"/> <patterns> <pattern> <dependencies operator="And"> <fileDependency file="Pahe_Immersive_Creature Special Edition patch.esp" state="Active"/> </dependencies> <type name="Optional"/> </pattern> <pattern> <dependencies operator="And"> <fileDependency file="Pahe_Immersive_Creature Special Edition patch.esp" state="Inactive"/> </dependencies> <type name="NotUsable"/> </pattern> <pattern> <dependencies operator="And"> <fileDependency file="Pahe_Immersive_Creature Special Edition patch.esp" state="Missing"/> </dependencies> <type name="NotUsable"/> </pattern> </patterns> </dependencyType> </typeDescriptor> </plugin> The fileDependency file should be "Skyrim Immersive Creatures Special Edition.esp" Attached is an update fomod with the corrected dependency. I only downloaded/fixed the unprotected version. Not sure if either of the other versions suffer this issue. ParadiseHallsEnhanced(PAHE)SSE_8.2.0-unprotected_slaves_(fixed installer)_Fomod.7z
  4. I'm starting to see more and more mods that use DLL's begin to use https://github.com/CharmedBaryon/CommonLibSSE-NG so they can build a single DLL that supports every version of Skyrim AE. Are there any plans to start using it for the DLL in PapyrusUtil/Sexlab? Cheers
  5. I'm starting to see more and more mods that use DLL's begin to use https://github.com/CharmedBaryon/CommonLibSSE-NG so they can build a single DLL that supports every version of Skyrim AE. Are there any plans to start using it for the DLL in PapyrusUtil/Sexlab?
  6. Keep an eye on date of the "kahlo" branch on steamdb.info. Consider that the beta channel before the public gets updated. That it has a newer date than the public depot shows another round of patches is in the works. https://steamdb.info/app/489830/depots/
  7. /sigh...There is already another update in the works.
  8. If you're using Vortex, you can make your life easier if you just zip up your downloaded depots and install them like mods. Any depot that installs stuff above Data, install disabled, flag it as an engine injector, then enable and deploy, allow these 3 "mods" to overwrite everything that conflicts. You'll have a 100% update proof install (while also allowing Vortex to revert any external changes Steam might do afterwards). Edit: Obviously anything that is going to replace a core DLL for use as a preloader should allow THAT mod to win any conflict battles.
  9. I've done something hack-ish with Vortex that allows me to roll between Skyrim versions at will. I used the depotdownloader to create zip files of specific Skyrim versions and I install them via Vortex like mods. I keep the core EXE and DLLs that live above the Data directory in 1 mod and everything else in another. Flag the EXE/DLL mod as an Engine Injector in Vortex before enabling it. I can swap between 1.5.97 and 1.6.640 with ease.
  10. The "kahlo" branch of Skyrim SE shown on steamdb.info is showing changes from 5 hrs ago, from the time of this post, so another update is probably soon to be released. Seems like there is going to be a surge in popularity for the GOG version if this keeps up.
  11. If you want a foolproof way to prevent the Steam client from automatically updating Skyrim SE/AE, or ignoring your option to only update when starting it with the Steam launcher (which it does on occasion), do the following: Shut down Steam if it is running Open your Steam\steamapps\ folder in Explorer Find appmanifest_489830.acf and move it somewhere else (like your Documents folder or another place you can find it should you want to update later). Start Steam Steam should fail to detect that Skyrim SE/AE is even installed now, so it won't try to update it. Continue to use the SKSE launcher to start the game and you should never have to worry about an unplanned update from occurring ever again.
  12. Maybe you posted in the wrong thread? This whole topic is about the 10 main mods that have already been converted and are working in SSE...
  13. The strapon mod you referenced has genital bones in the mesh that match up with the XPMSSE skeleton. The vanilla strapon doesn't.
  14. Your problem may be related to JContainers, which is used to facilitate storage of array data. Check your skse64.log to make sure all your DLLs are initializing correctly during startup.
  15. This plugin is empty. Literally. SOS_SetupQuest_Script.pex checks to see if it is in your load order and avoids applying its scaling to the schlongs. Has nothing to do with positioning.
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