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[TESV: SKYRIM] [JOURNAL] An Upgrade Story (1.6.640 to 1.6.1170)


rydin

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I've been nervous about Skyrim upgrades since December 2023. I'm sure I'm not the only person who tried to play Skyrim after that dreaded unexpected patch day, only to find out every DLL was reporting as out of date or having issues. I remember deleting my game and re-installing it from scratch, then making a 1.6.640 version backup just in case Skyrim attempted to upgrade again. And it did, but I escaped that.

 

I originally wrote this around March 2024 with my original thoughts and experiences below on upgrading to 1.6.1130 but I've made the leap in July 2024 to move to 1.6.1170. My main reason for pausing the upgrade was due to the Untarnished UI for 21:9 resolutions breaking and not having updates to fix the squish at the time as well as some mods only having limited 1.6.1170 support. Now that they have been updated, I've decided to move forward. 

 

My thoughts about that experience are archived below under the spoiler tab only for my own reference. 

 

Spoiler

I've seen a lot of talk recently about the different versions and which ones users prefer, only because I've stumbled through it while trying to work out if I should upgrade. I only asked myself this after SexLab Aroused Creatures updated, saying it only supports SexLab P+2.5.0 (currently offsite version at the time of writing), and version 2.5.0 has support for Skyirm 1.5.97 and 1.6.1130 versions (though it is said that the latter should work with 1.6.640, at least that's to my understanding). Trying to decide, though, has been like trying to escape the stocks in the sun to find the cool shade―do I take the risk or stay and avoid further trouble? 

 

I'm not writing this as a debate as to which version is better, but more just writing down my thoughts as something to return to later. I've seen the debates on which one is better, and I'm not about to enter that. I prefer to be on the version with the most up-to-date development, and if new versions of Skyrim come out, I don't want to fall behind or be on a version that isn't actively supported with enhancements. So moving to 1.6.1130 seems the way forward. 

 

The reason I have decided to move just to 1.6.1130 is because this is where the major improvement in the game was made by Bethesda. While there is 1170, and a majority of mods support it, there is a handful I want to use that is currently only supporting 1130, such as SexLab P+ (the only other version it supports is the last 1.5.x version). 1170 also only fixes issues in the Creations Market, an area I do not use on PC, but still supplies the forms and records enhancements, ESLify options, and an updated Creation Kit. None of this is enhanced by 1170.

 

If anyone is interested, here are the patch notes I used to come to my conclusion. 

 

ONE DLL OVER ANOTHER

I started the tedious task of filtering my mod list, going through all my SKSE plugin mods, and finding out which ones had multi-support (one-file-fits-all) or needed to upgrade to a specific version, including SKSE files. I've kept those archived versions and made clear notes in the organizer on the mods that need updating to a particular version. I know that from past experiences in the panic of upgrading, everything had gone to shit, which is also when I learned about various patching or downgrade tools at that point.

 

That was nearly four months ago, and since then, I've come a long way in my modding journey, not letting myself get overwhelmed and tackling things in a logical order. Now it's time to take that experience and move to a newer version, but not before checking everything I care about can be supported (this could be an excellent time to drop off any mods I'm not utilizing). My personal mods don't count on SKSE plugins (yet), so I'm confident those won't have any issues. 

 

The only mod I've yet to figure out is Schlongs of Skyrim. I am currently, and successfully, using the non-DLL version on 640, and currently, I feel that would be the best for 1130. While the DLL version is available, I've yet to find an explanation for why the DLL version would be better to use over the non-DLL version. I've seen the question asked, but unless I've missed it, yet to find any clear comparison or argument on why to use one or the other. I would suspect the DLL version may be better in the future based on what I've read in the patch notes and over on the Steam Community, but for now, I'm happy with the version I have,

 

STARTING AFRESH

The easiest way I found to do this was to set up an entirely new download of the game, renaming my existing 1.6.640 to something else. I got the files from Steam, got the rollback through the Steam Console commands, and set myself a fresh instance in Mod Organizer—a whole 150GB copy, but what can I say—I don't want to damage this setup in any way. Then, filtering out all the SKSE plugins, I set myself to go through and update them all first. 

 

One thing that I forgot about when I originally tried to use 1.6.1130 back in December 2023 was the issue around the engine turning off all plugins. There was an issue with a patch variable inside Engine Fixes that you had to turn off. It had been close to midnight when I asked the Citadel discord for help, trying to figure out when Acheron was throwing me an error, but some discussion and a bit of searching with the right keywords resulted in the link to the fix for Engine Fixes. 

 

Now, as simple as that, I'm on a 1.6.1130 setup. A little less stressful than I expected, but tedious enough for me to hope not to move to 1170 any time soon. I've decided for the time being to keep the 640 version as my main for modding and Creation Kit (I'm not ready to take that mind field yet) and 1130 for testing out new mods that require this version. At some point, I'll likely leave 640 behind, maybe shove it into a zip file and store it on a portal drive out the road for a while until I'm comfortable to delete, but I'll keep it for at least 6 months side by side (or at least until I get a working Creation Kit next to it) then get rid to save the disk space. 

 

Since that's done, I'm going to end this journal post here (as mentioned, they are more for my own thoughts to look back on). I might update it in the future if there is anything worth writing about from experience between both versions, but until then, I seem to be working, so it's time to get a fresh save and play with some new creations.

 

This isn't my first rodeo into upgrading Skyrim. I wish I could be confident it would be the last but I doubt that is the situation either. Don't get me wrong: for such an old game, I'm happy that there are some QoL improvements made for it, and it still has such an active and passionate modding community surrounding it that I enjoy playing my (very small) part in. But with upgrades come a number of mods that need adjustments to get them to support a new version for those who upgrade but keep comparability for those who don't for their own reasons. 

 

I was one of those who didn't want to move forward on upgrades for wanting to hang on to older mods that don't have full support on upgraded versions, including some of those that don't require a game update but still use older elements such as those that don't use high poly heads or updated body skeletons. Even though those mods were far and few between, they were enough to stop me. But there is also an opportunity to try alternatives or even new mods on an upgrade, and that temptation is what caught me to try this for the third time. 

 

My 1.6.640 is now stashed away as Skyrim Archive Edition. I've set up my Mod Organizer with a profile to load this entire install safely without any impact on what I'm going to do next. A complete fresh install for Special Edition, with a copy of my previous mods folder set up for 1.6.1170 profile before going through each one and seeing what needs an update to support the newer version. 

 

BRAVE NEW PLUGINS

Upgrading has given me the excuse to swap out ENB and use ReShade to take a look at Community Shaders and other effects as an alternative. This has helped with speed on load times, as well as an easier UI for changing shaders on the fly. It also allows me to try alternatives to Schlongs Of Skyrim and use The New Gentleman, and the Highly Improved Male Body Overhaul (HIMBO). While I was worried that this would conflict with Ethereal Elven Overhaul (I got a merge face clipping for two types of heads with some odd texture/shader clipping, and this mod is important for me as my main character is a Bosmer, whom I'm attached to), some load order arrangement seems to have resolved that for now. We'll see how that goes. While I will miss Bjorn and the Morning Wood (I might be able to install that separately, I didn't check), it's time to try something new. 

 

I'll add more to this over the course of the journey. 

 

PERSONAL NOTES

These are mostly for myself, but some of the changes in the mods I used required a couple of edits to mods. I took the liberty of telling my inner voice to hush while I went and took the time to learn the methods of using the more technical tools like xEdit5 and such to better my modding skills/experience. With that in mind, I made some basic notes of what I did in case I have to return to it, but sharing them if, in the instance, someone might learn something from them, so feel free to look at them. 

 

Spoiler

 

REVEALING ARMOR CONVERSION FROM SOS TO TGN REVEALING KEYWORDS

• Open SSEEdit5 and load the armor mod, the Schlongs Of Skyrim mod(if it is a master) as well as The New Gentleman mod

• Right click on the header and select Apply Scripts

• Select Report Masters script, which will give a list of all the ements where the master is used in the armor mod

• Right click the armor mod header and select Add Master. and set The New Gentleman as a master to the armor mod

• Selecting each module that needs changing, change the keyword from SOS_Revealing to TNG_Revealing

• Right click the armor mod header one more time and select Clean Master and this will remove all instances for Schlongs Of Skyrim as a master

 

 

Edited by rydin
Updating to 1170 - adding thoughts and experiences.

6 Comments


Recommended Comments

Talesien

Posted

IMHO as far as the CK goes it makes sense to go to 1170 as that's where the major change happened (i.e. esl records space getting doubled), so the CK can handle those plugins. While older game engine versions can be adapted to work with those, older CK's can not (AFAIK).

rydin

Posted

 

1 hour ago, Talesien said:

IMHO as far as the CK goes it makes sense to go to 1170 as that's where the major change happened (i.e. esl records space getting doubled), so the CK can handle those plugins. While older game engine versions can be adapted to work with those, older CK's can not (AFAIK).

 

Some of the mods in my set up have only gone up to 1130, so going all the way to 1170 would mean a reduced game play for me. Are you suggesting I use the most recent CK? Would that work if I remained on version 1130 for gaming purpose?

 

Not sure if there'd be a compatibility issue. I remember having a nightmare in December after we first went to 1130, and CK crashing as it didn't match the 640 version I rolled back to. I mean if it works, then yeah, I guess it would be best in that respect. If not, I'll hold out and likely do the same process to move to 1279, taking the lessons from my current upgrade experience to the next.

Talesien

Posted

8 hours ago, rydin said:

Are you suggesting I use the most recent CK? Would that work if I remained on version 1130 for gaming purpose?

Honestly, I've no clue about that, but knowing Bethesda, it probably won't work. I was merely suggesting that going through the notions for 1130 isn't really worth it. No idea on your setup of course, but I've found nothing for 1130 that didn't work/wasn't available for 640 and the only update above 640 that brought something substantial, especially in regard to the CK was 1170. So IMHO it's 640 or 1170, but 1130 isn't really worth it.

rydin

Posted

1 hour ago, Talesien said:

Honestly, I've no clue about that, but knowing Bethesda, it probably won't work. I was merely suggesting that going through the notions for 1130 isn't really worth it. No idea on your setup of course, but I've found nothing for 1130 that didn't work/wasn't available for 640 and the only update above 640 that brought something substantial, especially in regard to the CK was 1170. So IMHO it's 640 or 1170, but 1130 isn't really worth it.

 

I mean, i appreciate your thoughts, and I will double check, but there are a handful of mods where the SKSE plugin on was versions up to 1130, and I'll a little reluctant to go through the work of checking 30+ SKSE DLLs for a second time to see what has 1170 comparable versions. Might be something to think about. ☺️

xtremer

Posted

Could be worse. I'm on linux, and some DLL plugins have issues with linux and require specific fixes. I was on 1.5.97 for the longest, time but will be making a new 1170 mod list from scratch soon, and i'm going to have to test the game after every DLL plugin, no matter how inconsequential, in case there are issues.

Strangely, this is only really a thing with Skyrim, I've never had issues with DLL plugins on New Vegas or Fallout 4.

rydin

Posted

22 minutes ago, xtremer said:

Could be worse. I'm on linux, and some DLL plugins have issues with linux and require specific fixes. I was on 1.5.97 for the longest, time but will be making a new 1170 mod list from scratch soon, and i'm going to have to test the game after every DLL plugin, no matter how inconsequential, in case there are issues.

Strangely, this is only really a thing with Skyrim, I've never had issues with DLL plugins on New Vegas or Fallout 4.

 

That's interesting. My only guess would be there's something in the coding of Skyrim DLLs that isn't in the FO games? I haven't done enough coding yet to delve into DLL structures and such, but I wish you luck on your upgrade. You're moving further than me in terms of updates, so hopefully, it pans out without losing any faves or too much jiggling about. 👍

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