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(v1.5.1) Mod Organizer 2 & Other tools - From zero to "Hey Sexlab is working!"


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Posted

First of all: Thank you for this Guide. It´s awesome!

 

I did everything you told us to do and almost everything works fine.

But there are a few little problems i need a little help with.

 

1. Sometime, when i move the mouse horizontal i get a bad frame or something like that. Its only for like a couple of frames and it looks like the bottom one-third of the picture is moved a bit to the right side.

 

2. The Cameracontrol while the animations are not good. I used the "tfc" command for a free cam, but if the animation ends befor i return to the normal cam the cam return by itself back but i cant use my mousewheel and the buttons anymore. Is there a mod for a better camera?

 

3. The Facial expressions aren´t working. I installed all necessary mod and activated it in the MCN. I can hear the moans but the lips dont move.

 

I hope anyone out there can help me with at least one of my problems.

 

Thanks

 

Posted
3 minutes ago, joonjoon94 said:

1. Sometime, when i move the mouse horizontal i get a bad frame or something like that. Its only for like a couple of frames and it looks like the bottom one-third of the picture is moved a bit to the right side.

How is your performance normally? if you can't keep steady 60 FPS you'll see some lower FPS in some places. If you rotate the camera more stuff will be in screen and this also causes FPS to decrease for a while. This happens even in vanilla at some places (looking at Whiterun from the road, or walking around Riften). You can minimize this by using some mods/avoiding some other mods/getting the proper settings for the game config files/the mod used. This will strongly vary depending on your system spec, the mods you're using and other things that are really out of the scope of this guide. BethINI should give you a good foundation of config files, try to pick the preset and settings according to your computer.

What you mention about the bottom part of the screen seems to be moved to the side sounds a lot like screen tearing (example). If that's the case you'll need to enable Vsync. There are several ways to do this.

1. In skyrimprefs.ini (the one used by MO2, so MO2\profiles\Default\skyrimprefs.ini) add or edit this line, make sure it's set to 1. 

[Display]

...

iVSyncPresentInterval=1

...

2. In enblocal.ini (if you installed ENB, this ini is in the game folder, so inside Steam\steamapps\common\Skyrim Special Edition\enblocal.ini) edit this part

[ENGINE]
ForceVSync=true

3. In your driver settings, set Vsync on or better (if you have a monitor with Gsync or your GPU supports Fast Vsync, etc.). 

 

I'd try to go for the driver settings first, but that depends on the graphic card you're using so I can't tell specifics here. There are some good referential threads around the internet and the setting you need to enable shouldn't be hard to find IMO.

 

10 minutes ago, joonjoon94 said:

2. The Cameracontrol while the animations are not good. I used the "tfc" command for a free cam, but if the animation ends befor i return to the normal cam the cam return by itself back but i cant use my mousewheel and the buttons anymore. Is there a mod for a better camera?

Sexlab has a hotkey to enable freecam (same as tfc), using the hotkey should restore normal camera control when the animation finishes. The default hotkey is num key 3, you can check this and other hotkeys in the Sexlab MCM. Try it.

 

11 minutes ago, joonjoon94 said:

3. No matter wich skin mod or bodyslide preset i use (tried a couple) the nipples of the female body are just drawn on the breast instead of being physical there.

You can edit any Bodyslide preset in Bodyslide, there are sliders specifically made to affect nipples. For example if you increase the Lengh/Defined/Perky/Puffy sliders you should see the difference. Note that left sliders are for low weight characters, while right side is for high weight characters (this is the weight you pick while creating the character). You should edit both sides considering this (for example increasing the left sliders a bit less than the right ones). Once you're happy with the result you can build that body (the female nude body you selected, CBBE Physics or 3BBB Amazing, etc.). You can also save these changes (pressing the "Save" or "Save as..." buttons below the Group filter field).

12133335.png.8ed5514ae38f5576ea3ed11c697ecc57.png

Posted

Good morning all!! ?

 

Finished the guide without hdt-smp or enb (will do both later after i try some new meshes, texures, and npc behaviour/dialogue overhauls). I cant believe how good it feels to actually know what im doing and why!!!

Checked out Aylis' beginners tutorial. His final product looks amazing but I want to play the game right now, for now.

 

I hopefully have only one last question:

                                                               Save files

                                                                - whats the best way to copy them and when?

                                                                - what breaks them?

                                                                - you categorized mod types:

(Quoted from your guide ? )

  1. SKSE related mods (SKSE Scripts, SKSE INI pre-download, SKSE plugins that are composed of just .dll and .ini files, examples: SSE Engine Fixes, More Informative Console, Fuz Ro D'oh, Better Jumping, etc.).
  2. Bugfixes (Unofficial Skyrim SE Patch, Flora respawn fix, other mods whose sole aim is to fix a bug or inconvenience).
  3. Big Meshes & Textures replacers (stuff like Static Mesh Improvement, Noble Skyrim textures, any major project that replaces several meshes or textures).
  4. Minor Meshes & Textures replacers (minor projects that contains only a few meshes or textures to replace).
  5. ENB / Enviroment stuff (ENB Helper, weather mods, lighting mods, also replacers for grass, water, mountains or other terrain that may not fit into the above Meshes & Textures replacers).
  6. User Interface (SkyUI, A Quality World Map, iActivate, Better Dialogue/Messagebox Controls, etc. anything related to the aspect or usage of the UI).
  7. Appearance and Animations mods (Racemenu, CBBE, BodySlide, skin texture replacers, hair mods, NPC replacers, FNIS, vanilla animation replacers, XPMSSE etc.).
  8. Gameplay / Overhaul mods (mods that change races, perks, standing stones, combat, magic, mods that add or modify any mechanic that affects gameplay in general).
  9. LL mods (Sexlab Framework, SL Anim Loader and its anim packs, other frameworks like DD, ZAZ, other mods like Defeat, Matchmaker, etc.).
  10. Custom patches (Generated FNIS, BodySlide Output, xEdit patches, etc.).

 

                                                                   - which of these mod types do i have to worry about breaking my saves when i uninstall/reinstall/update them?

                                                                   - what parameters do you use?

                                                                                         - which types can you remove?

                                                                                         - which types can you not?

                                                                                         - which types can have only one instance?

 

                                                                    - i know absolutely nothing about save files and searching the forums for a thread/guide shows a lot of people with

                                                                        broken saves and situational fixes. i couldnt find anything proactive.

 

Thank you again. Your insight has already proven invaluable.

Posted
5 hours ago, hfran said:

 Save files

 - whats the best way to copy them and when?

- what breaks them?

There is only one way to copy a save and is going to your Documents\My Games\Skyrim Special Edition\Saves and copy the files in there. If you want to keep a backup of your saves for whatever reason that's the way.  I don't know why would you want to do that tho. Keep a backup before installing a mod maybe? There is not much to do with a manual copy of your saves. I usually leave them in the default folder and done.

 

5 hours ago, hfran said:

- you categorized mod types:

This isn't much of a categorization but more like a rough estimate of where you would want to place your mods in the left panel. And that's not a hard rule either, each user will need to check the active conflicts and see what's best to solve or order them.

 

6 hours ago, hfran said:

- which of these mod types do i have to worry about breaking my saves when i uninstall/reinstall/update them?

- what parameters do you use?

- which types can you remove?

- which types can you not?

- which types can have only one instance?

  • Any mod can break your saves if you use them improperly. Usually installing or updating them mid-game isn't an issue (but some mods have extra steps when updating, specially mods in development as changes between version might not be compatible with previous versions of the mods). Uninstalling a mod mid-game is somewhat risky for new users, but there are uninstall procedures in most of the "risky" mods and also tools (see Fallrim Tools) to deal with what's left in your saves. I'm not covering these here as that's a step too far from the scope of this guide.
  • Not sure what you mean with parameters.
  • As I said above, that classification isn't based in hard well defined mod types. A mod in the Overhaul category can be safe to remove at any time, while a mod in Interface can have extra steps to remove, etc. There isn't an universal way to know this. Check the mod description to find any special instructions for updating/uninstalling procedures.
  • ^
  • One instance? like having it installed once in MO? That would be most mods... I don't get why would you want to install a mod more than once.
6 hours ago, hfran said:

- i know absolutely nothing about save files and searching the forums for a thread/guide shows a lot of people with broken saves and situational fixes. i couldnt find anything proactive.

The proactive thing to do is keep things in order (modlist/loadorder in MO), avoid installing several mods at a time (installing one and checking if it works is the best way always) and following the install/setup/update/uninstall instructions for each mod you use are the best practices to avoid most issues.

Posted

thanks, bro. i was really hoping for an easy, universal cut-and-dry fail-safe. now i see that would be impossible. thank you for explaining why and thank you for donating your time. you guys are making things understandable and possible for those of us that would never be able to do this on our own. ? 

Posted
On 8/17/2020 at 3:07 PM, hfran said:

thanks, bro. i was really hoping for an easy, universal cut-and-dry fail-safe. now i see that would be impossible. thank you for explaining why and thank you for donating your time. you guys are making things understandable and possible for those of us that would never be able to do this on our own. ? 

Yeah, sadly there aren't many golden rules that ease the work, just golden rules about doing the reading and testing things one at a time. I'm happy to know this thing I wrote was useful for you.

 

----

I'll be editing the main post to update some screenshots and re-order some things. So if anyone is following the guide atm and you don't see images don't panic, things should be back to normal in less than 1 hour.

Screenshots updated. It isn't a big change (mostly some new/different MO text or features), but my little OCD trait is happy to rename and re-order the image files.

Posted
On 1/9/2020 at 5:29 PM, dontknowdontcaredontask said:

\Documents\My Games\

I For the life me cannot figure out the body adjustments i have everything working its just bodyslide is the only issue i'm having as of right now i can't seem to change the naked body but the actual outfits perfectly fine I do keep re reading what you had posted but tbh i am just not catching it I have been trying to fix the issue but it seems i'm missing something here.

Posted
26 minutes ago, Revian009 said:

I For the life me cannot figure out the body adjustments i have everything working its just bodyslide is the only issue i'm having as of right now i can't seem to change the naked body but the actual outfits perfectly fine I do keep re reading what you had posted but tbh i am just not catching it I have been trying to fix the issue but it seems i'm missing something here.

Did you went for step 12?

  • If you did you have to build the "SE 3BBB Body Amazing" set in the "Outfit/Body" field.
  • If not, you have to select one of the following body sets from CBBE (in the same Outfit/Body field):
    • Choose "CBBE Body" if you want just the body without physics (if you didn't install CBPC)
    • Choose "CBBE Body Physics" if you want physics (requires CPBC).
    • Choose "CBBE Body Special" if you want physics + vagina collision (requires CBPC). Recommended if you installed CBPC.

These are all the possible (naked) body sets you can get from the mods covered here.

Posted

I never realized what to do with the Overwrite folder and this guide provided the information I was missing. Yes I tried to follow your guide without a fresh install but soon after realized that I had fucked everything up so much that it was impossible to get it right without first doing a clean install of everything. Currently Backing up and will be deleting my Skyrim SE and Oblivion installs and starting completely from scratch. Hopefully doing it right this time. One mod at a time. Modders out there when you write or record an instruction manual please please please at least include warnings that you aren't going over things in this episode that are important.

Posted
17 hours ago, bgraybackpacker said:

I never realized what to do with the Overwrite folder and this guide provided the information I was missing. Yes I tried to follow your guide without a fresh install but soon after realized that I had fucked everything up so much that it was impossible to get it right without first doing a clean install of everything. Currently Backing up and will be deleting my Skyrim SE and Oblivion installs and starting completely from scratch. Hopefully doing it right this time. One mod at a time. Modders out there when you write or record an instruction manual please please please at least include warnings that you aren't going over things in this episode that are important.

I think I insisted too much in the fact that starting with a clean game is strongly recommended. As for modders instructions, they can't cover every possible feature from different mod managers. Some authors do and mention specific install instruction for MO\Vortex, etc. IMO the responsibility to cover specific mod manager features is elsewhere, that's why there are dozens of videos about how to use NMM, MO or Vortex on youtube, or you have written things like this in different forums. And in the end is up to each user to understand the tools in use.

 

BTW, you mention Oblivion. If you're thinking about using MO to manage Oblivion you might find some technical difficulties. MO2 doesn't support OMODs files (yet, hopefully we get that in the near future), and a lot of mods for Oblivion were released in OMOD format only. There is a walk-around using OBMM through MO to install these mods, then you go back to MO and the installed files should be in Overwrite. I'm not sure if it's worth the effort, there must be better mod managers for Oblivion at least.

Posted
12 hours ago, dontknowdontcaredontask said:

I think I insisted too much in the fact that starting with a clean game is strongly recommended. As for modders instructions, they can't cover every possible feature from different mod managers. Some authors do and mention specific install instruction for MO\Vortex, etc. IMO the responsibility to cover specific mod manager features is elsewhere, that's why there are dozens of videos about how to use NMM, MO or Vortex on youtube, or you have written things like this in different forums. And in the end is up to each user to understand the tools in use.

 

BTW, you mention Oblivion. If you're thinking about using MO to manage Oblivion you might find some technical difficulties. MO2 doesn't support OMODs files (yet, hopefully we get that in the near future), and a lot of mods for Oblivion were released in OMOD format only. There is a walk-around using OBMM through MO to install these mods, then you go back to MO and the installed files should be in Overwrite. I'm not sure if it's worth the effort, there must be better mod managers for Oblivion at least.

No I was modding Oblivion with Wrye Bash and Boss and other stuff then I bricked it so I decided to check if the price to upgrade my PC had dropped down enough to play skyrim. Ended up getting SKSE after I upgraded. I plan on heading back to Oblivion at some point. However I likely won't go the LL approach for that one. I'm very new to modding, but not to playing PC RPG's. I've played and beaten NeverWinter Nights 1, but not beaten Icewind Dale, and other very early RPG PC games like Might and Magic prior. I have to say I love this forum though.

 

  • 3 weeks later...
Posted

hey man, long time, hope all is well on your end !

 

just a quick question / clarification on something that's been nagging at me for a while. figured now would be a good time to ask lol.

 

just like in your guide, and several others, i always see the "install in this order" instructions, which, i assume is for those just starting out and not familiar with how mods work and so on. but it gets kind of hard to do that when you add / remove mods constantly during your own personal profile, which starting me thinking about this.

 

so bear with me as i explain myself, and you can tell me if i am on the right path here or not.

 

it ultimately doesn't matter the order of mod installation. mods can be installed in any order, and can be rearranged afterwards to a proper working order, provided that they are not activate in the left pane before doing so (or running LOOT) and / or running the game. as long as the scripts and so on are not created and LOOT hasn't run, then nothing has been generated as long as the newly installed mods are still inactive after installation.

 

am i making sense here and understanding things correctly ?

Posted
18 minutes ago, YojimboRatchet said:

hey man, long time, hope all is well on your end !

 

just a quick question / clarification on something that's been nagging at me for a while. figured now would be a good time to ask lol.

 

just like in your guide, and several others, i always see the "install in this order" instructions, which, i assume is for those just starting out and not familiar with how mods work and so on. but it gets kind of hard to do that when you add / remove mods constantly during your own personal profile, which starting me thinking about this.

 

so bear with me as i explain myself, and you can tell me if i am on the right path here or not.

 

it ultimately doesn't matter the order of mod installation. mods can be installed in any order, and can be rearranged afterwards to a proper working order, provided that they are not activate in the left pane before doing so (or running LOOT) and / or running the game. as long as the scripts and so on are not created and LOOT hasn't run, then nothing has been generated as long as the newly installed mods are still inactive after installation.

 

am i making sense here and understanding things correctly ?

It depends some guides are specifically set up on their install order so that the esp list is set up correct, if then followed correctly very few changes to the esp list are required for that load order to work, pretty much moving esms up to the top of the list and they will usually stay in the order that they are installed, chances are that any guide that states outright do not use loot is one of those guides.

Posted
20 minutes ago, Varithina said:

It depends some guides are specifically set up on their install order so that the esp list is set up correct, if then followed correctly very few changes to the esp list are required for that load order to work, pretty much moving esms up to the top of the list and they will usually stay in the order that they are installed, chances are that any guide that states outright do not use loot is one of those guides.

i get that. but it's also why i really like this particular thread, because it not only deals with the "initial" starting set up, and troubleshooting / understand what's going on, but also hints at modifying the set-up as you get more and more into adding/removing mods later on, and it's the only thread i have found that does exactly this. hence why i thought i'd ask here :)

Posted
7 hours ago, YojimboRatchet said:

it ultimately doesn't matter the order of mod installation. mods can be installed in any order, and can be rearranged afterwards to a proper working order, provided that they are not activate in the left pane before doing so (or running LOOT) and / or running the game. as long as the scripts and so on are not created and LOOT hasn't run, then nothing has been generated as long as the newly installed mods are still inactive after installation.

 

Hey, I'm doing fine atm. Just waiting for the world to go back to making some sense. Hope you're doing okay too.

Now as we're talking about MO yeah, doesn't matter really. Install order is (usually) relevant for mod managers like NMM or when you do manual installs (basically any scenario where you actually place the mod files into \Data and having conflicts means you'll need to overwrite a file with another). In the case of MO (and I think the same applies for Vortex) you can modify the active conflicts (overwrites) whenever you want, just by moving mods up or down in the left panel.

 

I'm not sure what you mean by not having them enabled tho. MO won't do anything to your game until you attempt to launch the game through MO. Only at that point the virtual folder system goes in use and creates a \Data folder as the game expects. Once you close the game and go back to MO everything is as you left it, you can add, remove, change or move all your mods and the changes will be applied the next time you launch the game.

 

If you're concerned about making changes in an existing save there are some considerations but nothing that can't be fixed with a minimum of preparation (TL;DR for what's ahead: keep a save prior to do any change, make sure you follow all the install/update/uninstall instructions).

  • moving a mod up/down in the left panel is usually okay, if that means you're solving a conflict (like making sure XPMSSE isn't overwritten by other mods with humanoid skeletons) it should only get better for you. If in the process you unintentionally make a bad overwrite (for example allowing a mod such as Campfire to provide an old version of Papyrus Util instead of using the one from Sexlab/or the standalone) then you'll probably find issues the next time you go in game. In which case exiting the game without making a save and fixing the left panel order should be enough to solve this little mistake.
  • adding mods is usually fine, as long as you have all its requirements and the mod is intended to be used in an existing game. There are mods that won't work partially or at all in an existing game (which is usually stated in the mod description).
  • updating/changing a mod in an existing save is also safe for the most part. In some cases the mod has an update/uninstall feature in its MCM (or spells/powers) and the mod author expects users to use it between the update installs. Always refer to the mod description/install instructions, in case you have doubts and there are no clear instructions for update you can assume it's safe to update without any extra steps or ask in the support thread of the mod (I've done this myself a couple of times, no shame). If something goes wrong you can just exit the game without making a save, reverting back to the old mod version and everything should be back to normal (make sure there are no traces of the update files in the MO2\mods\<mod name> or in MO2\Overwrite).
  • removing a mod in the middle of a game is usually the bane of new users. Depending on the type of mod it's a safe and straightforward process (just removing it from the left panel to completely remove) or it may require extra steps (like using an uninstall/disable feature in its MCM, going into an interior space, etc). If the mod requires such extra steps it should be detailed in the mod description. And sometimes you should clean the save file to remove any trace of the mod (there is Fallrim tools for that, which is relatively easy to use). Again if something goes wrong, reverting to a previous state should be enough to be able to keep playing in the existing save (reinstalling the mod in MO, making sure it's enabled, loading a save prior to any uninstall attempt).

I can't think of any other scenario and I feel like I wrote too much already.

5 hours ago, Samdaman95 said:

Do I really have to install all of the things listed?

As much as it seems, all the things listed is the minimal amount of mods I'd recommend to anyone who is new or not so familiar with mods. In step 5 you have some optional mods (these are conveniently named Optional). You could say the whole BodySlide step and the steps 12 and 13 are optional (the last 2 are already labeled as such). If you take away any other mod or step you'll have a hard time getting most mods around here to work (Bodyslide is 50/50 really, you can get away without using it but there are plenty of mods requiring features from it).

 

I saw your post in the SkyFem post where this topic was linked to you. If you're just starting to use these programs you should really take it slow and get the basics working before going big with other mods. Learn to do things properly once and then apply that for every other instance you need it. It will likely save you time in the long run. The time you invest learning to use the programs to install and manage your mods and game will be less than the time you'll likely spend troubleshooting problems, searching fixes and trying to apply them.

Posted
17 hours ago, Samdaman95 said:

Do I really have to install all of the things listed?

 

16 hours ago, dontknowdontcaredontask said:

If you're just starting to use these programs you should really take it slow and get the basics working before going big with other mods. Learn to do things properly once and then apply that for every other instance you need it. It will likely save you time in the long run. The time you invest learning to use the programs to install and manage your mods and game will be less than the time you'll likely spend troubleshooting problems, searching fixes and trying to apply them.

 

this is the best piece of advice anyone on this forum can give you, believe me. because like or not, chances or if you're new to all of this, you probably will bork "something" along the way, and then have to start all over. maybe. so take the time to install everything, go through everything, with the mindset that "i will probably mess this up", which is ok to have :)

 

and always be aware that, any questions, not sure of something, or need clarification, there are good people here ready to help if and when they can.  :)

 

 

Posted

It's been a while since SKSE64 2.0.19 was released, I can't find specific evidence about issues with this release or the mods that rely on it (in most cases the comments or bug reports are just user error failing to install parts of SKSE or updating the mods properly...). I've been playing with .19 doing quick test in the past few days too. So I think it's safe to update now. If anyone has information that contradicts what I'm saying please share it so I can look into it.

 

If anyone wants to update:

  • Get the latest SKSE64 release at the official SKSE website and repeat the install process from step 4.2:
    • move the 2 .dll and 1 .exe files into your \Steam\steamapps\common\Skyrim Special Edition folder.
    • remove the old scripts from MO's left panel and add the new ones (zipping the scripts folder into a Scripts.7z file and adding it to MO using the Install mod button).
  • Get the latest updates for any mod that relies on SKSE. Most notable case is Racemenu which you must update to 0.4.14, otherwise it won't work with the latest SKSE release.
Posted
20 hours ago, Just Don't said:

It's been a while since SKSE64 2.0.19 was released, I can't find specific evidence about issues with this release or the mods that rely on it (in most cases the comments or bug reports are just user error failing to install parts of SKSE or updating the mods properly...). I've been playing with .19 doing quick test in the past few days too. So I think it's safe to update now. If anyone has information that contradicts what I'm saying please share it so I can look into it.

 

If anyone wants to update:

  • Get the latest SKSE64 release at the official SKSE website and repeat the install process from step 4.2:
    • move the 2 .dll and 1 .exe files into your \Steam\steamapps\common\Skyrim Special Edition folder.
    • remove the old scripts from MO's left panel and add the new ones (zipping the scripts folder into a Scripts.7z file and adding it to MO using the Install mod button).
  • Get the latest updates for any mod that relies on SKSE. Most notable case is Racemenu which you must update to 0.4.14, otherwise it won't work with the latest SKSE release.

thanks .

 

like the nick change btw, did a double take at first wondering who the hell you were lol

Posted
On 9/23/2020 at 12:50 PM, YojimboRatchet said:

like the nick change btw, did a double take at first wondering who the hell you were lol

Name was too long without a good reason.

 

I've keep testing things and can't find any issue related to 2.0.19. I'll update instructions so people go straight for the latest version of everything.

 

Now I wonder if Bethesda will ever make a new update for the CC stuff. Perhaps things change now that it's Microsoft property (keeping my fingers crossed so we don't have to deal with updates anymore). 

Posted
3 hours ago, Lenore said:

I don't understand this error.

  • 1st notification: you have files in Overwrite, remember to keep that folder empty. Step 11 for different ways to handle files generated in Overwrite.
  • 2nd notification: incompatible plugins that seems to be loading correctly, here you have to:
    • check for updates on all your mods (step 14.1) and make sure you're using the latest version for all these mods (including SKSE64 and the Address Library).
    • when MO checks for updates for the Nexus mods, it also checks for updates on itself. Check the Updates button and upgrade your MO if there is any updates availables.

797588080_14Updates1mo.png.d6f6a10426c2272ad06ef74328d6273d.png.0998bf959d66000b3e91a59bd60496bc.png

 

I've read comments and reports about this message and it seem to be linked to using a previous version of MO2 (from August or mid September). If you have any VR related mod that could also cause problems (but I've only seen this in Skyrim VR games). 

Posted

Thank you, you were absolutely right .. it was MO2 :D Thanks! (added later): I can't tell you how awesome my skyrim se runs, ty so much for taking the time to make this guide ❤️

 

Posted
On 9/29/2020 at 12:54 PM, Lenore said:

(added later): I can't tell you how awesome my skyrim se runs, ty so much for taking the time to make this guide ❤️

Thank you. I'm glad this thread was of use to you.

---

 

Side note about SKSE: I'm ~25 hours into a (new) save with SKSE 2.0.19 + latest version of every mod covered here*** (+several other mods and SKSE plugins in the way) and I haven't found any issues thus far. No crashes, no errors, every feature I've tested from the different mods I have seem to be working as intended, etc. And I think if there were any serious issues with 2.0.19 we would have a new release by now (2.0.18 which had a noticeable issue with custom UI elements got a new release in a matter of hours).

Edit: only substantial information about latest mod version is Racemenu 0.4.15 causing crashes at several places, 0.4.16 supposedly fixes it.

***: I've been using Racemenu 0.4.14 (I wasn't aware of the latest two versions). If you're using RM 0.4.14 you can stay with that version until 0.4.16 proves to be stable. Avoid 0.4.15.

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