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Skyrim SE Modded is Broken


Tugstone

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Posted

Iv been having a LOT of trouble getting skyrim SE to run with mods, a basic summery would be that mods suddenly started being considered there 43 plugin form? from what i have found is that the MO2 loader thinks they are for skyrim LE? iv checked and the mods from the skyrim SE mods yet it says they are for LE even though i checked, i even deleted the mods and reinstalled them only to have them fail, i cant tell if MO2 is to blame for this as it was running fine until it sorta killed itself... Devious cursed loot always yells at me about how there's no Devious Devices assets..mpe file yet its out in the open... my MO2 cant even tell a SE mod from a SL mod...

Its not gonna be the mod creators fault for making the mod a SL version in the SE mod section (as the MO2 tried to suggest) as i don't imagine it would suddenly cause over half of my mods to say they are the 43 plugins error. idk... i cant even figure it out anymore as i take one step forward and what feels like 5 steps back...
not only that but i always seem to have the worse luck of getting errors that no one else seems to get or there just really rare. to the point where no one even makes guilds on them or why these bugs happen.

id send a post/status log or something but at this point im sorta afraid to even touch any of the files inside of MO2... its been a long 1 1/2 weeks of trying to get this to work...

if you have any idea on how to help me get MO2 running again id appreciate it, and on a side note, it CAN run with some modes, mostly ones that are not from sexlab, it can run some lewd mods from sexlab but from the little lightning bolt things (stuff about over writing mods, i assume is suppose to show mod order? idk i just use LOOT to help me set up the mods. Also when i run LOOT or FNIS both come out clean saying mods are up to date and theres no issues.) Some mods are also dropping stuff off in the "Overwrite" files as well, this hasn't happened before on my first run when i got the mods to work before MO2 loader decided to loose its marbles.

Again im sorta ready to just give up on modding skyrim entirely as its just been hell.

Posted

Plugins being in form 43 does not matter most reasons people find to justify converting plugins to form 44 are usually stupid, thanks bethesda...

 

as for your other issues with MO2 i can't help you since i don't use it but form 43 plugins aren't the problem.

 

edit: If you don't have alot of experience modding games you should consider using a more simple/basic mod manager like vortex or nexus mod manager community edition...

Posted
5 hours ago, Tugstone said:

Again im sorta ready to just give up on modding skyrim entirely as its just been hell.

You just need to do a bit of reading. Start by reading the forum sections, so you can find the SE sections. In the mean time, check the link in my signature for a guide on how to use MO to manage your SE mods. I explain the form43 there, and a bunch of stuff you probably should know so bugs and errors don't kill your passion for playing a 2011 game.

Posted
On 2/28/2020 at 6:31 AM, PraedythXVI said:

Plugins being in form 43 does not matter most reasons people find to justify converting plugins to form 44 are usually stupid, thanks bethesda...

 

as for your other issues with MO2 i can't help you since i don't use it but form 43 plugins aren't the problem.

 

edit: If you don't have alot of experience modding games you should consider using a more simple/basic mod manager like vortex or nexus mod manager community edition...

thanks for letting me know, i thought it was a sever mess up on my end, or something my computer had done, also after uninstalling everything and starting from base one helps, im currently just grabbing the basics and trying to just add on from there, and learn as i go.

 

so far its been somewhat working, but i fear i may jinx it.

also, iv noticed that some mods have been sort of merged into other mods as time goes on, any good way to tell this? 

the reason i say this is that some mods the require some addons to support it have those addons out dated (for skyrim le or oldrim) and have had those addons merged with larger mods, the best example is the race menu mod as it has a few mods that have merged with it.

and yes im aware that they will often wright if this mod has been merged/continued with other mods, yet some just appear to die cold in there tracks without an older mods or merged mods to take the places of the support mods.

 

Posted
On 2/28/2020 at 8:40 AM, dontknowdontcaredontask said:

You just need to do a bit of reading. Start by reading the forum sections, so you can find the SE sections. In the mean time, check the link in my signature for a guide on how to use MO to manage your SE mods. I explain the form43 there, and a bunch of stuff you probably should know so bugs and errors don't kill your passion for playing a 2011 game.

Thank you! iv now got it running some what stable! there are a few things till now working now tho, but i think thats for me to message some one else.
But now i got it somewhat working so im just happy! finally getting some feed back on what mods are and arnt working.

 

again thank you for the guide!

 

Posted
1 hour ago, Tugstone said:

Thank you! iv now got it running some what stable! there are a few things till now working now tho, but i think thats for me to message some one else.
But now i got it somewhat working so im just happy! finally getting some feed back on what mods are and arnt working.

That's cool. If you have a clear clue about which mods are not working I recommend you to go back to these mods pages and read the description, check for any required mod, install instruction or any advice from the author about installing or using that mod. If you still have doubts or can't fix it on your own feel free to ask in the support thread for that mod or in this post you made. It may take a while, but usually people will reply trying to help (especially if you've done your research). 

Posted

Allright, i got most of the mods working, but as far as i know, creatures are unsexable (either due to sex lab or a issue with horny creatures of skyrim, more nasty creatures of skyrim, and creature framework) or im not using a mod to properly start the sexy stuff.

 

when using sexlabs "irresistibly attractive:target" spell on a NPC it appers to work, granted solo animation for the target affected (mostly just to test to see if stuff was working) and found that it appears the breast seems to freeze/get stuck and stretch out, as if not being rendered anymore. 

 

other than that i think i got things sorta running... just need to work out the bugs.

 

Posted
On 2/28/2020 at 12:31 PM, PraedythXVI said:

Plugins being in form 43 does not matter most reasons people find to justify converting plugins to form 44 are usually stupid, thanks bethesda...

 

as for your other issues with MO2 i can't help you since i don't use it but form 43 plugins aren't the problem.

 

edit: If you don't have alot of experience modding games you should consider using a more simple/basic mod manager like vortex or nexus mod manager community edition...

This is only the half ot the truth. Beth said, that form 43 mods are compatible. But there are a few records like weapons for example, that might need a to be corrected for SE. So some wise man said, that it is a 'good practice' to resave a plug-in and check if there are any errors afterwards. It was the community who misunderstood this and turned it into 'This must have been done' (It took me a few hours to dig myself throu several threads on different sites to track this down to the source) Don't blame the Mod managers: There is only one thing they could check for SE compatibility and that is the the header.  A bad guy can easily trick them with an unconverted mod by simply resaving the esp.

 

 When it comes to More Nasty Critters, Creature Framework and Horny Creatures...

 

Whenever people run into problems the expierinced mod users usually tell the ppl to run LOOT: This worked well in LE so it must be a good advice.

Running loot will for sure put the XPMS skeleton at the end of the load order and let it overwrite the modified skeletons in MNC and this will cause a lot of trouble afterwards. I stopped ppl telling that, because whenever I wrote 'Let MNC overwrite XPMS' , some expierienced user comes along and says 'run LOOT'.... Yeah, we are back at the point where the trouble began. 

 

Talking about 'good practice' :  It is NOT a good practice to install 200 Mods before starting the game the first time. It has never been. It is a good practice to install the one by one and see if they work before you install the next one. And if you finally have all your mods together and you're sure that they are working correctly, you are ready to start a new game. This takes less time, than Setting up everything at once and then delete one mod after the other to isolate the one that makes trouble.    

 

Posted
1 hour ago, Pfiffy said:

This is only the half ot the truth. Beth said, that form 43 mods are compatible. But there are a few records like weapons for example, that might need a to be corrected for SE. So some wise man said, that it is a 'good practice' to resave a plug-in and check if there are any errors afterwards. It was the community who misunderstood this and turned it into 'This must have been done' (It took me a few hours to dig myself throu several threads on different sites to track this down to the source) Don't blame the Mod managers: There is only one thing they could check for SE compatibility and that is the the header.  A bad guy can easily trick them with an unconverted mod by simply resaving the esp.

 

 When it comes to More Nasty Critters, Creature Framework and Horny Creatures...

 

Whenever people run into problems the expierinced mod users usually tell the ppl to run LOOT: This worked well in LE so it must be a good advice.

Running loot will for sure put the XPMS skeleton at the end of the load order and let it overwrite the modified skeletons in MNC and this will cause a lot of trouble afterwards. I stopped ppl telling that, because whenever I wrote 'Let MNC overwrite XPMS' , some expierienced user comes along and says 'run LOOT'.... Yeah, we are back at the point where the trouble began. 

 

Talking about 'good practice' :  It is NOT a good practice to install 200 Mods before starting the game the first time. It has never been. It is a good practice to install the one by one and see if they work before you install the next one. And if you finally have all your mods together and you're sure that they are working correctly, you are ready to start a new game. This takes less time, than Setting up everything at once and then delete one mod after the other to isolate the one that makes trouble.    

 

This ^^^

 

thanks for the explanation, i wasn't aware of the thing about weapon records.

 

Also, if experienced users are gonna say "run loot" they should also say "check if loot correctly sorted your load order afterwards..." otherwise they are not that experienced lmao ?

Posted
3 hours ago, Pfiffy said:

Whenever people run into problems the expierinced mod users usually tell the ppl to run LOOT: This worked well in LE so it must be a good advice.

Running loot will for sure put the XPMS skeleton at the end of the load order and let it overwrite the modified skeletons in MNC and this will cause a lot of trouble afterwards.

I'm on LE. LOOT has never put XPMSE anywhere near the end of my load order nor does it do anything about what is overwriting what. I also have never used MMG's recommendations for MNC and load order - just let LOOT sort it.

As far as who is overwriting what, these days I just let whichever update of of MNC, ABC or XPMSE overwrite everything it asks. Baka/FactoryClose is involved with ABC and XPMSE and MMG works closely with him.

Posted
10 hours ago, Grey Cloud said:

I'm on LE. LOOT has never put XPMSE anywhere near the end of my load order nor does it do anything about what is overwriting what. I also have never used MMG's recommendations for MNC and load order - just let LOOT sort it.

As far as who is overwriting what, these days I just let whichever update of of MNC, ABC or XPMSE overwrite everything it asks. Baka/FactoryClose is involved with ABC and XPMSE and MMG works closely with him.

And for LE you're right... 

Posted
14 hours ago, Pfiffy said:

Whenever people run into problems the expierinced mod users usually tell the ppl to run LOOT: This worked well in LE so it must be a good advice.

Running loot will for sure put the XPMS skeleton at the end of the load order and let it overwrite the modified skeletons in MNC and this will cause a lot of trouble afterwards. I stopped ppl telling that, because whenever I wrote 'Let MNC overwrite XPMS' , some expierienced user comes along and says 'run LOOT'.... Yeah, we are back at the point where the trouble began. 

The skeleton thing depends on install order (NMM, manual installs) or mod order (Vortex, MO), not the loadorder. The order of the plugins from MNC or XPMSE won't change the fact that the game will use the skeleton from the last mod installed/loaded. Loadorder doesn't matter here, so just let LOOT handle it or do any manual tweak you know are needed for your particular loadorder (from personal knowledge or as per mod instructions).

 

The proper way to order/install these is XPMSE and then MNC. XPMSE will handle humanoid skeletons and MNC will take care of the rest (mostly creatures as one could infer from the mod name). That's how I understand it at least, I don't use MNC really, but that's what I'd do following the MNC install instructions.

Posted
9 hours ago, Grey Cloud said:

Is there something different with SE?

We have a slightly different skeleton, a different physics engine, a different Nif model and a different animation format.... Did I forgeot something? 

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