nemocdt Posted April 22, 2020 Posted April 22, 2020 Hi, since i switched to SE i have been building my setup's outside the steam folder so i can still play when the game updates and not wait for skse and mods to catch up. i am still using .80. Currently the setup i am using is amazing i have never been so happy with it. however i am now lagging behind and am unable to use the latest Vector Plexus High Poly Heads as Racemenu version is old and no matter what i have try'ed Citrus heads just will not load. i have 100's of mods with skse plugins and mass updating these is not an option, as a literal fuck ton of extra editing has been done. i have always rebuilt from scratch when i switch game version this has suited me fine as i learn so much from the process but i don't want to do it again and again. Damn the ESLifying alone would take days. I need to move to the current game version and if i have to start from scratch 1 more time i will but....... with Meh's release of Skse Address Library (which i currently have installed) can i start using the Steam install so i run Mo2 mod updates to keep my game on the cutting edge? 436 plugins is gonna take a long time to restart one at a time and update if needed and probably less time to rebuild and possibly never work again anyway. (i'm no expert in any way i just rtmf) i have tryed bash updating to .97 and the only plugins that give a version check warning are Racemenu and Experience after updating skse and these 2 mod's my game only ctd's after i select 'new game' or load game and it transition's to game screen, it seems to load everything fine but crash's at the last second. there will be mass skse bork's i'm guessing. has anyone successfully achieved this? i don't think i am the only one who will have try'ed. TLDR: Cant be fucked rebuilding, too scared to bork update and have to rebuild anyway. any advice?
Illana Posted April 22, 2020 Posted April 22, 2020 install net framework and see what's crashing. Remember the address library only helps with skse plugins, your esps are something different and you'll only likely have less than 30 skse plugins.
nemocdt Posted April 22, 2020 Author Posted April 22, 2020 2 minutes ago, Illana said: install net framework and see what's crashing. Remember the address library only helps with skse plugins, your esps are something different and you'll only likely have less than 30 skse plugins. Thankyou! i have net framework i'll look in to it, i have at least 100 skse plugin's though.
Vyxenne Posted April 22, 2020 Posted April 22, 2020 59 minutes ago, nemocdt said: i have been building my setup's outside the steam folder so i can still play when the game updates There are 3 ways to avoid all this "smoke and mirrors" and leave the game installed where it belongs: Set your game to update only when you launch it- Steam only detects game launches using the vanilla loader and of course you are not using that, you're using skse64_loader.exe, so Steam will "think" you have never launched your game Set your auto-updating time to a one-hour window (the minimum) when your computer is never turned on Take Steam offline and do not ever go online unless you are ready to update your game Any one of the above settings will stop Steam from push-updating your game- the other two are insurance. 50 minutes ago, nemocdt said: i have at least 100 skse plugin's though. Not all SKSE plugins are version-sensitive- many of them will work with (virtually) any version of SKSE64. That said, you must always use the version of SKSE64 that corresponds with your game version. Here's the list: Game / SKSE64 1.5.97 / 2.0.17 (Current versions since November 20, 2019) 1.5.80 / 2.0.16 1.5.73 / 2.0.15 1.5.62 / 2.0.12 1.5.53 / 2.0.10 1.5.50 / 2.0.8 1.5.39 / 2.0.7 1.5.23 / 2.0.6 1.5.16 / 2.0.5 1.5.03 / 2.0.4 59 minutes ago, nemocdt said: with Meh's release of Skse Address Library [...] can i start using the Steam install so i run Mo2 mod updates to keep my game on the cutting edge? If you use the 3 settings I gave you above, you can "start using the Steam install" right now- with or without the SKSE Address Library. And no, you can't just install the SKSE Address Library and have all your SKSE plugins magically use it instead of your broken SKSE64 when Bethesda nukes it from orbit- ☢️ SKSE-version-dependent mods must be adapted to use the SKSE Address Library before the mod can take advantage of it. I predict it will take a while for that to happen.
Stiffon Posted April 22, 2020 Posted April 22, 2020 I use point 1 in Vyxenne's post above - as long as you only use the SKSE loader to launch the game it will not upload the update. Wait a week or 2, once all your SKSE mods have been updated, spend an evening getting everything up to date! Same as FO4. Once Beth find something else to focus on and stop with the CC, updates will stop lol.
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