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[[Fixed]] Skse won't start. DLLs incompatible?


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Posted

I don't understand what this means, but it prevents the game from starting and so I cannot play. Does anyone know what I can do to in some way fix this?All this tripe with SKSE and updates is exactly why I didn't want to move to SE, but there are some really interesting SE-only mods that I want to play with.

Spoiler


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Fixed it, it was fucking simply knock.

Of all the stupid things to cause problems. So broken it broke the entire game WHILE DISABLED

Posted

I think you can ignore the SetVehicle DLL error. It always shows up when I load vortex, and yet the game runs each time I start it, with only the "normal" glitches, script slowdowns when I run too many back to back without cooling down in a quiet interior space in between, and intermittent "expected" unexpected CTDs. I've heard you can delete it, but I also just (literally just) read a forum article here or on Nexus where someone is complaining they did and "now the game won't start!!"

 

Again, I see the SetVehicle error each time I load Vortex. The game runs fine even so. (PS> it's been that way since I upgraded steam upgraded my game about two months ago and I had to update all my SKSE dependent mods and do some other maintenance, so we're talking about a lot of game loads. I'm bored stiff, out of work, and kinda immobile - or restricted mobility anyway - so I tend to play quite a bit)

 

As to the DD error... idk. I don't use DD, but that might be your issue, although I suspect something else is at work. I've had as many as four entries in that particular display listing.  And the game ran fine anyway. (I also have a persistent animSpeed dll that pops up in the display associated with SL or some other SL related mod...the animspeed dll in question here isn't available for SE, which sucks, but that's another whine for another day) 

 

Check in the support thread for DD. Maybe you have to downgrade to an earlier version due to some issue or another. idk. But it does happen sometimes, as a new ver comes out and someone finds a bug the author hasn't gotten to yet.

 

edited for typos, content

Posted

The error is not on SKSE, but on DeviousDevices.DLL and SetVehicleFixPlugin.DLL . Instead of installing them as Zip, try extracting the zip and installing it manually into Skyrim data folder / SKSE / Plugins . For safety, once extracted, check that the path is correct

13 minutes ago, Leytra said:

SE-only mods that I want to play with.

They can be converted for LE

Posted

The Devious devices dll is because the installer has several dll for different skse versions, if you have the latest SKSE (2.0.17) you must pick "None" when the installer ask you about the SKSE version (yeah, super non-intuitive, but that's how the installer was made and it hasn't been updated to improve it).

 

The Setvehiclefix dll is something like a meme now, that dll is to fix an issue in Skyrim LE and it wasn't converted for SE, but it's also not needed in SE. So all you have to do is delete it to get rid of the warning. 

Posted

Okay so update, 

I have tried disabling all mods, and it still cannot load, so it is SKSE itself that won't load.

I literally hard disabled every mod through vortex, and it still would not load.

I've tried reinstalling skse, I can't roll back to the last skse version as it's not compatible with skyrim version.

 

Completely out of ideas and now remembering exactly why I don't fuck with SE

 

31 minutes ago, Lestat1627 said:

They can be converted for LE

Perhaps by people more competent than me, but it is beyond my abilities most of the time

Posted
47 minutes ago, Leytra said:

Perhaps by people more competent than me, but it is beyond my abilities most of the time

As far as I know, just submit the request in the appropriate section of Skyrim LE (It should be Request and found) , indicate which mod you want to convert and there are those who do it for you, if possible :mrgreen:

49 minutes ago, Leytra said:

SKSE

How did you install it?

Posted
9 minutes ago, Lestat1627 said:

As far as I know, just submit the request in the appropriate section of Skyrim LE (It should be Request and found) , indicate which mod you want to convert and there are those who do it for you, if possible :mrgreen:

Oh I'm not talking about lewd mods that'd be here, some new doctor who themed mod came out and that was the tipping point which brought me to feeling like I have to try migrate.

9 minutes ago, Lestat1627 said:

How did you install it?

I had vortex install it originally, but I've since tried manually installing it. neither worked

Posted
6 minutes ago, Leytra said:

Oh I'm not talking about lewd mods that'd be here, some new doctor who themed mod came out and that was the tipping point which brought me to feeling like I have to try migrate.

the conversion is not reserved only for sex mods, but generally, for all.

 

7 minutes ago, Leytra said:

I had vortex install it originally, but I've since tried manually installing it. neither worked

Unusual case. I think you should uninstall everything, install SKSE manually ( extract, copy paste all the files including the Data folder into the Skyrim directory (do not copy the src folder), SkYUi, FNIS , and, if you don't want to take the chariot, install Alternative start. If all is right, you should start playing without further problems. After the boot test, install the other mods (a few at a time) and test them 

Posted
2 minutes ago, Lestat1627 said:

Unusual case. I think you should uninstall everything, install SKSE manually ( extract, copy paste all the files including the Data folder into the Skyrim directory (do not copy the src folder), SkYUi, FNIS , and, if you don't want to take the chariot, install Alternative start. If all is right, you should start playing without further problems. After the boot test, install the other mods (a few at a time) and test them 

I use alternate start every time anyway. The issue is that it flat out doesn't start, I don't even get to the menu when launching through skse.

Welp, guess it's total reinstall time,

and if that doesn't work I'm probably quitting skyrim for a year again because I hate this shit.

Posted
2 hours ago, Leytra said:

Welp, guess it's total reinstall time

How many times have I done it, I know how long it is to reinstall everything, but unless I can solve the problem, I see no alternative

Posted

sorry did you two miss his update?

 

Quote

Fixed it, it was fucking simply knock.

Of all the stupid things to cause problems. So broken it broke the entire game WHILE DISABLED

As I suggested early on in the thread. it wasn't SE incompatible DLLs leftover from the LE>SE conversions.

 

Quote

As to the DD error... idk. I don't use DD, but that might be your issue, although I suspect something else is at work.

Granted,  the fact he notes that the cause was disabled is a bit alarming. I didn't think a disabled mod could continue interfering in the game. And I'll be keeping that in mind from now on. I presumed that disabling a mod completely disconnected it from the "system"

 

Posted

The issue was an outdated dll, Simply Knock comes with a dll for a previous SKSE version (2.07, really old, and this is stated in the file when you download it...). There is an updated dll here.

17 minutes ago, anjenthedog said:

Granted,  the fact he notes that the cause was disabled is a bit alarming. I didn't think a disabled mod could continue interfering in the game. And I'll be keeping that in mind from now on. I presumed that disabling a mod completely disconnected it from the "system"

That would depend on how the user "disabled" the mod and how Vortex disables them. I'm not familiar with Vortex, so this is half guessing: if OP just disabled the plugins files (as they appear in the loadorder), Vortex could still be loading the other mod resources (like textures, meshes, dll files...) so the issue would present even without the mod enabled in the loadorder. If it was MO, the same would happen if the user disables the plugin in the loadorder but leaves the mod enabled in the left panel, but disabling the mod in the left panel will effectively disable any files from said mod. 

Posted

Afaik the two DLLs he originally showed weren't involved (setVehicle and the DD DLL). That's what I was noting. It was an entirely different mod that caused his problem, regardless of whether it contained a wrong DLL or a bad script or whatever. It was a completely different mod than either of the two that inject the setvehicle and DD plugins).

 

RE: vortex handling of "disable"... well, I am a vortex user, so it potentially affects me. And I'm glad he revealed the issue, so I can keep that in mind going forward. Safer to uninstall than to disable. I've given quite a bit of advise to people when trying to fix things to disable rather than uninstall, (so they don't end up having to re-download mods), and as a result of this thread and his post, I won't be doing so any more, or at least until/IFF Nexus resolves that issue with vortex.

 

Update: It has since been resolved to my satisfaction. I will continue to advise people to disable mods in certain cases for debug purposes.

 

see the post down below from 07/20/20

Posted
4 hours ago, anjenthedog said:

RE: vortex handling of "disable"... well, I am a vortex user, so it potentially affects me. And I'm glad he revealed the issue, so I can keep that in mind going forward.

But can you disable completely a mod in Vortex or not? Because I was saying: there might be two ways of disabling a mod 1: just disable the esp/esm (other files will be still there ready to be used in game, specially dll files that can hook into the game without a plugin and if it's an outdated dll it will create issues), or 2: disable the entire mod. I don't know how Vortex handles mod files, but if you can't do the second type, that would be really bad design.

Posted

Are you asking me for an authoritative answer? If so, why?

 

The OP made the "allegation". He or she would know more than me.

 

Afaik, disabling a mod means disabling the mod, not merely a plugin.

 

Posted

Not related to the issue of not starting game but simply knock.

I have made a very bad expirience with this mod.

Knocking the door, not been patient enough waiting for message, knocked a second and third time.

Message you can enter popped up.

All ok so far.

After several hours gaming I was wondering why my quest list became shorter and shorter.

Even main quest disappeared.

This was caused by simply knock. Each time I used the knock the above mentioned 2nd, 3rd attempt

kicked out a random quest entry, because this attempts scripts where still active.

Further more, every entry in a cave or so was counted as an entry and kicked out a quest of the journal.

So, be patient and wait for message if using this mod ;)

 

 

Posted
10 hours ago, anjenthedog said:

Are you asking me for an authoritative answer? If so, why?

Authoritative yes, you're in charge of Vortex development, right? Just kidding, I think I worded my previous post poorly. I was just curious about the issue, it's either user error (aka OP didn't properly disabled the mod) or software limitation (there isn't a way to effectively disable all files, which is really hard to believe). But I'm not that curious anymore, I went reading a bit about Vortex and didn't found any insight over the enabling/disabling method.

Posted

Nor have I. But I will be asking over there. (although if it's anything like most of my queries, it'll go unanswered. Paying forward doesn't seem to have the desired effect of getting my own answered).

Posted
16 hours ago, dontknowdontcaredontask said:

Authoritative yes, you're in charge of Vortex development, right? Just kidding, I think I worded my previous post poorly. I was just curious about the issue, it's either user error (aka OP didn't properly disabled the mod) or software limitation (there isn't a way to effectively disable all files, which is really hard to believe). But I'm not that curious anymore, I went reading a bit about Vortex and didn't found any insight over the enabling/disabling method.

 

14 hours ago, anjenthedog said:

Nor have I. But I will be asking over there. (although if it's anything like most of my queries, it'll go unanswered. Paying forward doesn't seem to have the desired effect of getting my own answered).

Vortex can do two things to disable mods :

- disable the esp/esm in the plugins tab, as you said. all mod managers can do that.

- uninstall the mod in the mods tab (remove all mod files from your directories). Don't forget to use the "deploy" button. All mod managers can do that to.-

- "disabling the mod" in the mods tab keeps it unpacked in Vortex virtual install, but the files won't be deployed. At least they shouldn't. Deploy needed, as is after moving files with Vortex. Be safe, uninstall stuff if not sure.

 

Keep in mind that de-activating an esp won't stop all things from loading, that's not only for Vortex. So if something's giving you an error, don't half-ass your uninstallation to test things out.

Posted

Again, I don't believe that disabling a plugin in Vortex is the same as disabling a mod in Vortex, (Vortex is the mod manager the OP is, or was using at the time of his/her initial post).

 

Could be wrong on my assumption regarding plugin vs mod disable, idk... I'm waiting on an authoritative answer from Nexus to a post I made yesterday on the subject.

 

FTR,  I have around 50 disabled mods as I type this post. If they actually continued to interact with the game, methinks it would crash left and right, since many of those disabled mods are in direct contention with active mods.

Posted

OK, quick update: I received a reply from a Nexus staff member to my query about disabling vs uninstalling a mod, and this is it:

 

Quote

If a mod is disabled it will not deployed into the game directory or if it already was it will be "undeployed" on the next deployment.

Remove physically removes the mod from staging.

 

The effective differences are:

- a disabled mod still occupies the same disk space

- disabled affects only the active profile

- "remove" enforces a deployment (we can't correctly remove the mod without it first being "undeployed") whereas, if you have automatic deployment disabled, Vortex will request that you deploy after disabling the mod but technically a user might ignore that.

 

So your advice to disable mods for searching problems for example is absolutely correct, I do get the impression though that a surprising number of users avoid deployment and then not realize that it is part of their problem.

 

And yes, disabling a mod works the same on every game.

 

If you're still confused, disabling a PLUGIN is not the same as disabling its parent MOD.

 

And to be very clear, it's not sufficient to disable a plugin if your intent is to fully decouple the mod from the game.

 

For Vortex users, either disable or uninstall a mod if you want to ensure it doesn't have any active participation in your "compiled" game. For MO2 users? Idk. I presume the paradigm is still in effect, even if its execution is handled differently (I have no experience with MO2)

 

PS> if you missed the subtle advise in Nexus's reply, make sure to deploy following any change to the game, ie like disabling a mod, a plugin, or installing or uninstalling a mod. (this advise because many, like myself, have disabled automatic post-change deployment)

 

Again, I have around 50 disabled mods. And the game works just fine.

 

best wishes

Posted
17 hours ago, anjenthedog said:

 

 

For Vortex users, either disable or uninstall a mod if you want to ensure it doesn't have any active participation in your "compiled" game. For MO2 users? Idk. I presume the paradigm is still in effect, even if its execution is handled differently (I have no experience with MO2)

 

That's what i'd done, it didn't sort the problem.

But yea turns out simply knock is kinda a shitshow in so many ways. Wish it wasn't a requirement for one of my other mods

  • 8 months later...
Posted
On 7/19/2020 at 6:58 AM, Just Don't said:

The issue was an outdated dll, Simply Knock comes with a dll for a previous SKSE version (2.07, really old, and this is stated in the file when you download it...). There is an updated dll here.

God bless you. Your solution has helped me right up!

Also, I was having another problem that the skeleton of character gets duplicated and tits, nipples & pelvis are distorted even when I turned off "Simply Knock".

Somehow, Updating SKSE dll of "Simply Knock" has solved it too! Maybe It's becuase dll from "Simply Knock" was influencing SKSE all the way, I assume?

I really Thank you for your efforts!

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