chajapa Posted May 27, 2022 Posted May 27, 2022 New computer (finally one that can run SE) Using MO2 I have successfully moved my Skyrim LE installation to the new computer and gotten CK working. I also installed SE. It's the Anniversary Edition (which I'm now to regretting) Got SE/AE running, installed some mods. Installed one of my own mods that I ported over. Then I installed Creation Kit (the right one... from the store... not the LE one) Creation Kit wouldn't even start. Some fatal error ....some x654321 that I googled and found this is a problem for many. There was a patch available to patch CK so it would run. I patched. It ran. I installed all the source scripts, changed the paths in the custom creation kit ini, allowed multiple masters, and fixed the pathing in the papyruscompiler batch file. It still won't compile. In SE/AE I have CBPC with BHUNP and another profile with CBPC and CBBE. Morphs just up and stop working. Existing save, workes one day, no morphs the next. The tri files are there. The racemenu morphs are there, but the sliders do absolutely nothing when this happens. Probably getting close to 2 weeks I've been flailing away at this. SO... I'd like to start over. I think I'd like to either delete and reinstall Skyrim SE and do the same with CK, or maybe someone can tell me if all I have to do is "verify files". If I do this my plan would be to downgrade patch AE to SE and start over. I know that means reinstalling the correct versions of SKSE, and a few others. I'm not opposed to reinstalling stuff, but how does MO2 handle all this? Would I ... or should I... delete the MO2 instance containing SE and THEN go on Steam and either delete or verify and then create a new instance on MO2? This is all very frustrating for me. (I'm old... almost 70) What would be the best approach to start over with SE without screwing up my LE install that's working just fine? Any help appreciated.
Gukahn Posted May 27, 2022 Posted May 27, 2022 Your Case is one of the many I've read to give even more reason to avoid AE like the Plaque.. Did you already tried so say fuck it AE and use a Downgrade Patcher to make it good old reliable SE again? Can't say anything with complete confidence but screwing up your AE Install and throwing it out the window shouldn't have much impact on LE.. But i won't say anything about MO2 since i don't use it. Only know that's a as good a tool as the user ? If you decide to try downgrading, be aware to get the right skse and related mods for SE. https://www.nexusmods.com/skyrimspecialedition/mods/57618
chajapa Posted May 27, 2022 Author Posted May 27, 2022 7 minutes ago, Gukahn said: Your Case is one of the many I've read to give even more reason to avoid AE like the Plaque.. Did you already tried so say fuck it AE and use a Downgrade Patcher to make it good old reliable SE again? Can't say anything with complete confidence but screwing up your AE Install and throwing it out the window shouldn't have much impact on LE.. But i won't say anything about MO2 since i don't use it. Only know that's a as good a tool as the user ? If you decide to try downgrading, be aware to get the right skse and related mods for SE. https://www.nexusmods.com/skyrimspecialedition/mods/57618 Yeah, I know it'll mean downloading the correct version of anything with a dll file. I think I need to uninstall the patch from CK first. The patcher does have an uninstaller.... an UNpatcher, I suppose. And I may try downgrade patching AE after removing the mods that have specific AE and SE versions and see where this gets me. I haven't really done anything yet but will probably start on it today.
Gameplayer Posted May 27, 2022 Posted May 27, 2022 First thing I did when making the move from LE to SE this year was use the downloader to download the old version of SE. I know about the downgrader version but the same author released a downloader that gets the specific SE version from before AE from Steam that was the route I ended up using. Have not regretted that and probably avoided some issues. Of course I went with the Creation Club items it was an option but ultimately I ended up making those into mods inside the MO2 folder so that I could just turn them off, dont even use CC survival mod, the fishing, or the Saints/Seducer stuff. Honestly for the best dont need the extra strings/scripts sitting in the game if I am not using them so isolating them into mods in MO2 for activation was a solid move. Ended up using Campfire/Frostfall for my survival gameplay and thought it was a better solution.
chajapa Posted May 27, 2022 Author Posted May 27, 2022 How much difficulty was there in getting CK to work? I know about having all the correct source files, and editing the creationkit_Custom.ini for the data\scripts and data\scripts\source as well as allowing multiple masters, but did you have to edit your papyruscompiler batch file as well? My default one was set to like C:\Projects\TesV something or other. I'm going to go out and download the SE versions of SKSE and the others meanwhile.
Gameplayer Posted May 27, 2022 Posted May 27, 2022 I have not messed with the CK for SE since the release of SkyrimSE, I have it installed but I did not go through any hoops yet with it, will likely at some point have to look around for that sort of answer if I work up the interest again for a mod that needs CK work.
chajapa Posted May 27, 2022 Author Posted May 27, 2022 OK... well too many patches and wayward files and crap. I'm going to nuke the whole SE thing AND Creation Kit and start over. This has been an exercise in futility
Just Don't Posted May 28, 2022 Posted May 28, 2022 Get Skyrim SE from Steam Disable Steam Automatic/Background updates (for SE at least) Apply the Unofficial Skyrim Special Edition Downgrade Patcher to go back to SE 1.5.97 (full or partial the end result should be the same 1.5.97 executable) Get the Creation Kit from the Steam Store. Apply the Creation Kit Downgrade Patcher Add the SSE CreationKit Fixes Get the Current Skyrim Special Edition build 2.0.20 from the SKSE website Get Address Library for SKSE Plugins (the "Special Edition" one) Any mod containing a dll file will need to be made for Skyrim SE 1.5.97 and SKSE 2.0.17-2.0.20 Both downgrade patchers, the CK and the CK Fixes should be installed outside of MO2. After installing, downgrading and adding the CK fixes, you'll need to launch CK through MO2 (same as in LE I guess?). SKSE can be partially installed with MO2 (only adding the "scripts" folder). Address Library and 99% of every other mod should be installed and used through MO2.
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