DasKebab Posted May 29, 2022 Posted May 29, 2022 While it may seem inconspicious, some SE version are also meant for the 1.6 Special Edition while some LE is for actual special edition. The issue is that unlike nexus, mod authors here seem to not have standardisation.
Just Don't Posted May 29, 2022 Posted May 29, 2022 LE mods available/compatible/ported for SE are tracked quite well in a couple of threads (e.g. blue links in my signature). Differentiating SE and AE mods is only useful under two circumstances: The mod contains a dll file and it requires an specific SKSE and/or Address Library version. In most cases the difference is very obvious (e.g. SOS SE / SOS AE). The mod requires CC content which would require installing the free AE update or the full paid AE DLC to get the CC assets for that. If that's the case the mod should state requirements just as people stated Dawnguard or Dragonborn as required DLCs back in the og Skyrim days. So not a big deal tbh.
DasKebab Posted May 30, 2022 Author Posted May 30, 2022 11 hours ago, flutie said: in what mods are you making reference too? A lot, way too many to list atm haha. I've simply been trying and testing. Currently, I'm stumped with More Nasty Critter
DasKebab Posted May 30, 2022 Author Posted May 30, 2022 10 hours ago, Just Don't said: LE mods available/compatible/ported for SE are tracked quite well in a couple of threads (e.g. blue links in my signature). Differentiating SE and AE mods is only useful under two circumstances: The mod contains a dll file and it requires an specific SKSE and/or Address Library version. In most cases the difference is very obvious (e.g. SOS SE / SOS AE). The mod requires CC content which would require installing the free AE update or the full paid AE DLC to get the CC assets for that. If that's the case the mod should state requirements just as people stated Dawnguard or Dragonborn as required DLCs back in the og Skyrim days. So not a big deal tbh. The issue with me is that, if I accidentally used the wrong version, FNIS will act up and cause everyone to A pose.
flutie Posted May 30, 2022 Posted May 30, 2022 2 hours ago, DasKebab said: A lot, way too many to list atm haha. I've simply been trying and testing. Currently, I'm stumped with More Nasty Critter state your problem, I am sure myself or someone can help you
DasKebab Posted May 30, 2022 Author Posted May 30, 2022 22 minutes ago, flutie said: state your problem, I am sure myself or someone can help you Exactly that, currently I am quite confused on which Nasty Critter files can be used for SE 1.6
mircislav Posted May 30, 2022 Posted May 30, 2022 11 minutes ago, DasKebab said: which Nasty Critter files can be used for SE 1.6 Well, obviously this: I can't understand what is your problem... mods for SE are in Skyrim SE section. Some mods from LE also work in SE and that's it... Mod authors always state the compatibility of their mods.
flutie Posted May 30, 2022 Posted May 30, 2022 1 hour ago, DasKebab said: Exactly that, currently I am quite confused on which Nasty Critter files can be used for SE 1.6 MNC SE v12, use the link @mircislav provided
DasKebab Posted May 30, 2022 Author Posted May 30, 2022 1 hour ago, mircislav said: Well, obviously this: I can't understand what is your problem... mods for SE are in Skyrim SE section. Some mods from LE also work in SE and that's it... Mod authors always state the compatibility of their mods. 34 minutes ago, flutie said: MNC SE v12, use the link @mircislav provided Thanks fellas. Now to get the animal cock working..
Just Don't Posted May 30, 2022 Posted May 30, 2022 8 hours ago, DasKebab said: The issue with me is that, if I accidentally used the wrong version, FNIS will act up and cause everyone to A pose. As I said LE/SE mods are easy to tell apart if you use the available resources to get to the SE modpages. Even a 5 sec google search including the mod name and SE somewhere yields the correct modpages. If you ever install a mod that causes FNIS to fail the behaviour generation you'll clearly see which mod is doing it (FNIS will print a warning stating the name of the mod/animations). The fix is removing the incompatible mod and getting the correct one.
DasKebab Posted May 31, 2022 Author Posted May 31, 2022 9 hours ago, Just Don't said: As I said LE/SE mods are easy to tell apart if you use the available resources to get to the SE modpages. Even a 5 sec google search including the mod name and SE somewhere yields the correct modpages. If you ever install a mod that causes FNIS to fail the behaviour generation you'll clearly see which mod is doing it (FNIS will print a warning stating the name of the mod/animations). The fix is removing the incompatible mod and getting the correct one. Okay, but just confirming, in general, unless specified, Special Edition mods here work for Special Edition 1.6, and thats the version I would want, yes?
Just Don't Posted May 31, 2022 Posted May 31, 2022 8 minutes ago, DasKebab said: Okay, but just confirming, in general, unless specified, Special Edition mods here work for Special Edition 1.6, and thats the version I would want, yes? Like I said that only matters if the mod contains a dll. And if that's the case (or if another niche reason exists) it should be in the description/file info.
qalavix Posted June 3, 2022 Posted June 3, 2022 On 5/30/2022 at 9:47 PM, Just Don't said: that only matters if the mod contains a dll. And if that's the case [...] it should be in the description/file info. It "should be" in the description, but I doubt it is for most mods. Especially for mods not updated since November2021. You can open the archive (I recommend using 7Zip, it's free and handles everything) and look in \skse\plugins\ or \Data\skse\plugins and see if there is a file with a .DLL ending extension. If there is (one or more), then you have to match 'AE' (Skyrim version 1.6.xxx) or 'SE' (1.5.97) with the mod.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.