Softly_909 Posted October 15, 2022 Posted October 15, 2022 Hi there, new to modding. Some of my mods (submissive lola, Naked Defeat, Simple Slavery) aren't showing up in game in the MCM. Can I get some help with this, please? I'm using Skyrim Special Edition V 1.5.97 and Mod Organizer 2. MO2 has 2 notifications (Form 43 & Script Extender-Incompatible plugins) Using latest SKSE & FNIS Not sure how I'm supposed to share my papyrus log, MO2 notifications and load order. How do you attach images/files? ~ Cheers
Heroine HoneyCrotch Posted October 15, 2022 Posted October 15, 2022 (edited) 3 minutes ago, Softly_909 said: I'm using Skyrim Special Edition which is form 44 Â you shouldn't use form 43 mods(Legendary Edition) when on Skyrim Special Edition Edited October 15, 2022 by Heroine HoneyCrotch
Softly_909 Posted October 15, 2022 Author Posted October 15, 2022 (edited) Yeah, that occurred to me. When I downloaded the mods, they were listed as being compatible with SE. Is there a way I can get Form 44 versions? I've done a bit of reading about it, but I'm not clear on how the creation kit is going to work. If I try converting them to 44 using the creation kit, won't it just convert them for 1.6, the current Steam version?  Edited October 15, 2022 by Softly_909
Softly_909 Posted October 15, 2022 Author Posted October 15, 2022 Think I've figured out how to attach stuff. Papyrus.0.log
Shadowbroker3495 Posted October 15, 2022 Posted October 15, 2022 Form 43 warning CAN be an indication that maybe mod is not for SE version. Check support section for mod to verify that it is compatible with SE. Â I have plenty of mods with form 43 warning that work just fine in SE. Typically animation and graphics mods are not compatible. Any other type of mods may be. Â
Softly_909 Posted October 15, 2022 Author Posted October 15, 2022 I'm not convinced that the form really is the issue for these mods that aren't working. There's practically no evidence of it being a real issue for anyone commenting on the support pages for these mods.
Pamatronic Posted October 15, 2022 Posted October 15, 2022 57 minutes ago, Heroine HoneyCrotch said: you shouldn't use form 43 mods(Legendary Edition) when on Skyrim Special Edition Form 43 is just a piece of metadata used to identify game versions and has zero effect on the game itself. They can be used without risk. 1
Heroine HoneyCrotch Posted October 16, 2022 Posted October 16, 2022 1 hour ago, Pamatronic said: Form 43 is just a piece of metadata used to identify game versions and has zero effect on the game itself. They can be used without risk. so se users needing to dl se mods isnt a thing? my bad? Â
Heroine HoneyCrotch Posted October 16, 2022 Posted October 16, 2022 1 hour ago, Pamatronic said: They can be used without risk  I'm guessing(dont grill me) it would come down to whether or not an se mod/le mod uses skse? then a user would def need the right version mod(really hoping i'm right on this one)
alex77r4 Posted October 16, 2022 Posted October 16, 2022 (edited) 55 minutes ago, Heroine HoneyCrotch said:  I'm guessing(dont grill me) it would come down to whether or not an se mod/le mod uses skse? then a user would def need the right version mod(really hoping i'm right on this one)  I have now 17 ESP's in Form 43 and one ESM in FORM 43 whitout any problem in SE 1.5.97 with more than 200 savegames and a player level 35. You continue having doubts? Spoiler   Inclusivelly, we can use ESP's in Form 44 flaged as ESL in Legendary whitout any problem. I had more than 10 some months ago. But here is the confirmation of another user. https://www.loverslab.com/topic/198552-slaverun-reloaded-enforcer-enhanced/?do=findComment&comment=3887837 https://www.loverslab.com/topic/198552-slaverun-reloaded-enforcer-enhanced/?do=findComment&comment=3888333    Edited October 16, 2022 by alex77r4 1
alex77r4 Posted October 16, 2022 Posted October 16, 2022 3 hours ago, Softly_909 said: MO2 has 2 notifications (Form 43 & Script Extender-Incompatible plugins) Â Ignore the Form 43 and solve the Script Extender faillure. 2
Just Don't Posted October 16, 2022 Posted October 16, 2022 1 hour ago, Heroine HoneyCrotch said: so se users needing to dl se mods isnt a thing? my bad?  A lot has been written and said about this. The TL;DR is: re-saving the plugin to change the header isn't necessary in most cases and if performed without checking the actual changes it can lead to new issues. That's why form 43 checks are next to useless and not a good predictor for good or bad ports (I always recommend to simply disable the MO2 check for this, MO2 settings, "Plugins" and find then disable the form 43 check in question). The best way to confirm one is using an actual port (or a mod that works as it is) is by using the already existing threads to keep track of this (ex. blue links in my signature).  Onto the original issue: as usual I recommend to confirm you're actually using the correct SKSE version for your game (2.0.20 if you have 1.5.97 as you say). And make sure you're installing SKSE correctly, you can't simply add it to MO2 as any other mod. You need to move the exe and dll files into your actual game, then you can add the scripts as a mod to MO2, or simply install it entirely outside of MO2. Then, no matter how you managed to install the previous files, you need to start the game through the SKSE executable in MO2. You have at least one dll failing to load, which might be fixed by reinstalling a version compatible for these game/skse versions. But that seems unrelated to these missing MCMs, for which I usually test this in a new game, if possible with only the minimal mods enabled to test this (ex. Sexlab and its requirement instead of your entire modlist). The console command to force the MCM registration is always thrown around in these cases (setStage ski_configManagerInstance 1) but I've never seen a menu re-appear, usually it's a faulty mod or too many menus (which is why I recommend testing with just a few). 4
Softly_909 Posted October 16, 2022 Author Posted October 16, 2022 So, I've definitely got the correct version of SKSE installed and am running the game as an administrator from skseloader.exe. (pasted the .dll and .pex files) I've also tried starting a new game (admittedly, with Unbound, I really don't want to do Helgen again) What did you mean when you said 'too many menus'? Is there like, not enough room on the screen or something? I think I saw a mod description somewhere that might have alluded to this.
Heroine HoneyCrotch Posted October 16, 2022 Posted October 16, 2022 9 hours ago, alex77r4 said: You continue having doubts?  I concede  My post suggested that you just cant use LE mods on Se or vice versa, that is not the case. I could of worded it better and would of ended up with a little less egg on my face. I use a couple of SE mods on my LE build but they are super small mods with only audio files and I still changed them to form 43 cause its real easy to do.   Curious, anyone want to confirm that an LE mod that requires skse is going to work with SE and its SKSe64? I want to know for future reference, would that really not matter?   @OP Hope you get your mcm working, sure it will be soon enough for you.Â
Softly_909 Posted October 16, 2022 Author Posted October 16, 2022 Oh, man. I got it to work. I had to set skseloader.exe and MO2 to always run as administrator and then start the game by clicking 'Run' (while the skse executable was selected in the list). I hadn't finished the MO2 tutorial earlier because it requires you to download a new mod by linking MO2 to your Nexus account, which I didn't want to do (and couldn't do while my VPN was switched on anyway). When I went back and finished the tutorial, I got to the part where it tells you that your mods won't work unless you run the game through MO2.
alex77r4 Posted October 16, 2022 Posted October 16, 2022 (edited) 3 hours ago, Heroine HoneyCrotch said: Curious, anyone want to confirm that an LE mod that requires skse is going to work with SE and its SKSe64?  Of course because the version of SKSE is independent of the mod and not have any relation to Form 43 or Forrm 44. The SKSE version must match the version of the game. We can't start a Legendary game with a DLL made for Special. The number writen inside the header of the ESP, 43 or 44, not have any relation to "if the game works or not works" Legendary works with ESP's in form 44 and Special works with ESP's in form 43.  Another diferent history is when the papyrus code use specific functions that only exist in SE, like: Spoiler Special Edition Exclusive Events OnLycanthropyStateChanged(Bool abIsWerewolf) Event received when the lycanthropy state of this actor changes OnPlayerFastTravelEnd(Float afTravelGameTimeHours) Event received when the player finishes fast travel. OnVampirismStateChanged(bool abIsVampire) Event received when the vampirism state of this actor changes OnVampireFeed(Actor akTarget) Event received when this actor feeds on another, as a vampire  Or fuctions that only exist in the SKSE version of Special... Or require a mod with DLL with functions that only exist in Special, like PO3...  But all that is only a papyrus problem in the side of the developer. Is the developer who must decide if their mod is compatible with Legenday or not. If the developer use only funcions that exist in Legendary must be compatible with Legenday. But when the developer use, inside the Papyrus code, funcions that only exist in Special the mod go to have papyrus errors and problems in Legenday. Edited October 16, 2022 by alex77r4 1
Pamatronic Posted October 16, 2022 Posted October 16, 2022 (edited) 4 hours ago, Heroine HoneyCrotch said: Curious, anyone want to confirm that an LE mod that requires skse is going to work with SE and its SKSe64? I want to know for future reference, would that really not matter? That depends on what "requires SKSE" means. If the mod comes with its own skse-plugin, or is dependent on a third-party skse plugin, then no. It wont work no matter what. in that regard even SE/AE aren't conpatible with each other. If on the other hand you just mean that the mod just requires SKSE itself to be installed, then it depends. skse has more (papyrus)functions available on its SE version than on the oldrim version. Which means that LE mods will pretty much always work on SE (provided meshes/animations are ported) When it comes to running SE mods on LE, if the mod doesn't use any of the SE-exclusive functions, it should usually work as well.  Edit: alex77r4 was faster... ? Edited October 16, 2022 by Pamatronic 1
Softly_909 Posted October 16, 2022 Author Posted October 16, 2022 Wow, you guys sure have a lot of time to talk about everything -except- things that might help new users (who followed the post guidelines to the letter) troubleshoot their mods. You've really given me a strong impression that if I have even very simple issues, I'll have to figure them out on my own. Kinda lame. 1
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