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SE version recognized as AE, animations + textures broken


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Posted

I have looked at every thread on here, i feel even more stupid than before. I used FNIS, Nemesis, i load the game through SKSE64 on MO2, it still wont work. Also, i didn't have the FNIS Creature pack, and human characters had working animations, but once i got the creature pack it broke them again. Do i have too many mods, or is there something im missing? I'm sorry if this is the 100th time you've seen a post like these, i'm just really dumb with this :confounded:

 

 

 

 

 

image.jpeg.ad227ffd571a54bf85b81cf957da1a90.jpeg

 

image.png.c58a9dfcedf622144e8f94e011b66710.pngimage.png.8dfff599af09baac73b45e3f8e4821bf.png

Posted

forgot to post 2 screenshots, one regarding another issue.
This is what the animations look like 
image.jpeg.9c2b99e4036fe8dbfefeb189de4dc4d3.jpeg

 

 

 

And this is what happens when i enable the option "use nude suit" on the sexlab config page
image.jpeg.858a5091fc544bce3c56716065861f78.jpeg

Posted (edited)

"SE version recognized as AE". How did you determine that?

 

None of the other stuff you posted has anything specifically to do with what game version you're running. That's just a bunch of mod conflicts and incorrect installs. May want to redo everything, starting with learning about your mod manager - posting screenshots of your load order when there's a button to export it as text is not a good sign.

Edited by traison
Posted (edited)

If only there was a better way to differentiate versions other than commercial names such as Special Edition or Anniversary Edition... a version number or something...

For real now, you likely have the latest Steam version, 1.6.1170 which is why you're using SKSE 2.2.6 and all the fuss for said version. That's your version. It's a number. AE and SE are the best way to mix stuff up and get to nowhere in regards to solving actual problems.

  • You have both FNIS and Nemesis installed at the same time, that's only recommended if you know what you're doing, or else you'll have broken behavior files. Try with FNIS alone, since you're using MO2 I hope you know how to disable any Nemesis related files at least for testing purposes. Make sure you're installing all the required mods for SL and MNC/other creature mods in the proper order (left pane in MO2) and that the plugins are enabled in your loadorder, then rerun FNIS and see if there's any error or warning lines.
  • You also seem to have both versions of Address Library which isn't really needed. Go back to the mod page and check the files, you'll see some numbers on top of the SE and AE references. Pick wisely.
  • Nude suits is an obsolete feature you shouldn't use ever. You should be using dedicated nude body mods for males and females already. Don't enable this feature in the MCM.
Edited by Just Don't
Posted
2 hours ago, traison said:

"SE version recognized as AE". How did you determine that?

 

None of the other stuff you posted has anything specifically to do with what game version you're running. That's just a bunch of mod conflicts and incorrect installs. May want to redo everything, starting with learning about your mod manager - posting screenshots of your load order when there's a button to export it as text is not a good sign.

using the sorting on Mo2, LOOT says it's the AE version. And the ui in the game is the AE ui instead of the SE ui. I think it has to do with that "unofficial skyrim special edition patch" thing one of the mods wanted, im not sure. And yeah, i come from modding easier games such as minecraft which don't require a specific load order. I'm sorry.


 

16 minutes ago, Just Don't said:

If only there was a better way to differentiate versions other than commercial names such as Special Edition or Anniversary Edition... a version number or something...

For real now, you likely have the latest Steam version, 1.6.1170 which is why you're using SKSE 2.2.6 and all the fuss for said version. That's your version. It's a number. AE and SE are the best way to mix stuff up and get to nowhere in regards to solving actual problems.

  • You have both FNIS and Nemesis installed at the same time, that's only recommended if you know what you're doing, or else you'll have broken behavior files. Try with FNIS alone, since you're using MO2 I hope you know how to disable any Nemesis related files at least for testing purposes. Make sure you're installing all the required mods for SL and MNC/other creature mods in the proper order (left pane in MO2) and that the plugins are enabled in your loadorder, then rerun FNIS and see if there's any error or warning lines.
  • You also seem to have both versions of Address Library which isn't really needed. Go back to the mod page and check the files, you'll see some numbers on top of the SE and AE references. Pick wisely.
  • Nude suits is an obsolete feature you shouldn't use ever. You should be using dedicated nude body mods for males and females already. Don't enable this feature in the MCM.

..oh okay- again, i'm sorry about this, i'm really lost on all this i just wanted to enjoy some modded skyrim but it's a lot harder than it seems. I'll try doing a fresh install of both the game and the mo2 profile, perhaps with less mods too. How do i know what goes before what if i have multiple mods that require a different order?

Posted (edited)
11 minutes ago, TheShadowDrifter said:

using the sorting on Mo2, LOOT says it's the AE version. And the ui in the game is the AE ui instead of the SE ui. I think it has to do with that "unofficial skyrim special edition patch" thing one of the mods wanted, im not sure.

No. It's because SE and AE are poorly ways to communicate which version of the game you have. LOOT isn't an official tool, whereas if you look in your Steam account you'll see the game is listed as Special Edition. Anniversary Edition is technically a paid DLC, it was released at the same time as the 1.6 update and thus people confuse them or name them as equivalents. Go to where your game is installed, right click on your SkyrimSE.exe and check Properties>Details: Product version. That's your version of the game. And it's only relevant for mods that contain a DLL file. Animations, textures and most other files don't care about versions unless we're also talking about the 2011 original release of the game... that complicates things. So stick to nexusmods site for Skyrim Special Edition and the same for the LL downloads (or follow any of the blue links in my signature for SE compatible mod info).

 

11 minutes ago, TheShadowDrifter said:

How do i know what goes before what if i have multiple mods that require a different order?

MNC has step by step of the mods to install in its description. Since 3/4 of the mods you seem interested in using are creature related you should try following that one. There are more guides in a pinned thread.

Edited by Just Don't
Posted
3 minutes ago, Just Don't said:

Anniversary Edition is technically a paid DLC, it was released at the same time as the 1.6 update and thus people confuse them or name them as equivalents. Go to where your game is installed, right click on your SkyrimSE.exe and check Properties>Details: Product version. That's your version of the game.

 

just checked, yes it is the 1.6.1170. But then why do i need AE mods? I was using SKSE64 for the SE version and it didn't work. I don't have the AE dlc

Posted
3 minutes ago, TheShadowDrifter said:

just checked, yes it is the 1.6.1170. But then why do i need AE mods? I was using SKSE64 for the SE version and it didn't work. I don't have the AE dlc

Because people keep using those terms to refer to different versions of the game. SE is usually equivalent to 1.5 versions of the game vs AE for anything above 1.6. It's not specific and it gets people like you confused when they realize some programs name the game as AE when they didn't buy the AE DLC. Only pay attention to version numbers.

Posted
1 minute ago, Just Don't said:

Because people keep using those terms to refer to different versions of the game. SE is usually equivalent to 1.5 versions of the game vs AE for anything above 1.6. It's not specific and it gets people like you confused when they realize some programs name the game as AE when they didn't buy the AE DLC. Only pay attention to version numbers.

so i need "ae" mods cuz ae = 1.6+, gotcha. Thanks, i'm making a new mo2 profile rn and following the order on MNC's page. Is there a way to just put the mods in and re-organize them later, or do i have to install them in order from the beginning?

Posted (edited)
33 minutes ago, TheShadowDrifter said:

Is there a way to just put the mods in and re-organize them later, or do i have to install them in order from the beginning?

Sort by Priority in the left pane, not by mod name as you seem to do here:image.png.8749acfafec4cba2a65edf5b58f2ebce.png

 

Once your mods are listed by Priority, bigger number = loads after mods listed before. So in case any files are present in more than one mod (a conflicf) the one loading last will win the conflict (mods above won't be the ones providing the files your game will use once you launch it). Start with all mods disabled and enabled them as you go over the mods to install in order. You can drag and drop any mods listed in that pane. You might need to reinstall if the mod has an installed and you need to pick different options. 

Loadorder can be set with LOOT but it's not a bulletproof method. For basic loadorders with a small mod count LOOT should be okay. Anything else requires more knowledge and other tools such as SSE Edit.

Edited by Just Don't
Posted
6 hours ago, TheShadowDrifter said:

Is there a way to just put the mods in and re-organize them later, or do i have to install them in order from the beginning?

 

You can play around with the load orders of mods and plugins as much as you want. That's the great benefit of using a mod organizer like MO2.

 

5 hours ago, TheShadowDrifter said:

okay, thanks. I'll try it right now

 

When creating your setup, it's a good idea to obviously follow some kind of recommendations for load orders. Be it some reputable YouTube video like those of Gopher's, the STEP project or the mod descriptions of the things you're installing. Some YouTubers doing playthroughs may list their load orders. Sooner or later however you'll have to take the training wheels off:

  1. Use your mod organizer for solving file conflicts. Use the data tab on the right to view your current Skyrim Data folder as the game would see it. It will show you which files are currently being used, and where they're coming from. Use the conflict tabs in each mod for a more detailed view.
  2. Use xEdit to solve plugin record conflicts. Load your loadorder as-is in xEdit. First thing to start with would be to go through the records of the unofficial patch, as you may notice disapointingly few mods forward its fixes, and instead overwrite them with vanilla values.
  3. BSA Browser for viewing what's inside BSA archives, as their contents matter too.
  4. NifSkope for viewing and configuring meshes.
  5. Microsoft's DirectXTex for texture editing.

LOOT is unfortunately not a tool for solving plugin record conflicts; at least not in a "real" way. What I mean by that is that LOOT goes by a master list of plugins, not by what the plugins actually contain. Whether this list contains LL mods or just "safe" mods I do not know. I've only used LOOT a couple of times years ago to do a sort of "initial sort", after which I went through everything with xEdit to sort it properly. Bottomline is, LOOT is useful, but it's not the "Make my loadorder work now." -button.

Posted (edited)

Blathering sidenote for the OP...

 

a little perspective on SE AE

 

Back when the successor version to Skyrim Special Edition 1.5.97 was announced, Bethesda announced the new version with the inclusion of special content (AE) as part of their "Anniversary celebration" >>> hence "Anniversary Edition"

 

What really changed that impacted "SE" users, wasn't the new fluff content from the "AE package" but that the new version had new internal code that was incompatible with a very large portion of existing third party content. 

 

As a result, it AND its more general 1.6x version, for those who don't opt for the CC fluff, any version beyond 1.5.97 became known in common parlance as "AE". That is, while technically only the 1.6x version that includes the additional AE paid content is "AE", they're all called "AE" because of the shared base code and ensuing changes and issues

Edited by anjenthedog
bloody typos
Posted
1 hour ago, anjenthedog said:

What really changed that impacted "SE" users, wasn't the new fluff content from the "AE package" but that the new version had new internal code that was incompatible with a very large portion of existing third party content. 

This is true for every different patch version of the executable. Every time SKSE has to be compiled again for new exe versions and most DLL plugins too. That was a thing even before 1.6 versions and will keep being a thing even with Address Library or CLIB. But I don't see people giving each patch a different name. The distinction isn't accurate and using it doesn't help, especially people new to the game who don't know the 13+ years of history. But sure, now people need to use AE mods despite not having bought the AE product.

Posted (edited)
1 hour ago, anjenthedog said:

...new internal code that was incompatible with a very large portion of existing third party content.

 

Yes, but content in this case means only mods with dlls. The reason for this is that the code was changed and the compiler they used changed between these versions. Everything in the code got scrambled, so all known memory addresses had to be found again.

 

1 hour ago, anjenthedog said:

they're all called "AE" because of the shared base code

 

Yes, except again from the point of view of a dll, every time a byte is added to the compiled code, the memory addresses get scrambled. The illusion of a shared codebase either comes from CommonLibSSE and/or SKSE. A mod that is poking around in memory will only work after SKSE and/or the Address Library is updated.

 

It was a brave thing the people behind CommonLibSSE did when they practically took the responsibility of reverse-engineering Skyrim for every known mod. Very convenient to only have to update one mod when the game updates; but we're also relying on one entity to keep the game running right now. A distributed system is not as scary I'd say, even though it significantly increases the risk of abandonware.

 

Edit: Pick your poison I guess.

Edited by traison
Posted (edited)

Oh... I know... not justifying the confusion, just observing. Maybe I should have explicitly prefaced "From what I can tell from reading countless posts where the term 'AE' is used, long before I ever even considered installing it..."

 

I try to say "1.6x" in general, since that's where the functional distinction begins for many of these queries and issues, but often times I just fallback to the common "AE" descriptor like every other regular schmoe. Its release just happened to coincide with their Anniversary Ad campaign thingy, so it got "cast" into its common name. We had many of the same issues translating from 1.5.80 to 1.5.97 (although I don't recall it being quite as extensive), but it had no major event associated.

Edited by anjenthedog
stuff
Posted (edited)
2 hours ago, Just Don't said:

This is true for every different patch version of the executable. Every time SKSE has to be compiled again for new exe versions and most DLL plugins too. That was a thing even before 1.6 versions and will keep being a thing even with Address Library or CLIB. But I don't see people giving each patch a different name. The distinction isn't accurate and using it doesn't help, especially people new to the game who don't know the 13+ years of history. But sure, now people need to use AE mods despite not having bought the AE product.

Agreed. version changes bring about new issues. But the "common" name (technically accurate or not) comes about from its association with the release's advertising campaign event... Unlike 1.5.80 >> 1.5.97, or 1.5.74? >> 1.5.80, or any other (I started Skyrim with the one before v1.5.80, right before it updated)

 

and the base code changes do affect everyone using the 1.6x versions, (and any 1.5.97 player who gets confused when picking mods) so it's not unexpected (to me anyway) to see it used to refer to both the w/paid-content and w/o paid content variants

Edited by anjenthedog
typos galore

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