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lambient1988

Skyrim Special Edition or original Skyrim?

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Sigh,

 

You mean the crashes that are solved by the modding community for Skyrim 32 bit?

 

I get the hurdle isn't as high with 64, but the old one works fine when you know exactly how to fix it.

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I wonder why Bethesda wouldn't released 64-bit Skyrim back in 2011...

 

because the consoles it was made for had no use for 64 bits

unlike the ones sse was made for

 

doubt your crash had anything to do with windows whatever it was

doubt they had anything to do with skse either, once you had skse, some scripts check allow some mods to do their stuff, stuff that didn't work because you didn't had patch for mod a and b, so much more problems than when the mods was doing nothing because you didn't had skse

also doubt 64 bits will spare you the same problems

here's what i get if i load crap kit with just skyrim esm and original bsa

 

 

MASTERFILE: ===========================================================

MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring

MASTERFILE: Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'AutoLoadDoor01' (00031897)

Ref: '' (00015E1D)

Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'WRShackDoorMinUse01' (000FE471)

Ref: '' (0006767F)

Cell: 'WhiterunExterior10' (000095DA) (7, -1) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'AutoLoadDoor01' (00031897)

Ref: '' (0001779F)

Cell: 'KarthwastenExterior03' (0000707A) (-34, 9) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'ShipTrapdoor01MinUseHidden' (00061435)

Ref: '' (00099315)

Cell: 'Wilderness' (0000967A) (2, -6) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'dunda14PortalDoor01' (0003DC41)

Ref: '' (0003DC3F)

Cell: 'DA14Interior' (0003D62B)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'AutoLoadDoor01' (00031897)

Ref: '' (00015D12)

Cell: 'WolfskullCave01' (000151F6)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'ImpDoorSingleLoad01' (0004203A)

Ref: 'HelgenKeep01btoExteriorREF' (000909D2)

Cell: 'HelgenKeep01' (0005DE24)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'ImpDoorDoubleLoad01' (000439C4)

Ref: 'HelgenKeeptoExterior01REF' (0005DF95)

Cell: 'HelgenKeep01' (0005DE24)

 

See Warnings file for more information.

 

 

 

there isn't much (there was more at the release, but hardrive where i had that is dead)

 

with skyrim and dlc

 

 

MASTERFILE: ===========================================================

QUESTS: Could not find previous info (02015C84) for TopicInfo (02015C85) in Topic "" (02004DAA).

QUESTS: Could not find previous info (02004DE6) for TopicInfo (02018B1D) in Topic "" (02004DAA).

QUESTS: Could not find previous info (02013709) for TopicInfo (02013721) in Topic "DLC1VQ03VampireShared" (020098B2).

QUESTS: Could not find previous info (0201329B) for TopicInfo (02013709) in Topic "DLC1VQ03VampireShared" (020098B2).

EDITOR: Editor ID 'DweRmSmCounter01Half' for STAT (03003F0D) is not unique, previous object (02003F0D) is type STAT. Editor ID will be set to 'DweRmSmCounter01HalfDUPLICATE001'.

FORMS: Non-parent NAVI form '' (00012FB4) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent REFR form 'HousecarlWhiterunRef' (000A2C94) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent NAVM form '' (000F065F) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00108B64) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00108B63) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (001050E5) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (001050D4) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00105A8D) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00105A75) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00105A6E) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00101F29) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00101F2B) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (00101F26) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (000EF63B) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent NAVM form '' (000EA181) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent INFO form '' (0008BBD0) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent INFO form '' (0008BBD3) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent INFO form '' (00016CA2) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent INFO form '' (0008BBD9) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent INFO form '' (00016CA3) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent INFO form '' (000D0599) exists in both file 'HearthFires.esm' and 'Update.esm'

FORMS: Non-parent INFO form '' (00016CA4) exists in both file 'HearthFires.esm' and 'Update.esm'

MASTERFILE: LOCALIZATION: Lookup failed for ID: 0x0000004E from strings file: STRINGS/HearthFires_ENGLISH.ILSTRINGS

MASTERFILE: LOCALIZATION: Lookup failed for ID: 0x0000004F from strings file: STRINGS/HearthFires_ENGLISH.ILSTRINGS

FORMS: Non-parent INFO form '' (000F3921) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

QUESTS: Could not find previous info (03003ED1) for TopicInfo (03003ED2) in Topic "RelationshipAdoption_SharedInfos" (03003D00).

QUESTS: Could not find previous info (03003F01) for TopicInfo (03003F02) in Topic "RelationshipAdoption_JustAdoptedBranchTopic" (03003D23).

QUESTS: Could not find previous info (03013EF5) for TopicInfo (03016412) in Topic "RelationshipAdoption_FGPetTopic" (03013ECB).

QUESTS: Could not find previous info (03000C31) for TopicInfo (03000C32) in Topic "BYOHHousePalePurchaseTopic" (03017709).

FORMS: Non-parent IDLE form 'ReactionToPlayer' (0002F61F) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

EDITOR: Editor ID 'IdleChildCryingStart' for IDLE (030182FF) is not unique, previous object (020029D3) is type IDLE. Editor ID will be set to 'IdleChildCryingStartDUPLICATE001'.

EDITOR: Editor ID 'IdleChildCryingEnd' for IDLE (03018300) is not unique, previous object (020029D4) is type IDLE. Editor ID will be set to 'IdleChildCryingEndDUPLICATE001'.

EDITOR: Editor ID 'AnimObjectWoodScrap' for ANIO (03014352) is not unique, previous object (02013795) is type ANIO. Editor ID will be set to 'AnimObjectWoodScrapDUPLICATE001'.

EDITOR: Editor ID 'AnimObjectDrawBlade' for ANIO (0300A256) is not unique, previous object (02013794) is type ANIO. Editor ID will be set to 'AnimObjectDrawBladeDUPLICATE001'.

FORMS: Non-parent LCTN form 'SolitudeLocation' (00018A5A) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'MarkarthLocation' (00018A59) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'RiftenLocation' (00018A58) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'WindhelmLocation' (00018A57) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'WhiterunLocation' (00018A56) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'MorthalLocation' (00018A53) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'DawnstarLocation' (00018A50) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'FalkreathLocation' (00018A49) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

FORMS: Non-parent DOBJ form '' (00000031) exists in both file 'HearthFires.esm' and 'Dawnguard.esm'

EDITOR: Editor ID 'SummonValorTargetFXActivator' for ACTI (04028214) is not unique, previous object (020142BE) is type ACTI. Editor ID will be set to 'SummonValorTargetFXActivatorDUPLICATE001'.

EDITOR: Editor ID 'DLC1GroundAmbush01' for FURN (04034F98) is not unique, previous object (0200825D) is type FURN. Editor ID will be set to 'DLC1GroundAmbushDUPLICATE002'.

FORMS: Non-parent REFR form 'PickaxeMiningTableMarker' (0010D7F1) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent INFO form '' (000DE50E) exists in both file 'Dragonborn.esm' and 'HearthFires.esm'

FORMS: Non-parent INFO form '' (000B0EE9) exists in both file 'Dragonborn.esm' and 'HearthFires.esm'

QUESTS: Could not find previous info (04036A5F) for TopicInfo (04036A60) in Topic "" (04017E6A).

QUESTS: Could not find previous info (0402BA29) for TopicInfo (0402BA2A) in Topic "" (0402B9F9).

QUESTS: Could not find previous info (0402BA1A) for TopicInfo (0402BA19) in Topic "" (0402B9FB).

QUESTS: Could not find previous info (04035C0D) for TopicInfo (04038ABE) in Topic "" (0403177A).

QUESTS: Could not find previous info (04035BF8) for TopicInfo (04035BF9) in Topic "" (04032088).

QUESTS: Could not find previous info (0402BA24) for TopicInfo (0402BA25) in Topic "" (0403208A).

FORMS: Non-parent IDLE form 'DraugrSlouched2EnterInstant' (00089A92) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent IDLE form 'IdleDrinkFountain' (00102012) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent IDLE form 'EnterChairCHILDInstant' (001090B1) exists in both file 'Dragonborn.esm' and 'HearthFires.esm'

FORMS: Non-parent IDLE form 'AttackRightSide' (01000981) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent IDLE form 'MountedBowZoom' (01000986) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

EDITOR: Editor ID 'DraugrSummonedStartRoot' for IDLE (04031D9F) is not unique, previous object (020023E4) is type IDLE. Editor ID will be set to 'DraugrSummonedStartRootDUPLICATE001'.

EDITOR: Editor ID 'DraugrSummonedStart' for IDLE (04031DA0) is not unique, previous object (020023E5) is type IDLE. Editor ID will be set to 'DraugrSummonedStartDUPLICATE001'.

EDITOR: Editor ID 'DraugrGroundLayEnterInstant' for IDLE (04034F99) is not unique, previous object (020058AB) is type IDLE. Editor ID will be set to 'DraugrGroundLayEnterInstantDUPLICATE001'.

EDITOR: Editor ID 'DraugrGroundLayExit' for IDLE (04034F9A) is not unique, previous object (020058AC) is type IDLE. Editor ID will be set to 'DraugrGroundLayExitDUPLICATE001'.

FORMS: Non-parent PERK form 'Limbsplitter90' (000C5C07) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent PERK form 'Limbsplitter60' (000C5C06) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent PERK form 'Limbsplitter30' (000C5C05) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent PERK form 'HackAndSlash90' (000C3679) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent PERK form 'HackAndSlash60' (000C3678) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent PERK form 'HackAndSlash30' (0003FFFA) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent PERK form 'Warmaster' (0003AFA7) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent BPTD form 'DragonBodyPartData' (00013492) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'VirtualLocation' (00018ED2) exists in both file 'Dragonborn.esm' and 'HearthFires.esm'

FORMS: Non-parent LCTN form 'WindhelmLocation' (00018A57) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent LCTN form 'DeepFolkCrossingLocation' (000B2391) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent DOBJ form '' (00000031) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent SMBN form 'WEQuestNode' (000896A8) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

FORMS: Non-parent SMQN form 'WICourierNodeSharesEvent' (00039FBD) exists in both file 'Dragonborn.esm' and 'Dawnguard.esm'

EDITOR: Editor ID 'NPCHumanWorkbenchHammerDistant' for SNDR (04035C21) is not unique, previous object (03017ECC) is type SNDR. Editor ID will be set to 'NPCHumanWorkbenchHammerDistantDUPLICATE001'.

EDITOR: Editor ID 'NPCHumanWorkbenchHammer' for SNDR (04035C20) is not unique, previous object (03017ECB) is type SNDR. Editor ID will be set to 'NPCHumanWorkbenchHammerDUPLICATE001'.

SCRIPTS: Cannot open store for class "necroblackbookquestscript", missing file?

MASTERFILE: Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'.

TEXTURES: Texture Set missing texture textures\dlc01\dungeons\castle\CastleWallStone03_p.dds.

TEXTURES: Texture Set missing texture textures\dlc01\dungeons\castle\CastleWallStone02_p.dds.

TEXTURES: Texture Set missing texture textures\dlc01\dungeons\castle\CastleStairStone01_p.dds.

TEXTURES: BASE meshes\DLC01\Dungeons\Castle\Animated\CasCoffinPuzzleSpike\CasCoffinPuzzleSpike01.nif : Spike01:4 is missing a height map

TEXTURES: BASE meshes\DLC01\Dungeons\Castle\Animated\CasCoffinPuzzleSpike\CasCoffinPuzzleSpike01.nif : Stand01:2 is missing a height map

TEXTURES: BASE meshes\DLC01\Dungeons\Castle\Animated\CasCoffinPuzzleSpike\CasCoffinPuzzleSpike01.nif : Stand01:5 is missing a height map

MODELS: Could not find model _BYOH\Architecture\BYOHHouse\Coffin\BYOHcoffin01.nif

 

MODELS: Could not find model _BYOH\Architecture\BYOHHouse\BYOHBYOHTrophyPedistal02.nif

 

MODELS: Could not find model _BYOH\Architecture\BYOHHouse\BYOHBYOHTrophyPedistal01.nif

 

MODELS: Could not find model _BYOH\Furniture\CraftingWorkbench02.nif

 

MODELS: Could not find model _BYOH\Furniture\CraftingWorkbench01.nif

 

MODELS: Could not find model _BYOH\Furniture\DraftingTable01.nif

 

MODELS: Could not find model _BYOH\Furniture\OvenMarker.nif

 

MASTERFILE: Level multiplier for ActorBase (0200F798) 'DLC1EncSabreCatDEAD' clamped to 0.10.

MASTERFILE: Unique ActorBase 'DLC01SoulCairnReaper' (0201A73E) has more than one reference in the world. Data access when unloaded may not work correctly.

MASTERFILE: Unable to find Leveled Object Form (00000000) for owner object "DLC1_BF_LCharFrostAtronachBoss".

SCRIPTS: Cannot open store for class "lh_lgj_tgrrewardsquestscript", missing file?

MASTERFILE: Warnings were encountered while initializing conditions for info (000E518C).

MASTERFILE: Unable to find Package Target Reference (00000000) on owner object "DLC1VQ02SeranaPullLever".

MASTERFILE: Missing sibling 030162A0 found in story manager node 'WIChangeLocationNode' 000A39C6 under parent node 'Change Location Event' (0001320E).

MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring

MASTERFILE: Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'AutoLoadDoor01' (00031897)

Ref: '' (00015E1D)

Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'WRShackDoorMinUse01' (000FE471)

Ref: '' (0006767F)

Cell: 'WhiterunExterior10' (000095DA) (7, -1) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'AutoLoadDoor01' (00031897)

Ref: '' (0001779F)

Cell: 'KarthwastenExterior03' (0000707A) (-34, 9) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'ShipTrapdoor01MinUseHidden' (00061435)

Ref: '' (00099315)

Cell: 'Wilderness' (0000967A) (2, -6) in world 'Tamriel' (0000003C)

 

See Warnings file for more information.

MASTERFILE: Cell contains more than one COC marker:

'POIReach24' (0000711B) (-40, 4) in WorldSpace 'Tamriel' (0000003C)

MASTERFILE: Unable to find linked reference 010009AE for reference GuardWindhelmPalaceUp1SonsB (010009AB). Linked reference data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'GuardWindhelmSons' (00045C31)

Ref: 'GuardWindhelmPalaceUp1SonsB' (010009AB)

Cell: 'WindhelmPalaceOfTheKingsExterior' (00038380) (32, 10) in world 'WindhelmWorld' (0001691D)

 

See Warnings file for more information.

MASTERFILE: Unable to find linked reference 010009B0 for reference GuardWindhelmPalaceUp1SonsA (010009AC). Linked reference data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'GuardWindhelmSons' (00045C31)

Ref: 'GuardWindhelmPalaceUp1SonsA' (010009AC)

Cell: 'WindhelmPalaceOfTheKingsExterior' (00038380) (32, 10) in world 'WindhelmWorld' (0001691D)

 

See Warnings file for more information.

MASTERFILE: Unable to find linked reference 010009AE for reference GuardWindhelmPalaceUp1ImperialB (010009A7). Linked reference data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'GuardWindhelmImperial' (000FCE7F)

Ref: 'GuardWindhelmPalaceUp1ImperialB' (010009A7)

Cell: 'Wilderness' (00038381) (32, 9) in world 'WindhelmWorld' (0001691D)

 

See Warnings file for more information.

MASTERFILE: Unable to find linked reference 010009B0 for reference GuardWindhelmPalaceUp1ImperialA (010009A8). Linked reference data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'GuardWindhelmImperial' (000FCE7F)

Ref: 'GuardWindhelmPalaceUp1ImperialA' (010009A8)

Cell: 'Wilderness' (00038381) (32, 9) in world 'WindhelmWorld' (0001691D)

 

See Warnings file for more information.

MASTERFILE: Unable to find attach ref 02006718. Attach ref data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'sc_towerfloatingrocks03' (02010BAE)

Ref: '' (02015DCA)

Cell: 'DLC01SoulCairnCraterKeeper' (02002C75) (6, 3) in world 'DLC01SoulCairn' (02001408)

 

See Warnings file for more information.

MASTERFILE: Unable to find attach ref 02006718. Attach ref data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'FXSmokeWispsLg2x1Adjust' (0001643B)

Ref: '' (02015DC8)

Cell: 'DLC01SoulCairnCraterKeeper' (02002C75) (6, 3) in world 'DLC01SoulCairn' (02001408)

 

See Warnings file for more information.

MASTERFILE: Unable to find attach ref 02006718. Attach ref data will be removed.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'sc_towerfloatingrocks02' (02010BAD)

Ref: '' (02015DC3)

Cell: 'DLC01SoulCairnCraterKeeper' (02002C75) (6, 3) in world 'DLC01SoulCairn' (02001408)

 

See Warnings file for more information.

MASTERFILE: Reference attached to wrong cell for its location:

'DLC2StalhrimSource01' (0400ED6C) (6, 19) in WorldSpace 'DLC2SolstheimWorld' (04000800)

MASTERFILE: Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'dunda14PortalDoor01' (0003DC41)

Ref: '' (0003DC3F)

Cell: 'DA14Interior' (0003D62B)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'AutoLoadDoor01' (00031897)

Ref: '' (00015D12)

Cell: 'WolfskullCave01' (000151F6)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'ImpDoorSingleLoad01' (0004203A)

Ref: 'HelgenKeep01btoExteriorREF' (000909D2)

Cell: 'HelgenKeep01' (0005DE24)

 

See Warnings file for more information.

MASTERFILE: Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'ImpDoorDoubleLoad01' (000439C4)

Ref: 'HelgenKeeptoExterior01REF' (0005DF95)

Cell: 'HelgenKeep01' (0005DE24)

 

See Warnings file for more information.

MASTERFILE: Occlusion box has < 16.0 half-extent and should be switched to a plane : REFR Form '' (02014642) to STAT form 'PlaneMarker' (00000017) in Cell 'DLC1DawnguardHQ01' (02001DBA)

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'PlaneMarker' (00000017)

Ref: '' (02014642)

Cell: 'DLC1DawnguardHQ01' (02001DBA)

 

See Warnings file for more information.

MASTERFILE: Occlusion box has < 16.0 half-extent and should be switched to a plane : REFR Form '' (02014641) to STAT form 'PlaneMarker' (00000017) in Cell 'DLC1DawnguardHQ01' (02001DBA)

MASTERFILE: Errors were encountered during InitItem for reference:

 

Base: 'PlaneMarker' (00000017)

Ref: '' (02014641)

Cell: 'DLC1DawnguardHQ01' (02001DBA)

 

See Warnings file for more information.

MASTERFILE: Cell contains more than one COC marker:

'testFalmer' (0200362A)

MASTERFILE: Cell contains more than one COC marker:

'testGiant' (02007D95)

MASTERFILE: Idle 'DraugrSummonedStartRoot' (020023E4) has no parent and is not an action root.

MASTERFILE: Multiple next idles for IDLE Form 'EnterTable' (00098C27).

MASTERFILE: Multiple next idles for IDLE Form 'EnterTable' (00098C27).

MASTERFILE: Multiple next idles for IDLE Form 'KillMoveDecapSlash' (000DEEE0).

MASTERFILE: Multiple next idles for IDLE Form 'KillMoveDecapSlashAxe' (000DEEE2).

MASTERFILE: Multiple next idles for IDLE Form 'KillMove2HMDecapSlash' (000E1721).

MASTERFILE: Multiple next idles for IDLE Form 'KillMove2HMDecapSlash' (000E1721).

MASTERFILE: Multiple next idles for IDLE Form 'KillMoveDecapSlash' (000DEEE0).

MASTERFILE: Multiple next idles for IDLE Form 'KillMoveDecapSlashAxe' (000DEEE2).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'EnterTable' (00098C27).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'EnterTable' (00098C27).

MASTERFILE: Multiple next idles for IDLE Form 'KillMoveDecapSlash00' (00100F0A).

MASTERFILE: Multiple next idles for IDLE Form 'KillMoveDecapSlashAxe00' (00100F15).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleCartTravelDriver' (00103446).

MASTERFILE: Multiple next idles for IDLE Form 'IdleCartTravelDriver' (00103446).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'IdleCartTravelDriver' (00103446).

MASTERFILE: Multiple next idles for IDLE Form 'IdleCartTravelDriver' (00103446).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Multiple next idles for IDLE Form 'EnterTable' (00098C27).

MASTERFILE: Multiple next idles for IDLE Form 'IdleCartTravelDriver' (00103446).

MASTERFILE: Multiple next idles for IDLE Form 'IdleCartTravelDriver' (00103446).

MASTERFILE: Multiple next idles for IDLE Form 'IdleTGFalmerStatue' (000DBE41).

MASTERFILE: Invalid prev idle on IDLE Form 'KillMove2HWHeadButt' (01000825)

MASTERFILE: Invalid prev idle on IDLE Form 'KillMove2HMSlash' (01000829)

MASTERFILE: Invalid prev idle on IDLE Form '1HMKillMoveJ' (0005570A)

MASTERFILE: Invalid prev idle on IDLE Form '1HMKillMoveShieldBashAttack' (01000838)

MASTERFILE: Invalid prev idle on IDLE Form 'KillMoveShieldBashSlash' (01000832)

MASTERFILE: Invalid prev idle on IDLE Form 'ChildSitOnKnees' (0300ED58)

MASTERFILE: Invalid prev idle on IDLE Form 'StonePickUpRoot' (04034EF0)

MASTERFILE: Invalid prev idle on IDLE Form 'IdleBloodPortalActivate' (0201503B)

MASTERFILE: Invalid prev idle on IDLE Form 'KillMove2HWHeadButt00' (01000826)

MASTERFILE: Invalid prev idle on IDLE Form 'KillMove2HMSlash00' (0100082D)

MASTERFILE: Invalid prev idle on IDLE Form '1HMKillMoveD00' (00100F09)

MASTERFILE: Invalid prev idle on IDLE Form '1HMKillMoveJ00' (00100F0F)

MASTERFILE: Invalid prev idle on IDLE Form 'KillMoveShortC00' (00100F13)

 

 

there isn't much either

 

why don't you try loading crap kit with some mods from your load order and take a look at your mess?

you should take care of the quests that can't find their stuff before it get in the save (it's too late once it get in the save)

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Well, vanilla Skyrim + 3 DLC + Unofficial Legendary Edition Patch works fine for me too. Now when I think about it, I had some strange CTD issue that happens only when I load my game which was saved in a cell with any other actors present. I mean if I'm alone in a cell, the game loading is fine, but my game crashes right after loading if there are any NPC around. I see them do this famous T-pose and then my game just crashes. I'm not quite sure, but I think it's FNIS problem. Not sure what is wrong, since I have latest FNIS + XPMSE.

Anyway, this specific problem was clearly caused by some mod and I can't do anything with it right now. But it seems like the cause of my other random crashes was some memory leak, though it only happened on 32-bit WinXP. I'm using 64-bit Win7 now and I don't have these random crashes anymore.

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Well, vanilla Skyrim + 3 DLC + Unofficial Legendary Edition Patch works fine for me too. Now when I think about it, I had some strange CTD issue that happens only when I load my game which was saved in a cell with any other actors present. I mean if I'm alone in a cell, the game loading is fine, but my game crashes right after loading if there are any NPC around. I see them do this famous T-pose and then my game just crashes. I'm not quite sure, but I think it's FNIS problem. Not sure what is wrong, since I have latest FNIS + XPMSE.

 

That T-pose happens when you install/uninstall a mod that adds/changes animations and don't run FNIS again. It's irritating, but that's a necessity with the way Skyrim works.

 

As for the OP, everything boils down to this.

Oldrim: greater mod variety but unstable.

Newrim: greater stability but far fewer mods.

 

I honestly doubt we'll see a flood of new mods. Or that many old mods being converted by their original authors. Skyrim is old news, even SE. It's the same damn game Bethesda released five years ago, just with a new engine.

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I wonder why Bethesda wouldn't released 64-bit Skyrim back in 2011... I remember when I played Skyrim on 32-bit WinXP, CTD did happen quite often when I simply wander the wilds. But then I installed 64-bit Win7 and it solved all these weird crashes, at least for the moment. And then I Installed SKSE (since it's a must for many awesome mods) and some weird crashes and "out of memory" issues came back at once.

So yes, Oldrim is old, so it cannot handle a huge modlist with a bunch of heavy-scripted mods without any crashes at all. And now we all have 64-bit Skyrim. Let's wait until SKSE64 release and see how it goes with new Skyrim.

 

There's an easy answer.  Because 32-bit OS's dominated the market and even though we'd had 64bit CPU's and OS's since the days of XP64, the actual penetration of x64 was so low for years that developers couldn't see a reason to build a pure x64 client or make it native x64 to service such a tiny market.  Even when Win7x64 was released in parallel with the x32 version, that x64 penetration only worked out to around 20% on steam and was shaping up to be a repeat of XPx64.  That was until tech sites started pushing the x64 stuff really hard, developers started pushing for 8GB memory requirements for games and so on(x32 is limited to 3.2GB).

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There's also the issue of so many of my mods being reliant on SKSE. Though I suspect half of them probably wont be ported over because they're either not supported/being worked on anymore, or the author has no interest in SSE.

 

It should be pretty easy to convert most mods over. After SKSE64, the only ones that will need some TLC to move over are those with custom dlls.

 

 

of course i won't do it, buying sse to wait for march, then june, then... what's the point?

have check what mess i would get myself into, unlike you

 

How have you checked what mess you will get into? It seems like asking experienced modders that have actually tried it would be some of the best checking you could do.

 

It seems to me that for the most part right now....

 

Since SKSSE is not available at this time for SSE,

With the general population of end-users making rather broad claims of SSE being "vastly superior" to Legendary edition....

 

It all seems a bit off, since for one if I were to install those same mods on Legendary knowing what I know at this time and of course those very same mods likely having been quite polished up afterall well, the obvious seems obvious.  The game would run better.

 

Although Im sitting on a highly modified Legendary right now that runs flawlessly under stress, with cool mods that make use of SKSE and all things being equal there is really no draw for me to make the jump over to SSE at least not at this time.

 

So who stands to benefit the most from SSE, well that would be Window's 10 users, afterall with the change to Win10 buggering around with the graphics memory caps for DX9 applications those individuals not wanting to turn back or unable to restore Win7 are now stuck with SSE.  Also probably a few people that thought hey I never tried Skyrim better get the SSE version.  And here we are with people pounding at the door for us to convert mods....Thing is my mod runs fine on LE but on SSE noooo no noo noo, gotta fix up the rigging and then if I don't like the Weight Paints that will mean I gotta re-work those friggin things too, such work ><

 

I had both versions installed and working at the same time.

 

I guess everyone uses mods differently. I like to add new mods frequently as new ones come out daily. True that you can get A build working stable in oldrim. But, adding a new mod to the mix in oldrim had a damn near 25% fail rate. Then you had to mess around with load-orders, checking for conflicts, deciding if it is cool enough to spend 3 hours turning other mods off to get it working.

 

With SE, I've been adding and removing mods almost daily. It has crashed maybe 3 times since I've installed it.

 

 

 

I honestly doubt we'll see a flood of new mods. Or that many old mods being converted by their original authors. Skyrim is old news, even SE. It's the same damn game Bethesda released five years ago, just with a new engine.

 

 

It's already nearly 5k of mostly ports. Enough to re-work most parts of the game with multiple options.

 

The thing is, a large proportion of oldrim mods are crap that less than 3 people even tried out. A 1:1 ratio of port-overs isn't needed.

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There's also the issue of so many of my mods being reliant on SKSE. Though I suspect half of them probably wont be ported over because they're either not supported/being worked on anymore, or the author has no interest in SSE.

 

It should be pretty easy to convert most mods over. After SKSE64, the only ones that will need some TLC to move over are those with custom dlls.

 

 

of course i won't do it, buying sse to wait for march, then june, then... what's the point?

have check what mess i would get myself into, unlike you

 

How have you checked what mess you will get into? It seems like asking experienced modders that have actually tried it would be some of the best checking you could do.

 

It seems to me that for the most part right now....

 

Since SKSSE is not available at this time for SSE,

With the general population of end-users making rather broad claims of SSE being "vastly superior" to Legendary edition....

 

It all seems a bit off, since for one if I were to install those same mods on Legendary knowing what I know at this time and of course those very same mods likely having been quite polished up afterall well, the obvious seems obvious.  The game would run better.

 

Although Im sitting on a highly modified Legendary right now that runs flawlessly under stress, with cool mods that make use of SKSE and all things being equal there is really no draw for me to make the jump over to SSE at least not at this time.

 

So who stands to benefit the most from SSE, well that would be Window's 10 users, afterall with the change to Win10 buggering around with the graphics memory caps for DX9 applications those individuals not wanting to turn back or unable to restore Win7 are now stuck with SSE.  Also probably a few people that thought hey I never tried Skyrim better get the SSE version.  And here we are with people pounding at the door for us to convert mods....Thing is my mod runs fine on LE but on SSE noooo no noo noo, gotta fix up the rigging and then if I don't like the Weight Paints that will mean I gotta re-work those friggin things too, such work ><

 

I had both versions installed and working at the same time.

 

I guess everyone uses mods differently. I like to add new mods frequently as new ones come out daily. True that you can get A build working stable in oldrim. But, adding a new mod to the mix in oldrim had a damn near 25% fail rate. Then you had to mess around with load-orders, checking for conflicts, deciding if it is cool enough to spend 3 hours turning other mods off to get it working.

 

With SE, I've been adding and removing mods almost daily. It has crashed maybe 3 times since I've installed it.

 

 

 

I honestly doubt we'll see a flood of new mods. Or that many old mods being converted by their original authors. Skyrim is old news, even SE. It's the same damn game Bethesda released five years ago, just with a new engine.

 

 

It's already nearly 5k of mostly ports. Enough to re-work most parts of the game with multiple options.

 

The thing is, a large proportion of oldrim mods are crap that less than 3 people even tried out. A 1:1 ratio of port-overs isn't needed.

 

 

Since you have not created a module that I am aware of,

 

By far and large what I have found is that, Skyrim Legendary is a lot tougher than people credit it for.

 

Now how do I know about that?

Well I am the author of quite a few modules,

 

"The Book of UUNP"

For one and its a heck of a module.

 

There is a whole heck of a lot that went into that module and just at the turn of this year I have in fact added a completely new Volume to the Book.

 

Now with a mod like that, I know about more than just kitbashing or Bodyslide.  I know about Rigging, Weight Painting, and yes the Constuction Kit...Even made some stuff fresh for it.

 

The point that I'm getting to is yes there was a lot of source material and that none of the work I did was simply mash em up and throw it out.  The work required a whole lot of Re-Rigging and Weight Painting for the meshes.  What if it isn't just the meshes?  What if its basically across the board just tougher constraints on how mods have been made, that's likely a question on every mod authors mind but largely absent from those who just use modules.

 

Skyrim Special Edition presents a special hurdle to a lot of mod authors in that those things have to be done just right or it wont work at all, it'll just crash the game.  Skyrim Legendary actually can and in fact does ignore a lot of those issue's you seem to want to bring up again and again.

 

The next point is that since SSE is in fact a lot more sensitive to mistakes the bar for entry for new or even experienced modders has been set a lot higher than it was for SLE.

 

I'm not talking out of my butt here.

 

Also you can find "The Book of UUNP" over on Skyrim Special Edition Nexus.

That was no small piece of work to do to make it run properly on SSE.

 

This will mean supporting Two Mod Pages,

Two functioning Versions, heck more than two considering all of its options over at Skyrim Legendary.

 

I think some people are grossly estimating things as they are, you have to consider the amount of time for the works on the people that port things over and if they are Original Author or just some guy (which appears to be too often the case).

 

The next thing that SSE user's such as yourself are grossly overlooking is that those of us that are mod authors may not want to be pouring our time into a 2nd version of the module, we may want to be using that time creating more content for our module on Skyrim Legendary Edition. 

This presents some problems that Mod-Users are not thinking about as well, such as;

-There is an issue in Legendary Version, but Im fixing SSE version,  the guy on Legendary version throws tantrum that his version isn't fixed but SSE is and VS Versa.

-Mod Author wants to push expansion, which gets it first...If there is also a standing issue, is it ignored in favor of working on the expansion? How much stress does that cause?

-If the Module has Sliders or other Offered Options such as additional conversions for body types, real common issue is, "Why you no fix this one of 300 things?"

 

That's just some of the challenges we face.

Including a whole host of questions due to confussion,

-Why this version have no option like other version?

-Complete unawareness of there even being a Skyrim Legendary Game, yup met a guy that thought Skyrim Special Edition was the first of the Skyrim Games.

-Why SSE have no Sliders?

-How your character looks like that, share preset? (gets annoying but this is a demand on a page that has nothing to do with how a characters face and hair looks)

-Most commonly, a module that can rely on having additional modules to function at its best and those other modules being largely absent from SSE.

-There is also facing that the Mod Authors may generally be unaware of what is available in SSE to work with.

 

Mod Author Stress Vs End User Demand

-Why only female armor, and other statements of how we are horrible horrible sinners, happened today on my Book of UUNP page.

-Asking for more, sometimes its not always done graciously.

-Generally what Im getting at is we are the mod author and you gotta take it easy on us, some of the guys and gals out there are just not up to dealing with "the end-user"

-There are more than a few people that just cant deal with the stress of public affairs online

-There is also the ever present fact that some modules just don't spark interest even if they deserve some recognition, they just fall flat despite being a really good module.

 

In the end your asking people that may be sensitive to failure to take a risk in an environment where only success is the expected outcome.

 

 

______________________________

 

This post became a pouring of consciousness and my apologies if it seems entirely directed at the person I quoted.

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Since you have not created a module that I am aware of,

 

 

I have created modules, scripts, dlls, custom UIs and more. I choose not to publish because I don't have time/motivation to properly finish, support, maintain and add documentation, MCM menus, etc.

 

I chipped in a decent amount of code work to help 0Sex transition from broken Papyrus to a working Actionscript model. I think the files are still in that thread...

 

 

"The Book of UUNP"

For one and its a heck of a module.

 

 

haha. Coincidentally, I was just looking at that mod and deciding whether or not I wanted to add it in.

 

Nice work. I really like the concept. But, for my current build, I think it might conflict with WICO to add UNP. Not sure.

 

I'd like to see the same concept with equal number variation for males.

 

 

Skyrim Special Edition presents a special hurdle to a lot of mod authors in that those things have to be done just right or it wont work at all, it'll just crash the game.  Skyrim Legendary actually can and in fact does ignore a lot of those issue's you seem to want to bring up again and again.

 

 

At what expense to the modding experience does it ignore those issues?

 

That is like programming languages that enforce strict type casting. It might require some stricter rules. But, the end product ends up being much more stable for the user. That's a good thing.

 

I can't say that I've done any SE conversions yet. But, I've read the tutorials available because I plan to dig into that once the extender is out. It doesn't look like nif, armor, texture porting is all that involved: https://www.youtube.com/results?search_query=convert+skyrim+mods+to+special+edition

 

For Book of UUNP, wasn't the main obstacle just the quantity of files to convert rather than learning how to do it?

 

 

This will mean supporting Two Mod Pages,

Two functioning Versions, heck more than two considering all of its options over at Skyrim Legendary.

 

 

If you're generous, yes. But, you could be more selfish with your time like me and just switch to supporting one. Even if you choose oldrim, if it is in demand (as I'm sure book is) someone else will eventually offer to port it for you.

 

 

 

I think some people are grossly estimating things as they are, you have to consider the amount of time for the works on the people that port things over and if they are Original Author or just some guy (which appears to be too often the case).

 

 

Many mods can be ported by just some guy. I don't see the down-side to that?

 

 

The next thing that SSE user's such as yourself are grossly overlooking is that those of us that are mod authors may not want to be pouring our time into a 2nd version of the module, we may want to be using that time creating more content for our module on Skyrim Legendary Edition.

 

 

I'm not grossly overlooking that as I am even more stingy with time. I completely understand the point that some modders are invested into an existing mod and don't want to add the over-head. I'm not writing here as a pitch for me to get more mods in SE. I was just pleasantly surprised, after spending a long time modding oldrim, to jump into SE and have it go so well. I installed it thinking I would look at it for a day and forget about it. Instead, I've gotten back into the game, maybe more so than the first time I played it! And that is all while installing a new mod or two a day with almost no config-battling.

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How have you checked what mess you will get into? It seems like asking experienced modders that have actually tried it would be some of the best checking you could do.

 

 

experienced modders like you or them?

http://www.loverslab.com/topic/69201-use-your-face-ecracemenu-to-se-fixed-and-work/

i'll pass your useless opinion

 

 

lol

 

It sounds like your measurement of whether or not SE is a technical improvement is whether or not it runs all of your oldrim mods on day one.

 

Expired is on the SKSE team. I'm sure that Racemenu will be out soon after the extender if not at the same time.

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Since you have not created a module that I am aware of,

 

 

I have created modules, scripts, dlls, custom UIs and more. I choose not to publish because I don't have time/motivation to properly finish, support, maintain and add documentation, MCM menus, etc.

 

I chipped in a decent amount of code work to help 0Sex transition from broken Papyrus to a working Actionscript model. I think the files are still in that thread...

 

 

"The Book of UUNP"

For one and its a heck of a module.

 

 

haha. Coincidentally, I was just looking at that mod and deciding whether or not I wanted to add it in.

 

Nice work. I really like the concept. But, for my current build, I think it might conflict with WICO to add UNP. Not sure.

 

I'd like to see the same concept with equal number variation for males.

 

 

Skyrim Special Edition presents a special hurdle to a lot of mod authors in that those things have to be done just right or it wont work at all, it'll just crash the game.  Skyrim Legendary actually can and in fact does ignore a lot of those issue's you seem to want to bring up again and again.

 

 

At what expense to the modding experience does it ignore those issues?

 

That is like programming languages that enforce strict type casting. It might require some stricter rules. But, the end product ends up being much more stable for the user. That's a good thing.

 

I can't say that I've done any SE conversions yet. But, I've read the tutorials available because I plan to dig into that once the extender is out. It doesn't look like nif, armor, texture porting is all that involved: https://www.youtube.com/results?search_query=convert+skyrim+mods+to+special+edition

 

For Book of UUNP, wasn't the main obstacle just the quantity of files to convert rather than learning how to do it?

 

 

This will mean supporting Two Mod Pages,

Two functioning Versions, heck more than two considering all of its options over at Skyrim Legendary.

 

 

If you're generous, yes. But, you could be more selfish with your time like me and just switch to supporting one. Even if you choose oldrim, if it is in demand (as I'm sure book is) someone else will eventually offer to port it for you.

 

 

 

I think some people are grossly estimating things as they are, you have to consider the amount of time for the works on the people that port things over and if they are Original Author or just some guy (which appears to be too often the case).

 

 

Many mods can be ported by just some guy. I don't see the down-side to that?

 

 

The next thing that SSE user's such as yourself are grossly overlooking is that those of us that are mod authors may not want to be pouring our time into a 2nd version of the module, we may want to be using that time creating more content for our module on Skyrim Legendary Edition.

 

 

I'm not grossly overlooking that as I am even more stingy with time. I completely understand the point that some modders are invested into an existing mod and don't want to add the over-head. I'm not writing here as a pitch for me to get more mods in SE. I was just pleasantly surprised, after spending a long time modding oldrim, to jump into SE and have it go so well. I installed it thinking I would look at it for a day and forget about it. Instead, I've gotten back into the game, maybe more so than the first time I played it! And that is all while installing a new mod or two a day with almost no config-battling.

 

 

A lot of your replies are from a stand point of not being front and center of the active public.

 

Its also not right to port material without proper permission and this is a real issue in every single facet of modding, "some guy porting mod" that is generally not right. 

 

Since your not going to understand than this is a waste of my time being spent here.

I have said what I needed to say.

 

In general,

I'll leave with this said PipDude, be more careful about your Crusade, you may be scaring off more talent than you think.

 

_______________________

 

I'm not trying to out you.

Not interested in publicly competing.  This is not competition we are not competing.

This isn't about being right or wrong.

 

I'm just pointing some stuff out and that's it.

 

I see your excited about the game and that's ok, I'm thrilled for you and that's a great thing.

 

Have fun!

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don't need racemenu for that... unlike you

 

lol

 

Yes. You can probably design your face-data by hand on a Commodore 64. I'm sure that is what the OP is wanting to do also!

 

 

 

A lot of your replies are from a stand point of not being front and center of the active public.

 

 

You mean more from a players perspective than a mod author? If so, yes. I'm definitely speaking from a player/modder experience rather than author.

 

 

Its also not right to port material without proper permission and this is a real issue in every single facet of modding, "some guy porting mod" that is generally not right. 

 

 

I agree. The many ports that I've seen include the "some guy" adding a note that they got permission.

 

 

Since your not going to understand than this is a waste of my time being spent here.

I have said what I needed to say.

 

In general,

I'll leave with this said PipDude, be more careful about your Crusade, you may be scaring off more talent than you think.

 

 

I don't see points that I don't understand. I agreed with them really.

 

Why would me pointing out the fact that SE offers a better mod experience scare away talent?

 

All software ages. It's only natural that people eventually migrate toward new games with better technology. SE actually helps extend the shelf-life of a lot of oldrim work, imo.

 

 

I'm not trying to out you.

Not interested in publicly competing.  This is not competition we are not competing.

This isn't about being right or wrong.

 

I'm just pointing some stuff out and that's it.

 

I see your excited about the game and that's ok, I'm thrilled for you and that's a great thing.

 

Have fun!

 

 

There's nothing to out me about or compete with.

 

I like your input. You make a lot of valid points. I'm just doing the same thing with my own points. I'm more focused on the player experience.

 

I reached a point modding Skyrim where I realized that I spent more time in mod tools, apps, etc. and had to ask myself, what is the point of all this if I barely have time left to actually enjoy the game. SE has solved that for me.

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Yes. You can probably design your face-data by hand on a Commodore 64. I'm sure that is what the OP is wanting to do also!

 

 

here's your commodore 64 head

170117075516627233.jpg

npc also have their commodore 64 heads

17011707582859951.jpg

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here's your commodore 64 head

 

Very nice. But, you appear to have missed the point.

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miss what point?

did the op said something about designing by hand face data?

what make you think i do that anyway?

170117070145304350.jpg

take a closer look at my avatar, that's cme save 2

here's cme save 2 on citrus

170117060516768704.jpg

i still use cme save 2

and that would be the same if i was playing sse

all i need is bodychange for that, and i can make a non skse version that use a spell instead of mcm menu if i feel like it

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It's really a tradeoff between stability, performance, and available mods.  SE wins the first 2, Oldrim wins the last one.  SE uses a better engine so I think it's almost inevitable that eventually it will be preferred by most people once the mods catch up.

 

Once SKSE is out for SE I think most of the good mods will get ported to SE though and then there really won't be any reason not to switch unless you're using some obscure mods that are never going to be ported and you just can't live without them.  Or you've achieved some sort of Skyrim mod nirvana where Oldrim already has everything you want, never crashes, never drops below 60 FPS, and you don't care that you could eventually get an even better looking, even more heavily modded game running in SE with the same or better performance.

 

I'm close to switching already even without SKSE but there's a few mods I would really miss if I did so I plan to wait for SKSE and SkyUI at least.

 

 

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Longtime lurker...

 

I just want to say that this has been the best LL popcorn topic ever...ever. And kudos to all those who have been debating this on keeping the name calling childish crap out of the thread. Honestly I have been a long time watcher of video game forums, and they are all toxic to the point that it makes the very worst post seen here seem like it was written by a respectfully angry pre-school teacher. Even when the moderators locked a previous thread the posts were not all that bad (there were a couple not so thinly veiled insults directed towards the Beth producers, and a few nasty names tossed in, but really, go to any major MMO game page and look at the sophomoric shit posted there, and you will find far worse on the first page). So again, kudos to the respectful, if mortally opposed posters, and also to the moderators...Loverslab may be one of the dirtiest mod sites around, ever,  but you sure keep a clean forum.

 

Well done.

 

On topic-

 

I have not tried Skyrim SE. I am not opposed to it, nor in support for it...let's get that clear first. I am waiting for SKSE64 and how it works with some of my favorite mods (no small number of which are found here) to try it. For the record I understand that 64 is better than 32, so I am excited at the possibilities...but I am not convinced the end result will be superior. I do have occasional frustration with crashes (running an Alienware 17 with intel I7, GTX 970M and a GTX 1080 FE ported through the graphics amp), but these issues are very infrequent,  and do not detract from my gaming experience. Having said that it is possible I could try Skyrim SE and find it vastly improved.

 

With these disclaimers out of the way...

 

I do have questions-

 

1. Does the current ENB support any LUT profiles like Snapdragon or Rampage? I know Fallout 4 ENB does because I have Olympus installed.

 

2. Which ENB features are not available on SSE? Can you use Long Exposure? Is there Grain (Noise) settings? What can you adjust/not adjust in ENB from Skyrim to SSE? I know Boris has already said he currently does not intend to include all features with Skyrim SE ENBs because it will be too much work.

 

3. Total offense intended here...What dipshit came up with Oldrim and Newrim? That's a micro-aggression against original Skyrim, plain and simple. There is no need to invent a distinction because it is already there. There is Skyrim, and there is Skyrim SE. No reason for Newrim, Oldrim or any other distinction. It is not that hard to type SE after you type Skyrim. 

 

4. People say once SKSE64 comes out all the SKSE reliant mods will just get ported over. Do we know how much work that will be? How will the mods hook into the extender? Will it be a simple *modder pushes button* and, ok it's done...or will there be more to it...maybe far more to it...I have not heard Ashal or other authors who actually create SKSE mods weigh in on this, and I would not expect them to. They wont know until they see what they are given to work with.

 

5. Are we, as a community, ok with people porting over others work?  Pipdude, who I have no problem with-he has been very respectful and insightful on this topic-has mentioned that a large number of mods have already been ported over, I am quoting here from page 9:

 

"Many mods can be ported by just some guy. I don't see the down-side to that?"

 

"I agree. The many ports that I've seen include the "some guy" adding a note that they got permission."

 

Do every single one of these many have permission? Are the permissions verified? I could take a chance, port a mod that I did not get permission for, and claim that I got permission, but is that assumed to be 100% true? Keep in mind one of the main reasons modders stop publishing is mod theft. Do we want a cherished mod author who after a 2-3 year absence returns, excited about working in glorious 64 Skyrim, only to find his mod got ported without permission, and then decides "Oh HELLLL NO" and stops contributing?

 

Respectfully-

 

Please keep in mind before answering that I do not want to see " I am confident" or "I am sure that..." I would like to see verified information on what we know with certainty will or will not be available from Skyrim to Skyrim SE, with specific relevant quotes from the experts who will actually be making all the wonderful Skyrim mods available on Skyrim SE..  

 

 

 

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Do every single one of these many have permission? Are the permissions verified?

 

https://forum.sureai.net/viewtopic.php?f=207&t=11441

there's no autorisation blabla because don't waste my time with that

now for the funny stuff

 

was that taken down? nope

were those npc replacers taken down? nope

were the sg/ks hairs some npc use taken down? yes

 

were they taken down because of some permission crap? doubt it, that was just the excuse to take down a mod that was making shadow to another mod, serious stuff the endorse war^^

 

you are in deep shit if you care about that autorisation crap, good luck getting in contact with modders that no longer play the game, got their account deleted, or are dead

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Sigh,

 

You mean the crashes that are solved by the modding community for Skyrim 32 bit?

 

I get the hurdle isn't as high with 64, but the old one works fine when you know exactly how to fix it.

 

If you don't flood your game with heavy script mods or too many sex mods like bondage mods ( like devious and cursed loot) , game works quite well. Just gotta pick mods carefully.

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Do every single one of these many have permission? Are the permissions verified?

 

https://forum.sureai.net/viewtopic.php?f=207&t=11441

there's no autorisation blabla because don't waste my time with that

now for the funny stuff

 

was that taken down? nope

were those npc replacers taken down? nope

were the sg/ks hairs some npc use taken down? yes

 

were they taken down because of some permission crap? doubt it, that was just the excuse to take down a mod that was making shadow to another mod, serious stuff the endorse war^^

 

you are in deep shit if you care about that autorisation crap, good luck getting in contact with modders that no longer play the game, got their account deleted, or are dead

 

 

How exactly am I, or anyone else for that matter in "deep shit"?

 

Your posts seems increasingly desperate...trying to pull some meaning that was in no way shape or form implied. I never said that there are not mods posted without permission...in fact, I questioned the veracity of Pipdudes comments that the ported mods were done so legitimately. Looking at my post, I see that it seems to me to be more pro Skyrim, than it is in favor of Skyrim SE, simply based on the fact that the true measure of Skyrim SE cannot be taken until there is a SKSE64 and mods that take advantage of the extender so we can take a proper measure. Yet despite what I feel was clearly implied you lash out for no reason to once again defend the old guard...interesting...perhaps I should not wait for SKSE64 and try SE right now...your rather frantic arguments may have made Pipdudes case for him.  As for what I actually posted...

 

From your comment am I correct in saying you are ok with people porting mods without the necessary permissions? Whether mods are taken down by mod sites is not relevant. Some mod sites have integrity, some do not...the question I posed was more along the lines of how willing are we as a community to accept mod theft, and what lengths is the community willing to go through to self regulate and put a stop to it...your post is very relevant and appreciated because it shows an example that the global community seems willing to accept it...if we as a community continue to download, endorse, give kudos and whatever for stolen mods, then we, as a community are accepting and approving of mod theft.

 

Your dismissal of the question says much more about why the community is so accepting. Is it because people feel they have no power to stop it, or are we, as a community, so cynical that we feel that if we can not stop mod theft we might as well take advantage of it?

 

 

When you are in a debate, always keep in mind, just because we can do a thing, does not mean we must do a thing.  

Honor is being brave enough to do what is right when it may harm you. Honor is never wrong, it is not a choice, you have it or you do not.

Integrity is doing what is right even when everyone else says you are wrong. Integrity is never wrong, it is not a choice-you have it or you do not.

Valor is having the balls and the guts to fight anyone and everyone who says different just because you believe you are right, and you love a good fight, even if it is a fight you know you will lose. Valor, while just, can still be wrong, it is a choice. People chose to fight for dumb reasons all the time. People who chose to fight for honorable reasons, with integrity, are given medals...people who fight for dumb reasons go to jail...it is a subtle distinction, but give it some thought and maybe you will figure it out.

 

Is your argument based on Honor, Integrity, or Valor?

 

And always- "In matters of style, swim with the current; in matters of principle, stand like a rock" quote from Thomas Jefferson, who in retrospect didn't really live this value, so take it with a grain of salt...

 

 

 

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3. Total offense intended here...What dipshit came up with Oldrim and Newrim? That's a micro-aggression against original Skyrim, plain and simple. There is no need to invent a distinction because it is already there. There is Skyrim, and there is Skyrim SE. No reason for Newrim, Oldrim or any other distinction. It is not that hard to type SE after you type Skyrim. 

 

I have no idea who came up with it. But, I don't think it was intended as a micro-aggression. It just feels confusing to only write "Skyrim" or "SE" since "SE" is actually also "Skyrim".

 

And anyway, you must be ok with a micro-aggression if you're willing to engage in a direct-aggression by calling someone a dipshit, right? ;)

 

 

4. People say once SKSE64 comes out all the SKSE reliant mods will just get ported over. Do we know how much work that will be? How will the mods hook into the extender? Will it be a simple *modder pushes button* and, ok it's done...or will there be more to it...maybe far more to it...I have not heard Ashal or other authors who actually create SKSE mods weigh in on this, and I would not expect them to. They wont know until they see what they are given to work with.

 

They are building the new extender to use the same API. In other words, the names and usage of all of the functions it adds should be the same. So, when you run the mods with the new extender, they will run the same with no additional changes needed. That means there would be very little work involved in the scripts (nifs and other assets still need to be adjusted and repackaged but there are already tools for that).

 

That said, there are some mods that use custom dlls. Those would need to be updated some and republished to make them friendly with 64bit. It is some work. But, most custom dll plugins were very short pieces of code that would take a competent developer a half day at most to re-publish for 64bit.

 

If SKSE64 comes through as described, it will be relatively little work to port over most mods. If they are forced to compromise somehow with missing or changed functions, that could introduce some work. But, really, most mods used a small number of the same functions. So, I would think those "high traffic" functions will be built exactly the same.

 

 

5. Are we, as a community, ok with people porting over others work?  Pipdude, who I have no problem with-he has been very respectful and insightful on this topic-has mentioned that a large number of mods have already been ported over, I am quoting here from page 9:

 

"Many mods can be ported by just some guy. I don't see the down-side to that?"

 

"I agree. The many ports that I've seen include the "some guy" adding a note that they got permission."

 

Do every single one of these many have permission? Are the permissions verified? I could take a chance, port a mod that I did not get permission for, and claim that I got permission, but is that assumed to be 100% true? Keep in mind one of the main reasons modders stop publishing is mod theft. Do we want a cherished mod author who after a 2-3 year absence returns, excited about working in glorious 64 Skyrim, only to find his mod got ported without permission, and then decides "Oh HELLLL NO" and stops contributing?

 

I can't speak for any community at large. But, just observing the community at Nexus, they appear pretty dedicated to respecting original authors wishes. If someone published a mod without permission and the author complained, I would be surprised to hear that they wouldn't take it down.

 

I'm sure that there are many opinions about this. But, to me, if an author decided to stop making mods because someone re-used their mod without permission somewhere, they are either being a prima donna or have some ulterior motive beyond simply making a free mod. These are not commercial products. They were offered for free to begin with. So, re-use creates no actual damages.

 

 

 

SO from your comment am I correct in saying you are ok with people porting mods without the necessary permissions? Whether mods are taken down by mod sites is not relevant. Some mod sites have integrity, some do not...the question I posed was more along the lines of how willing are we as a community to accept mod theft, and what lengths is the community willing to go through to self regulate and put a stop to it...your post is very relevant and appreciated because it shows an example that the global community seems willing to accept it...if we as a community continue to download, endorse, give kudos and whatever for stolen mods, then we, as a community are accepting and approving of mod theft.

 

Your dismissal of the question says much more about why the community is so accepting. Is it because people feel they have no power to stop it, or are we, as a community, so cynical that we feel that if we can not stop mod theft we might as well take advantage of it?

 

 

Given his past comments, my guess is that he meant that you shouldn't expect mods to get ported over at all. I think that has already proven not to be true by the 5000+ mods already there.

 

I think that everyone wants to give credit to the person that did the work. If "mod theft" causes that not to happen, it's typically temporary and backfires on the mod thief in terms of "street cred". To me, the fact that someone wants to steal your free work should be seen as a compliment. Embarrassing for the thief. But, not the outrage of the century.

 

EDIT:

 

I'm not sure about your ENB questions. I just installed one of the more popular ENBs and feel that it's comparable with the look I was able to get in oldrim. It just runs faster now.

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In response to Pipdude-

I would have quoted your post but that would have been a quote of your quote of my long ass quote and I aint so good with spoilers and such :blush:

 

My main concern with un-authorized ports is the respect for the original authors work, and the potential loss of said modders future endeavors due to the porting. Let's face it, modders have left the community for far less and will again...I would rather we be pro-active in discussing how to prevent this from occurring.

 

As for the other guys response...no...just no...he linked a specific mod that had several other mods as dependents to show that requiring authorization was not realistic. Bullshit. I don't care how many authors need to be contacted, if you respect the genre you respect the authors...all of them. If you cant reach them, you don't port, plain and simple. That's just my take on it, maybe a little old school harsh, but it is what it is. No authorization, no port.  He was showing an example of why this is unrealistic...which, valid as his argument may be, still does not have integrity.

 

As for the ENB questions, I am looking for more detail on what features are in place, and are confirmed to be in process in SE.  I have done all the quests over and over plus more; I mostly play to get nice screenshots for my screen wallpapers.  Once Skyrim SE can surpass Skyrim in this I will change...but looking at the image gallery on Nexus for both I still clearly see superior shots coming from...sigh...damn you all for making me say it, :@

 

"Oldrim" 

 

 

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... Once Skyrim SE can surpass Skyrim in this I will change..

 

Your own post shows how impractical is to call Oldrim simply "Skyrim". And there is also Skyrim LE that is widely used when talking about mods that requite the DLCs. So establishing names following some strict logic is hard. People use Oldrim because it is practical and obvious. For me it also has a connotations of sympathy and even respect. People use it because they like it, you can't force a nickname, it just happens. People want to avoid calling any of the editions "Skyrim", that's why the most popular names for the old and new are Oldrim and SSE. They are both different editions of Skyrim and none of them is more Skyrim than the other :-)

 

 

About the porting. I think what the community prefers is when "some guy" wants to publish a converted mod he will contact the original MA and ask for permission. If the MA agrees then he will probably update the original mod's description to point to where the converted mod can be found. This is the best way. 

The real problem is with the "abandoned" mods. I don't think there is a real solution here. Maybe in some cases those mods will have open permissions but maybe they will not.  I'm pretty sure people have converted more mods and are not publishing them because of concerns about this. And we have the very fresh case with SAM that was considered abandonware and then it's creator returned and as result there was a several months long drama that affected a set of related mods created in line with the permissions of the mod at the time. 

So there is no correct answer here. For abandoned mods somebody will take the risk to publish a conversion, especially if there are other mods relying on them. 

Also "stealing mods" is something different than converting. I think with publishing converted mods without permission the problem is that you take control from the MA in deciding what to do with and how to distribute their mod. 

 

 

 

Added:

It also depends on how important the mod is considered to be in the grand scheme of things. 

A simple question, not for you but for everybody. Who will port SOS?  The last post by b3lisario is 9 months ago.  I'm really curious. SOS is a fundamental mod - lots of other mods depend on it. I'm not sure if there is an appointed "maintainer". What probably will happen is that "some guy" will port it and as long as he publishes is exclusively here on LL everybody will be happy as per the permissions of the original SOS mod. 

There is already a case with a mod for FO4 that is "too big to fail" and that suddenly disappeared in a way that is not clear what needs to happen. 

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From your comment am I correct in saying you are ok with people porting mods without the necessary permissions? Whether mods are taken down by mod sites is not relevant. Some mod sites have integrity, some do not...the question I posed was more along the lines of how willing are we as a community to accept mod theft, and what lengths is the community willing to go through to self regulate and put a stop to it...your post is very relevant and appreciated because it shows an example that the global community seems willing to accept it...if we as a community continue to download, endorse, give kudos and whatever for stolen mods, then we, as a community are accepting and approving of mod theft

 

 

necessary permissions? and from who?

http://www.loverslab.com/topic/21287-what-mod-is-this-vi/page-803

170120035902769049.jpg

what is that thing he call blablabliblibloblo? (sugar is sugar, won't call it something else)

skyrim blablabliblibloblo in google, oh... it's sugar

skyrim sugar in google, oh... that was already converted

http://yamatogame.web.fc2.com/02mod0nvhuangmod.html

 

and now the funny stuff

if you are to port sugar to sse, you need the autorisation of who?

- the russian who renamed it blablabliblibloblo?

- the one who port it from oblivion?

- the one who port it to oblivion?

- the one who sell on daz?

 

i don't know why you should care about the opinion of the ones who port it to x or y (porting it don't give them any right on sugar)

and i doubt you will get the autorisation of the one who is selling it in daz

 

so if you care about that... you can start deleting a lot of mods from your load order^^

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