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SE Compatibility Tracking (Apr 23)


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1 hour ago, Shonen17000 said:

Well, almost nothing has updated to gog 1.6.1179 so far.

sad but true. At least only those 3 left.

most mods should work fine without an update as long as those 5 are working.

 

and I think the only real change for the GOG version was a fix for the menu "jumping" which pretty much was non existent if you used sky UI lol

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5 hours ago, elfdrow said:

maybe he is on 1179.

SKSE 2.2.6 and the address library already work for 1176 GOG but...

papyrus, racemenu and SSL SE, still haven't caught to the version change

1179 is, as far as I am aware, little more than bumping the version number for GOG to differentiate 1170 on steam and it.

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8 hours ago, VeraDra said:

1179 is, as far as I am aware, little more than bumping the version number for GOG to differentiate 1170 on steam and it.

pretty much XD

but it did in theory it did "fix" two or three  issues from the GOG version. Patch Notes Reddit

 

a bug that sometimes prevented the GOG SE from showing the "purchase the anniversary edition" prompt in the main menu... (because we know that is capital a sin in Bethesda's eyes)

a save bug (which has been there from the start, and I never noticed... probably SKSE fixed it)

localization fixes

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On 2/21/2024 at 4:01 PM, Duncan Idaho said:

 

What's wrong with the current version? Seems to be working fine. 

 

On 2/21/2024 at 5:01 PM, VeraDra said:

What, the mod that works just fine as-is on .1170?

 

The posts in the nexus section are all screaming it's broke on 1170

 

Papyrus Tweaks NG at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

I haven't tried it so maybe I'm just an idiot.

 

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On 2/22/2024 at 7:26 AM, VeraDra said:

1179 is, as far as I am aware, little more than bumping the version number for GOG to differentiate 1170 on steam and it.

Yup that's exactly that, skse and the the dlls couldn't differentiate gog and steam 1.6.1170, which is troublesome because the offsets aren't the same. So gog changed the version number to 1.6.1179 to resolve that issue, and that's the only difference between gog 1.6.1170 and gog 1.6.1179.

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8 hours ago, Shonen17000 said:

Yup that's exactly that, skse and the the dlls couldn't differentiate gog and steam 1.6.1170, which is troublesome because the offsets aren't the same. So gog changed the version number to 1.6.1179 to resolve that issue, and that's the only difference between gog 1.6.1170 and gog 1.6.1179.

There is something else, why would SKSE need to differentiate when they could just make two separate downloads like they always do. It would require another Address Library for gog only but it could be done. Most likely they don't give enough shit about gog to compile a specific skse. And gog changing the version was just a fortunate coincidence not for the sake of skse compatibility make no mistake.

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1 hour ago, swmas said:

There is something else, why would SKSE need to differentiate when they could just make two separate downloads like they always do. It would require another Address Library for gog only but it could be done. Most likely they don't give enough shit about gog to compile a specific skse. And gog changing the version was just a fortunate coincidence not for the sake of skse compatibility make no mistake.

Because it wouldn't work for the older dlls still working.

Besides gog changed the version AFTER the skse developper asked them too, and they did reply to him when he asked.
Just read the pinned comments on the nexus page for skse, he explained the whole situation and the reason why having both go and steam skyrim having the same version was a technical nightmare.

WHy do you think gog used a version 1.6.659 instead of 1.6.640 while both were nearly identical (the only difference bing the file skyrimse.exe which didn't have the drms and the creation club shop (and 1.6.1179 doesn't have the drms and the creations menu either). Due to these differences (and only to them) the address offsets were different and dlls strictly for 1.6.640 couldn't work on 1.6.659.

Edited by Shonen17000
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42 minutes ago, Shonen17000 said:

Because it wouldn't work for the older dlls still working.

Besides gog changed the version AFTER the skse developper asked them too, and they did reply to him when he asked.
Just read the pinned comments on the nexus page for skse, he explained the whole situation and the reason why having both go and steam skyrim having the same version was a technical nightmare.

WHy do you think gog used a version 1.6.659 instead of 1.6.640 while both were nearly identical (the only difference bing the file skyrimse.exe which didn't have the drms and the creation club shop (and 1.6.1179 doesn't have the drms and the creations menu either). Due to these differences (and only to them) the address offsets were different and dlls strictly for 1.6.640 couldn't work on 1.6.659.

So they already knew it was a technical nightmare and intentionally used a different version number previously but didn't do it again later. Sounds legit.

 

About your former statement that old dlls would stop working: which is better no dlls at all AND no script extender support for mods that use just scripts or just un updated dlls not working. You decide. If you don't see the lack of fucks given for gog idk what to tell you. Unless they really couldn't figure this out which just mean they are incompetent.

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2 hours ago, swmas said:

So they already knew it was a technical nightmare and intentionally used a different version number previously but didn't do it again later. Sounds legit.

 

About your former statement that old dlls would stop working: which is better no dlls at all AND no script extender support for mods that use just scripts or just un updated dlls not working. You decide. If you don't see the lack of fucks given for gog idk what to tell you. Unless they really couldn't figure this out which just mean they are incompetent.

At least they give you an easy to block the updates or downgrade and won't try to make you pay for mods...

Also, you don't even need gog galaxy to install gog skyrim, just grab the offline installer, install it, mod it and play as much as you want without fearing forced updates.

Edited by Shonen17000
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7 hours ago, swmas said:

There is something else, why would SKSE need to differentiate when they could just make two separate downloads like they always do. It would require another Address Library for gog only but it could be done. Most likely they don't give enough shit about gog to compile a specific skse. And gog changing the version was just a fortunate coincidence not for the sake of skse compatibility make no mistake.

That was official info by the SKSE team. They asked GOG to push a new update to differentiate executable versions. They have been making separate SKSE releases for GOG, but as per the official statements there were issues because of the Steam and GOG executables sharing the same executable version. And Address Library already contains bin files for the GOG versions.

 

Not sure what you get by questioning this or calling the SKSE team incompetent.

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4 hours ago, Just Don't said:

That was official info by the SKSE team. They asked GOG to push a new update to differentiate executable versions. They have been making separate SKSE releases for GOG, but as per the official statements there were issues because of the Steam and GOG executables sharing the same executable version. And Address Library already contains bin files for the GOG versions.

 

Not sure what you get by questioning this or calling the SKSE team incompetent.

Maybe stop blindly believing in "official" statements just cause they are "official" and do some critical thinking for yourself. Learning too spot bullshit is too much for some people apparently.

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2 hours ago, swmas said:

Maybe stop blindly believing in "official" statements just cause they are "official" and do some critical thinking for yourself. Learning too spot bullshit is too much for some people apparently.

If you bothered to use any critical thinking skills you'd probably begin to notice that the simple answer is more often than not, the correct answer.

 

the fewest number of mods break when Address Library can differentiate mappings between both versions. It requires the least amount of effort and is generally the most elegant solutuion to the problem.

 

Nothing is technically stopping the SKSE team from differentiating it themselves in the loader or DLLs, except for it's a stupid fucking idea that will inevitably lead to zombie code no one wants to maintain because it works around such a non-issue, especially when the SKSE team has direct communications with Bethesda. A very simple email of "hey, we see that in the pipeline, GOG is getting a release with version 1.6.1770, is it possible to bump the version number up to avoid communication issues?" which Bethesda almost certainly went "yeah sure, we'll make the GOG release 1.6.1179" because 9 was right next to 0 on the developers keyboard and it took them no effort to bump it and send it off to Jenkins or whatever build system they use to be built before release.

 

Literally seconds of work to avoid days or weeks of headaches, and the very real possibility of the GOG version being entirely neglected.

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7 hours ago, swmas said:

Maybe stop blindly believing in "official" statements just cause they are "official" and do some critical thinking for yourself. Learning too spot bullshit is too much for some people apparently.

same "critical thinking" as the flat earthers? Besides, that official statement you saw was just the final form of it, i've seen the entire statement change over time while the issue was resolved.

Also i'll remember you that the skse and address library teams AREN'T bethesda or microsoft employees, they are independant teams which are creating those tools for free, they have NO reason to do false statements. If they were affiliated to bethesda in any way, skse and address library would be directly integrated in the game.

Edited by Shonen17000
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7 hours ago, swmas said:

Maybe stop blindly believing in "official" statements just cause they are "official" and do some critical thinking for yourself. Learning too spot bullshit is too much for some people apparently.

You know what, that's really good advice.

 

From now on, I will stop believing any of your "official" statements.

 

Byeeeeeeeeeeeeeeeeeee!

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9 hours ago, VeraDra said:

If you bothered to use any critical thinking skills you'd probably begin to notice that the simple answer is more often than not, the correct answer.

 

the fewest number of mods break when Address Library can differentiate mappings between both versions. It requires the least amount of effort and is generally the most elegant solutuion to the problem.

 

Nothing is technically stopping the SKSE team from differentiating it themselves in the loader or DLLs, except for it's a stupid fucking idea that will inevitably lead to zombie code no one wants to maintain because it works around such a non-issue, especially when the SKSE team has direct communications with Bethesda. A very simple email of "hey, we see that in the pipeline, GOG is getting a release with version 1.6.1770, is it possible to bump the version number up to avoid communication issues?" which Bethesda almost certainly went "yeah sure, we'll make the GOG release 1.6.1179" because 9 was right next to 0 on the developers keyboard and it took them no effort to bump it and send it off to Jenkins or whatever build system they use to be built before release.

 

Literally seconds of work to avoid days or weeks of headaches, and the very real possibility of the GOG version being entirely neglected.

Whoever thinks waiting indefinitely for a hypothetical future update instead of just releasing a version that would just work is retarded or just doesn't care about gog.  Releasing skse even with no address library support would still be a better solution than no release at all. They could have released a version with dll loading disabled and still be better. But that is just too complicated for stupid people to understand.

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4 minutes ago, Shonen17000 said:

SKSE 2.2.6 for gog 1.6.1179 and the associated address library (v11) ARE released.... And since several days if not more than a week, check your "knowledge" next time.

Dude you are just dumb gtfo

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1 minute ago, swmas said:

Whoever thinks waiting indefinitely for a hypothetical future update instead of just releasing a version that would just work is retarded or just doesn't care about gog.  Releasing skse even with no address library support would still be a better solution than no release at all. They could have released a version with dll loading disabled and still be better. But that is just too complicated for stupid people to understand.

Literally what the fuck are you on about, beyond schizoposting?

 

SKSE team will not release a version of SKSE that doesn't support DLL injection because that would be fucking stupid and would be abandoned instantly. This also does not solve any problem.

 

It isn't up to SKSE to support Address Library, it's up to the AL devs to support the newer executable.

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8 minutes ago, VeraDra said:

Literally what the fuck are you on about, beyond schizoposting?

 

SKSE team will not release a version of SKSE that doesn't support DLL injection because that would be fucking stupid and would be abandoned instantly. This also does not solve any problem.

 

It isn't up to SKSE to support Address Library, it's up to the AL devs to support the newer executable.

I don't know what to tell you if you don't understand this simple concept. The point is to be replaced after the new version of gog skyrim release. Like every other fucking skse release. 

 

If you don't know  (I wouldn't be surprised at this point) skse is not only used for DLL mods.

Edited by swmas
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12 hours ago, swmas said:

Maybe stop blindly believing in "official" statements just cause they are "official" and do some critical thinking for yourself. Learning too spot bullshit is too much for some people apparently.

You're so full of shit lmao.

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Just now, swmas said:

I don't know what to tell you if you don't understand this simple concept. The point is to be replaced after the new version of gog skyrim release. Like every other fucking skse release. 

 

If you don't know if you know (I wouldn't be surprised at this point) skse is not only used for DLL mods.

I'm well fucking aware that "SKSE" stands for "Skyrim Script Extender" to extend the functionality of the Papyrus scripting language. This isn't nearly the "gotcha" you think it is - most mods either a) directly rely on SKSE (DLL mods), b) rely on another mod with a direct SKSE dependancy (non-DLL mods that make use of eg, po3's papyrus extender), or c) use a mix (DLL or non-DLL mods that will use some of the new functions added by SKSE, as well as a mod that is loaded by SKSE). You will rarely see d) a mod that relies on SKSE purely for the new papyrus functions, or e) a mod that only uses vanilla papyrus, with no dependancy on any other mod that directly or indirectly relies on SKSE.

 

The lack of DLL injection would make that version of SKSE completely pointless, as it would only cater to mods in group D and E.

A version of SKSE without DLL injection would be rightfuly ignored as it's only a minor step above a vanilla playthrough. It's a stupid idea that, again, defeats the largest used part of SKSE.

 

 

 

You do understand that releasing a gimped version of SKSE would still take time, right? Time better spent on literally anything else? Given .1179 was little more than a version bump, they probably *could* have released a GOG .1170 build, but that woud mean supporting a GOG .1170 build possibly for months or years. Which isn't something they'd liekly be keen on doing, Especially when they knew a .1179 version would be out around a week later.

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