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SE Compatibility Tracking (Jul 30)


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Posted
53 minutes ago, tasairis said:

Doesn't look like there was anything particularly tricky there?

True, but now it's there and no need for everyone indivdually to port it for him-/herself

Posted

Thank you so much for making the main post at the beginning so much cleaner and nicer. This thread is such a must have for SE users

Posted

Hello all. First let me thank you all for your greate work.

Now my Question. I have Tried to Install/Port these two Mods:

 

Deviously-Enslaved

 

and

 

More XDFF Rules

 

It looks there is nothing in the archive that made some complications. but after Porting ( Use the Guide from Langestone on Nexusmode)  and Activate it nothing is happend.

So i dont have any CTD but after a few houres playing no MCM Menu is upcomming (no "new Registered MCM Menu").

And in the Mod-Config from MC is also nothing to see.

 

Has anyone Ported this mode and can give me some hints ?

 

And yes sorry i am a newbi in Mods and also not native speaking English.

 

Many thanks and best Regards

 

Kargano

Posted
10 hours ago, jimmywon34 said:

has anyone tested this one in SSE?

 

 

I did some time ago. 

 

I was dissatisfied with its performance and removed after a number of trial 'playthroughs'. For me, it was very hit and miss regarding the desired outcome.

 

Others may have had better mileage.

Posted
16 hours ago, Kargano01 said:

It looks there is nothing in the archive that made some complications. but after Porting ( Use the Guide from Langestone on Nexusmode)  and Activate it nothing is happend.

So i dont have any CTD but after a few houres playing no MCM Menu is upcomming (no "new Registered MCM Menu").

I know of one person who said that Deviously Enslaved worked for them.

 

Enter

setstage SKI_ConfigManagerInstance 1

in the console and see if the messages appear.

 

Also check your Papyrus log for error messages that are related to Deviously Enslaved or More XDFF Rules.

Posted

Thanks for the Help.

The command has not helped. but the Papyrus log is full of errors.

 

I not really know how to interpret this Errors. so i have the log attached to this post.

 

If someone can take a look and give me some hints it will be really nice

 

But if no one have time for a short look it will be also fine.

 

I dont want stress others up. :)

 

Best Regards

 

Papyrus.0.log

Posted
22 hours ago, Kargano01 said:

Hello all. First let me thank you all for your greate work.

Now my Question. I have Tried to Install/Port these two Mods:

 

Deviously-Enslaved

 

and

 

More XDFF Rules

 

It looks there is nothing in the archive that made some complications. but after Porting ( Use the Guide from Langestone on Nexusmode)  and Activate it nothing is happend.

I ran a quick test on the above with an old save from my current playthrough.

 

Converted both to SSE by unpacking the BSA's. I did not convert the .esps to form 44 (this can cause more trouble than its worth).

 

The DE MCM installed straight away and included XDFF rules.

 

However, I would use this version instead. It will work straight out of the box, no conversion necessary. There are a whole bunch of options in the MCM not included in the original. Enjoy!

 

 

 

Posted
51 minutes ago, General Neondaze said:

I ran a quick test on the above with an old save from my current playthrough.

 

Converted both to SSE by unpacking the BSA's. I did not convert the .esps to form 44 (this can cause more trouble than its worth).

 

The DE MCM installed straight away and included XDFF rules.

 

However, I would use this version instead. It will work straight out of the box, no conversion necessary. There are a whole bunch of options in the MCM not included in the original. Enjoy!

 

 

 

Thank you for the help.

 

but after deinstall the 2 mods and made a clean save and reinstall DE iss allways the same... the MCM is not registering the menu.

 

this time i have also not converted to form44 ( last time i used the same download and i converted it. ) But no different.

 

Thanks anyway.

Posted
58 minutes ago, Kargano01 said:

Thank you for the help.

 

but after deinstall the 2 mods and made a clean save and reinstall DE iss allways the same... the MCM is not registering the menu.

 

this time i have also not converted to form44 ( last time i used the same download and i converted it. ) But no different.

 

Thanks anyway.

Is it safe to assume that you have SkyUI installed?

 

If so, the only thing I can think of is that another plugin with an MCM is conflicting. Sounds unusual but I had that happen to me a few months back.

Posted
1 hour ago, Kargano01 said:
the MCM is not registering the menu.

How many mods do you have with an MCM menu? To my knowledge the number of MCM entries is still capped to 128.

Posted

When you encounter problems of this nature with the MCM it is always a good tactic to start a new game with only the "problematic" mod and its' requirements enabled. This way, at the very least, you'll know if the mod has the potential to work.

Posted

I attempted to convert this to SSE

 https://www.nexusmods.com/skyrim/mods/48705?tab=description

 

but couldn't get it working.

is it possible that it is completely incompatible with the new textures for SSE, i'm using Fair Skin at the moment, CBBE.

or is something else going on as to why it wouldn't work for me?

I got it to show up in racemenu but selecting any of the options wouldn't show up on the skin.

 

same outcome for this mod I attempted as well.

https://www.nexusmods.com/skyrim/mods/49414

Posted
9 minutes ago, jimmywon34 said:

I attempted to convert this to SSE

 https://www.nexusmods.com/skyrim/mods/48705?tab=description

 

but couldn't get it working.

is it possible that it is completely incompatible with the new textures for SSE, i'm using Fair Skin at the moment, CBBE.

or is something else going on as to why it wouldn't work for me?

I got it to show up in racemenu but selecting any of the options wouldn't show up on the skin.

 

same outcome for this mod I attempted as well.

https://www.nexusmods.com/skyrim/mods/49414

If I remember right I have used this mod in the past without even converting it and it worked.
Also, by looking at the files, I don't see a reason why a conversion would be difficult.
So, I'm going to be a jerk and ask, when in the racemenu, you chose the texture and then colorized both of the boxes right?

Posted
On 1/4/2019 at 11:23 AM, kilmol8 said:

I just noticed you released V2, congratz !.

Tbh I was testing using FlowerGirls since SL's a rabbit hole I'm not sure I have time to go down on. There's also OSA's OSEX I have installed but not tested that yet. (but that's low priority vs SL & FG).

 

Anyway, thanks for the tips on the stabilizer, I'm still trying to find some good settings to "marry" gameplay ease together with immersive-ness (or POV sex in this case), and yeah now that you mentioned it, it does seem kinda jarring.

The only suggestion, if possible without too much headache, would be to activate the passenger profile via a configurable hotkey, it would act as a compatibility feature for mods that don't make use of keywords, and can be utilized with mods that generally fall outside the intended purpose (like pose, emote & other general animation mods).

 

Thanks for your work though.

Released V3 but also added custom profile support. Create a new file in the same directory as the config file called "IFPVProfile.SL.config.txt" in there write:
 

Condition_Enabled = 1
Condition_Keyword = "SLKeywordIdontKnowWhatThisIs"
Priority = 2400

After that write any settings from the main config file you want. But only write settings you want to actually change or "dirty edit".

 

When you find a configuration that works well share it with others.

 

My recommendation is to change stabilize ignore offsets to 0 or 5 or low value (default is 90) and use ignorerotation setting instead for example 10 value there or higher. This is better when the animation turns around the actors but keeps root node rotation same as before. If you use PositionFromHead or RotationFromHead to 1.0 the stabilize is not used at all.

 

PS: I didn't test if any of this works.

Posted
1 hour ago, J the Hog said:

If I remember right I have used this mod in the past without even converting it and it worked.
Also, by looking at the files, I don't see a reason why a conversion would be difficult.
So, I'm going to be a jerk and ask, when in the racemenu, you chose the texture and then colorized both of the boxes right?

huh, well how about that. maybe opening it up in CK and resaving was causing something to go wrong(I remember getting a lot of warnings or errors in CK). they both seem to be working now. just loaded them both up without converting the esp, also unpacked the bsa from the pubes mod, that was it.

if I don't resave it in CK will something go wrong with my save? or do I have to change their form ID in tes5edit or something?

i'm still a little unclear how to convert mods other than optimizing meshes and animations and unpacking bsa's.

Posted
3 hours ago, jimmywon34 said:

huh, well how about that. maybe opening it up in CK and resaving was causing something to go wrong(I remember getting a lot of warnings or errors in CK). they both seem to be working now. just loaded them both up without converting the esp, also unpacked the bsa from the pubes mod, that was it.

if I don't resave it in CK will something go wrong with my save? or do I have to change their form ID in tes5edit or something?

i'm still a little unclear how to convert mods other than optimizing meshes and animations and unpacking bsa's.

There is no clear answer to that. There are those that say fid 43 works fine as long as the mod is good and there are those that say fid 43 causes instabilities and needs to be converted to 44. What I do is try to convert to 44 and if that doesn't work for some reason I stay put at 43.

Posted

@J the Hog

Ok, i will try with a new game and only this mod ( and requirements of it ) enabled as soon i have time .

 

@orgs1n

This is not a proble, i have at the moment 50 +- menus in the MCM

 

@General Neondaze

:)Yes i have the SkyUI .. some other mods use this also.

 

I also think that this is interferenting with an other mod.

 

Many thanks for all the helps.

 

Posted
2 hours ago, J the Hog said:

There is no clear answer to that. There are those that say fid 43 works fine as long as the mod is good and there are those that say fid 43 causes instabilities and needs to be converted to 44. What I do is try to convert to 44 and if that doesn't work for some reason I stay put at 43.

how do I change the form version?

the form id says null reference and the form version says 43, so i'm assuming it's the form version I need to change.

is there a link with a walkthrough on how to do it?

Posted
3 hours ago, Kargano01 said:

I also think that this is interferenting with an other mod.

Are you using a mod manager that allows for profiles?

 

If so set up a new game with just the requirements to run SkyUI and DE. That should then confirm that the MCM works, and another mod was conflicting.

 

At the moment I am running 400+ plugins (including 30 SL plugins), with approx 70 MCMs. 

 

Are you able to post your load order for a look over?

Posted

PSA:

 

SKYRIM DID NOT JUST UPDATE

 

The update that Steam wants to push now is regarding the VC runtime, which is a very common library used by very many programs and games. SkyrimSE.exe has not changed, SKSE will keep working if you update, everything is okay.

 

edit: You can check update history easily on SteamDB.

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