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SE Compatibility Tracking (Jul 30)


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Posted
55 minutes ago, tasairis said:

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.

Thank  you. Almost panicked.

Posted

Hi, couple days ago geostorm69 mentioned that Bannered Mare Immersive Sexual Playground works as-is without conversion. Has anyone else tried it?  I have missing feet textures, misalignment on furniture, and dark heads

edit, feet/heads was a load order problem, fixed. Put earlier/higher in load order

Posted
3 hours ago, General Neondaze said:

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?

 

Yes i use a mod Manager. I will try it this way...

 

Also yes i included my loadorder

 

Quote

0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     Unofficial Skyrim Special Edition Patch.esp
  6  6     SexLab.esm
  7  7     SexLabAroused.esm
  8  8     ApachiiHair.esm
  9  9     ApachiiHairFemales.esm
 10  a     ApachiiHairMales.esm
 11  b     Devious Devices - Assets.esm
 12  c     Devious Devices - Integration.esm
 13  d     Devious Devices - Expansion.esm
 14  e     ZaZAnimationPack.esm
 15  f     Heels Sound.esm
 16 10     ClimatesOfTamriel.esm
 17 11     FISS.esp
254 FE   0 CBBE.esl
254 FE   1 AHZmoreHUDInventory.esl
 18 12     SexLabDefeat.esp
 19 13     SkyUI_SE.esp
 20 14     RaceMenu.esp
 21 15     RaceMenuPlugin.esp
 22 16     XPMSE.esp
 23 17     SOSRaceMenu.esp
 24 18     Schlongs of SkyrimSE - Light.esp
 25 19     AMatterOfTime.esp
 26 1a     FNIS.esp
 27 1b     UIExtensions.esp
 28 1c     AddItemMenuSE.esp
 29 1d     SlaveTats.esp
 30 1e     Devious Devices - Equip.esp
 31 1f     DeviouslyHelpless.esp
 32 20     UnreadBooksGlow.esp
 33 21     IcePenguinWorldMap.esp
 34 22     RaceMenuHH.esp
 35 23     female mannequins.esp
 36 24     LazyHeels.esp
 37 25     KitamiFollower.esp
 38 26     RaceMenuMorphsCBBE.esp
 39 27     iLuvLoading.esp
 40 28     SkyHUD.esp
 41 29     AHZmoreHUD.esp
 42 2a     NewmillerPiercings2.esp
 43 2b     NewmillerPiercings3.esp
 44 2c     LPSleep.esp
 45 2d     Shimmer Heels.esp
 46 2e     Remodeled Armor - Vanilla Replacer.esp
 47 2f     SexLab Submit.esp
 48 30     DD_Helpers.esp
 49 31     SkyCompleteLegendary.esp
 50 32     mslDeviousCaptures.esp
 51 33     BanneredMareImmersiveSexualPlayground.esp
 52 34     Deviously Cursed Loot.esp
 53 35     SimpleSlavery.esp
 54 36     Mystia.esp
 55 37     submissivelola.esp
 56 38     EtR_HearthfireDungeonAddon.esp
 57 39     East Reach House.esp
 58 3a     SexLab_Dialogues.esp
 59 3b     Signs_of_Skyrim.esp
 60 3c     kinkyKitty.esp
 61 3d     FNISspells.esp
 62 3e     Luxurious Seduction.esp
 63 3f     DM&SG.esp
 64 40     Deviously Enslaved.esp
 65 41     Lily Follower.esp
 66 42     TheEyesOfBeauty.esp
 67 43     Alternate Start - Live Another Life.esp
 68 44     Deviously Cursed Loot LAL AddOn.esp
 69 45     Bashed Patch, 0.esp

 

 

Posted
4 hours ago, jimmywon34 said:

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?

I tried to follow the 'Mods-have-to-be-resaved-in-the-CK-thing' to the source and ended up with somene saying that it is 'a good practice'.  And in fact it is nothing more and nothing less. 

To change the header you just have to open the esp in the CK, edit a value, undo your change and save it again. Easy thing. Most ppl forget to open the ESP in TesEdit and check it for errors BEFORE and AFTER resaving it. If you have no errors or the same errors (some of the errors are not really errors) you are good to go with the new header, If the errors change you better stick to the old one or correct them in the CK.   

Posted
8 hours ago, tasairis said:

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.

Thank goodness. I was already mentally preparing to another mess.

Posted
8 hours ago, Kargano01 said:

Also yes i included my loadorder

The load order isn't excessive so that shouldn't be the issue. However, I would highly recommend looking at the guide that can be found here: -

 

 

The suggestions included in the guide should hold true for any load order that includes LL mods, regardless of whether you \re using More Nasty Creatures.

 

If you are using loot you can ensure that LL mods stay at the bottom by creating a group and placing it at the end of the existing group set up.

 

Posted

I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this?

 

Spoiler

Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
...
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'.
Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'.
Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'.
...
Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'.
Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'.

 

Posted
1 hour ago, orgs1n said:

I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this?

 

  Reveal hidden contents

Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
...
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'.
Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'.
Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'.
...
Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'.
Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'.

 

Don't touch esp resaving in ck sometimes can cause problems so try it straight from oldrim and see if it works. There's a post just above from pfiffy try reading back a bit 

Posted
1 hour ago, orgs1n said:

I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this?

Have you tried running the mod as is, i.e. without converting to form 44!

 

It is not always necessary to convert to form 44,  (All the Skyrim mods I use are still form 43).

Posted
4 minutes ago, Bundybear33 said:

Don't touch esp resaving in ck sometimes can cause problems so try it straight from oldrim and see if it works. 

Yeah, I've yet to see a functional reason to change the form number of any LE ESP/ESM to make it work in SE.  Even if you have to change the name of a Master listed inside an ESP/ESM, you can use WryeBash to do that without having to mess with the CK.

Posted
18 minutes ago, 4nk8r said:

Yeah, I've yet to see a functional reason to change the form number of any LE ESP/ESM to make it work in SE.  Even if you have to change the name of a Master listed inside an ESP/ESM, you can use WryeBash to do that without having to mess with the CK.

Well I tend to veer on the side of caution. If top tier modders like Arthmoor and Mator say you should port to form 44 (link), then I'll go with that, or I'll just skip the mod until it's ported by someone who knows what they're doing. I don't want SE to become the crashfest that Oldrim was.

Posted
2 hours ago, orgs1n said:

I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this?

 

  Reveal hidden contents

 

ESMsiyfy the masters with wyre bash as long as you work on editng the esp in the CK, make a copy of the original ESP so you can load both files into TESEDIT for comparing,

Note: if saving in the ck removes the masters, readd thm with TESEDIT. You have to load all needed files there...

Posted
5 hours ago, orgs1n said:

I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this?

 

  Reveal hidden contents

Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
...
Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F).
Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'.
Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'.
Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'.
...
Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'.
Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'.

 

Try installing https://www.nexusmods.com/skyrimspecialedition/mods/20061 . With it you can load esp masters in the CK without losing them as masters. It also does a lot of other very nice things.

Posted
3 hours ago, orgs1n said:

Well I tend to veer on the side of caution. If top tier modders like Arthmoor and Mator say you should port to form 44 (link), then I'll go with that, or I'll just skip the mod until it's ported by someone who knows what they're doing. I don't want SE to become the crashfest that Oldrim was.

Artmor made LAL for SE  .. and I broke by resaving it...accidentially... (sidenote)

Arthmor said: 

Whether people want to believe it or not, yes, there will be problems from using incorrectly "ported" esp files that don't have the proper version 44 header. Up to and including random CTDs. This is something I've experienced personally when I tried to shortcut some of my own work in the early days. Don't shortcut. Do the ports correctly. That doesn't just include the ESP either. The BSA and any loose assets need to be accounted for too.

 

The main Problem with this statement is that it puts wrong priorities into the whole thing: I should be: Do ports correctly, don't short cut, BSA's and loose files need to be accounted and this usually ends in making edits with the new CK which will lead to an ESP file with the 44 Header. But as he put it, it makes ppl  think that simply resaving is the important part of the job and that is NOT the case. 

 

 

From the same article: 

 

  • SSE supports all form versions from 15 to the latest 44

  • the differences between 43 and 44 are minor if editing certain records, and nonexistent if not (Edit: see mator's post here for more details on record changes)

  • resaving in CK64 can actually break mods. This one I have experienced personally - edited v43 plugin works perfectly, whereas SSE won't even load after saving it in CK64.

Edit: Basically, no matter what version a plugin shows, you should be checking it in xEdit before using it. There are still tons of "ported" mods that have errors and/or reversions of SSE changes with both versions. As long as changes are properly carried over and any errors fixed, the version alone should not give you any issues, but by all means resave it in CK64 as well if it makes you more comfortable with using the plugin.

 

In other words: A good error free mod will work no matter what header it has, a bad mod will cause issues no matter what header it has. But simply resaving it will for sure make things worse....

Posted
26 minutes ago, Pfiffy said:

In other words: A good error free mod will work no matter what header it has

Mator plainly states in his reply that some records have changed. Among them is the very common VMAD, which happened to be what broke on this occasion, though xEdit found no errors either before or after the port.

 

Even worse, other records may also have changed, without it being known. I'd rather not risk using mods that don't survive Bethesda's own tool, though ironically, it's now working by the grace of a modder's edits to the CK.

 

Just for the record, I don't skip steps but diligently follow the porting procedure described here. This was the first occasion on which that approach failed so plainly.

Posted
On 1/8/2019 at 6:13 PM, h38fh2mf said:

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".

 

 

Sorry, I didn't have much time for a lot of testing, but it seems V3 works great. The problem is that the custom profile doesn't work, the game crashes when it detects "IFPVProfile.SL.config.txt". Here's a link to the .Net Script Framework crash log, if it helps you track down the issue (Unless I'm just doing something wrong and it's on my end.)

 

 

I did a few tests without that active, just with the settings present in the default config file and the passenger/custom profile active, I think the "Restrict side angle when looking down" setting should probably be set to 0 by default in the passenger profile since in acts strangely in quite a few animations, for example, it restricts the view when looking to one side, say the left, but it's fine when looking to the right. I think that's because "down" is relative to the ground (if I'm not mistaken), not the character's body, so if the character is in a weird position (upside-down, horizontal, etc.) it behaves strangely.

Posted
16 hours ago, kilmol8 said:

 

Sorry, I didn't have much time for a lot of testing, but it seems V3 works great. The problem is that the custom profile doesn't work, the game crashes when it detects "IFPVProfile.SL.config.txt". Here's a link to the .Net Script Framework crash log, if it helps you track down the issue (Unless I'm just doing something wrong and it's on my end.)

 

 

I did a few tests without that active, just with the settings present in the default config file and the passenger/custom profile active, I think the "Restrict side angle when looking down" setting should probably be set to 0 by default in the passenger profile since in acts strangely in quite a few animations, for example, it restricts the view when looking to one side, say the left, but it's fine when looking to the right. I think that's because "down" is relative to the ground (if I'm not mistaken), not the character's body, so if the character is in a weird position (upside-down, horizontal, etc.) it behaves strangely.

That was my fault, thanks for letting me know. I should be able to fix that crash, I will release a new version today anyway most likely.

 

The restrict angle (360 disables it not 0) I think it happens when the animation turns the character model but not the actual orientation of character. These are really bad to detect for me because there's no indication of this happening in the actual game, you may be right though not sure how else to fix than to disable restrict even if it lets you look at yourself.

 

Edit: the update is posted and that crash should be fixed but I still didn't test it.

Posted
2 hours ago, jimmywon34 said:

anyone ever tried converting this for their personal use?

 https://www.nexusmods.com/skyrim/mods/83178

 

author doesn't want to port it.

it requires USLEEP so it would have to be made to work with the new USSEP somehow correct?

looks like it's just textures and facegen nifs so with careful use of nif optimizer it "should" be fairly straight forward

Posted
46 minutes ago, Yinkle said:

looks like it's just textures and facegen nifs so with careful use of nif optimizer it "should" be fairly straight forward

yea but it is dependent on USLEEP, so I would probably need a guide how to make USLEEP dependent mods changed to use USEEP and carry forward the proper changes for unofficial SE patch. assuming it's possible and that the changes made in USEEP are similar or the same from the ones made from USLEEP.

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