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SE Compatibility Tracking (Jul 30)


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Posted (edited)

Unported mods going to start trickling in now. Takes a bit more work because I have to go more in-depth, but I'm in no rush since there are tons of these - so many I expect I will have to draw a line somewhere.

 

Current status: all LE mods with >500k(ish) downloads are now accounted for.

 

Edited by tasairis
Posted
5 hours ago, AWHA2 said:

@tasairis There seems to be a workaround to get Morphology working for SSE, see this post at the bottom of page 3

 

 

Doesn't really qualify as SSE convertible, but good to know.  Most people aren't up to dealing with xEdit and modifying mods.  Someone needs to produce some patches and upload them.  Wink, wink. Nudge, nudge.

Posted (edited)
On 11/6/2021 at 1:02 PM, 4nk8r said:

Doesn't really qualify as SSE convertible, but good to know.  Most people aren't up to dealing with xEdit and modifying mods.  Someone needs to produce some patches and upload them.  Wink, wink. Nudge, nudge.

 

It's close enough. At the very least marking it as convertible shows that it is possible to get it working with SE, and that's better than "lol i dunno".

Edited by tasairis
Posted

For SE  base creature mods link is outdated.. because some of new version (eg Creatuer Framework) just show old version link (which converted for the old version)

and not up-dated. (Topic author can only manage them)

 

, but Author confrim LE version CF  should work.. (though I am now trying it, but at least may better to up-date the CF link page (it is LE MNC (packeage), but download file are separated clear,)

 

because some user reprot it solve some issue which old  CF version converted for SE

https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/

(yes the CF found on the LE mod page works in SSE....or at least it should)

Posted (edited)

Damn it... There is already a skse Version for the runtime 1.6.317 and I get 1.6.318???

 

I wonder if there was a version 1.6.317

The downgrade patch didn't work for me. 

Edited by Pfiffy
Posted (edited)
8 hours ago, Pfiffy said:

Damn it... There is already a skse Version for the runtime 1.6.317 and I get 1.6.318???

 

I wonder if there was a version 1.6.317

The downgrade patch didn't work for me. 

Looks like they caught up to you.  There is a 1.6.318 version of skse64 available now.

Edited by 4nk8r
Posted
1 hour ago, 4nk8r said:

Looks like they caught up to you.  There is a 1.6.318 version of skse64 available now.

I hope the new one will last longer than the first version.... 

Posted
24 minutes ago, dage7416 said:

I found this while scrolling through the website and noticed it is not up here on the list. I lack the capability but I was wondering if someone could convert these animations/textures to SSE to be added to the compatibility tracking thread? Thank you.

SLAL_Pack-KomAnim+Apr02-komotor-0.2c.rar 85.12 MB · 2 downloads

 

The "legality" of Komotor's animations are cloudy.  I don't think these are sanctioned to be uploaded anywhere outside of Komotor's Patreon page.  They yanked posting permission for most of these a few years ago.  At any rate, go to NexusMods and look for Cathedral Assets Optimizer and convert your illicit downloads in the privacy of your own PC.

Posted
28 minutes ago, 4nk8r said:

 

The "legality" of Komotor's animations are cloudy.  I don't think these are sanctioned to be uploaded anywhere outside of Komotor's Patreon page.  They yanked posting permission for most of these a few years ago.  At any rate, go to NexusMods and look for Cathedral Assets Optimizer and convert your illicit downloads in the privacy of your own PC.

oh, woops. I guess that's a no then lol. My bad. I only started modding a few months ago and I found these from a few years back.

Posted

Go into steam folder and delete the steam manifest for the game and steam will no longer see it as installed and just launch from SKSE. This will keep it from ever updating if that is what your asking.

 

Mine looked like this: appmanifest_489830.acf

 

I just cut and pasted it to different location outside of steam folder was all.

Posted
9 minutes ago, scipher99 said:

Go into steam folder and delete the steam manifest for the game and steam will no longer see it as installed and just launch from SKSE. This will keep it from ever updating if that is what your asking.

 

Mine looked like this: appmanifest_489830.acf

 

I just cut and pasted it to different location outside of steam folder was all.

 

You don't even need to move it out of the folder or delete.  Just add something more to the filename so that it breaks the pattern matching Steam is expecting.

Posted

post here, too

deleting or renaming forces steam to recreate the manifest. Uninstall can only be done online via steam.

If you have set write protect, you loose this, as the new manifest is no more write protected.

Posted
5 minutes ago, Tlam99 said:

post here, too

deleting or renaming forces steam to recreate the manifest. Uninstall can only be done online via steam.

If you have set write protect, you loose this, as the new manifest is no more write protected.

AFAICT, renaming is enough for Steam to not even recognize the game is installed.  SSE shows as greyed out (not installed) in my Library view.

Posted (edited)
8 minutes ago, Tlam99 said:

I got steam started but not online and deleted the manifest. Right away a new manifest has been generated.

 

Weird.  I can't reproduce it.  My Steam is online and stopping and starting it doesn't make it reappear.

 

Edit: the .acf I'm renaming is located in my Steam\steamapps folder

 

Edit2: I'm pretty sure I stopped Steam BEFORE I renamed the file.

Edited by 4nk8r
Posted

I've finished my teardown of the AE update, if you're interested in more details of what they changed in the data files.
https://www.reddit.com/r/skyrimmods/comments/qs1tf5/teardown_of_the_16318_aepocalypse_update/

 

I'm working on updating the first post but the part that generates and shows the update status for SKSE mods needs updating, so it might not be until tomorrow morning when I update.

 

Posted
7 hours ago, MadMansGun said:

horse mod conflicts a

Your solution addon  horse male stuff is now replaced by a metal armor.

No need for a dick, it's anyway covered by a metal cuircas ?

Posted (edited)

Got my stuff caught up.

 

  • Added: Achievements Mods Enabler - added back to the list
  • Edited: SKSE64 - the preliminary AE version does not load plugins yet
  • Edited: SSE Engine Fixes - unmarked as using Address Library because parts of it do not
  • SKSE-based mod list is in flux. Check the list at the top of the first post for updates.

 

Some important notes:

- SKSE's "preliminary version" is mostly a preview for mod authors. It does not actually load plugins so no SKSE mods at all will work - except a couple which use custom loaders.

- Some mods that have "updated" have only done so by building their plugin against the updated SKSE code. So again, they will not load in the game.

- SSE Engine Fixes's current maintainer (Fudgyduff) and original author (aers) have both said that they do not intend to update any of their mods to AE.

Edited by tasairis

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