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SE Compatibility Tracking (Jul 30)


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Posted
2 hours ago, evkron said:

I don't think so. The release notes suggest some other changes with the very vague:

  • General performance optimizations
  • Minor art and lighting fixes

I've not found any more info on what those actually entail.

 

How is that relevant? SE got those changes too.

Posted
1 hour ago, Ironeater said:

ok if you own SE and you Update grats you now have AE with the new engine that changes all the librarys and such and breaks skse you also get Fishing, Saints and seducers, rare curios and survival mode out of CC  for free the $20 upgrade unlocks all the other CC stuff and for any one that dosent own Skyrim for $50 you get skyrim AE plus the AE update with all the CC stuff  thats of i understand it at the moment

 

Correct.

 

 

image.png

 

Here is the list of DLCs for the game:

 

image.png

 

Skyrim SE received "Update 1.6" yesterday. This brings SkyrimSE.exe to version 1.6.318, and it also comes with assorted other changes.

 

image.png

 

 

image.png image.png

 

 

image.png

 

  • Skyrim "AE", as it's currently being used by people, is ambiguous.

It could mean the "Update 1.6" that all SE people (who already had the game installed) got for free.

 

It could mean the Anniversary Upgrade DLC that you pay $20 for in order to get all the CC mods. You buy this if you already have SE and you want the CC mods.

 

It could mean the Anniversary Edition bundle that you pay $50 for in order to get all of the above. You buy this if you do not already have SE and you want it, and you also want the CC mods.

Posted (edited)

yeah the thing with the Anniversary Upgrade DLC is kind of misleading all the Upgrades to skyrims systems that broke everything are in the 1.6 update. The DLC just unlocks all the CC stuff so you don't have to buy it all individually in the CC shop which would cost significantly more than $20 haha

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

Do you really think that they get obsolete?

I was hoping that, given the decision to use a new compiler that, while they were in there they'd take this opportunity to sneak in some fixes for the most common CTD issues, animation limit fixes, etc.

Edited by 4nk8r
Posted (edited)
1 hour ago, 4nk8r said:

I was hoping that, given the decision to use a new compiler that, while they were in there they'd take this opportunity to sneak in some fixes for the most common CTD issues, animation limit fixes, etc.

lol why the fuck would they ever do that? that is never going to happen. hell fallout 76 still has bugs from skyrim oblivion morrowind in it.

Edited by MadMansGun
Posted

I think that this is the punishment for not buying the CC stuff when it came out. 

I wonder if the dwarven mudcrab is included in the pet add-on? Maybe it has a model that can be used by animators....

Posted

Nexus already has quite a few mods which are patching CC items from AE. At this rate, I think we'll have to create a new Skryim section on LL for AE, and i can easily see another thread like this one for "AE compatibility" in the coming months.

 

As for discussion AE / SE stuff, i know there's been a major one on this thread:

 

 

Posted (edited)

If it ain't broke, don't fix it. Sticking with SE version is a no brainer for me. Never needed CC content with the several thousand mods in existence lol. I'm pretty sure there is already a fishing mod anyway. DLC's are optional downloads anyway, not manual downloads. I don't think it is really necessary to create an entirely new set of mods. Like it has already been stated, it just gives you some CC content unlocked and in return, breaks a lot of what is available.

Edited by dage7416
Posted
2 hours ago, dage7416 said:

On Nexus they released a patch to revert back if the game updates I believe.  Unofficial Skyrim Special Edition Downgrade Patcher at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

How to prevent Steam from ever updating Skyrim Special Edition ever again (works for me, at least)

  1. Disable Steam Cloud saves (Properties > General) - If you don't do this, I'm fairly certain the manifest will be recreated when Steam starts.
  2. Shut down Steam
  3. Move Valve\Steam\Steamapps\appmanifest_489830.acf to another folder on your system (or rename to something like appmanifest_489830-disabled.acf).
  4. Start Steam
  5. Look at your Steam Library (Elder Scrolls - Skyrim Special Edition should appear uninstalled).
  6. Forever more start Skyrim SE via SKSE64 launcher
Posted
6 minutes ago, Pfiffy said:

Damn! I have been missing for this soooooooo long... 

Dare we find out what mudcrab junk looks like?  After seeing the turtle's...

Posted (edited)
20 hours ago, tasairis said:

 

AE and SE are essentially the same thing.

I read it is written in a different visual net version, so mods like SSE Engine fixes need to be rewritten from scratch.

Mods that change skyrim on the engine level are the most exciting ones for me.

My decision to switch to AE will hinge on what gets ported and what doesn't, but i'm not expecting anything until several months from now to work like SE.

Edited by nun56unn5ufg
Posted
14 minutes ago, nun56unn5ufg said:

I read it is written in a different visual net version

yes apparently according to this post by pc gamer it's using vs 2019, scripts are running a tad too fast :)

Posted

Looks like I'll be doing a handful of more frequent updates for the next week or so, given that I'm keeping my tooling up and running and so that I can check on things a couple times a day.

 

Related news, apparently mods that use Address Library are not going to be immediately working once it (and SKSE) update, so those mods will need actual rebuilding. But it could be a simple matter of just rebuilding for many of them. Point is, there will need to be new releases of each. So the big list has been updated to not give those mods special treatment.

 

I'm also considering expanding this list to LE and SE compatibility - as in, also keeping track of SE mods that are compatible with LE. If I do then it won't happen very soon. Probably going to hold off on that until SE/AE settles down.

 

Updates below bring my list up to covering all LE mods with >=250K downloads.

 

Posted
21 hours ago, nun56unn5ufg said:

I read it is written in a different visual net version, so mods like SSE Engine fixes need to be rewritten from scratch.

Mods that change skyrim on the engine level are the most exciting ones for me.

My decision to switch to AE will hinge on what gets ported and what doesn't, but i'm not expecting anything until several months from now to work like SE.

Authors for SSE Engine Fixes (skse64 plugin) said "I don't plan to update this mod for AE. I simply don't have the time or energy to work on these things anymore."

This is a critical mod. It'll require expertise in creating DLLs to get it migrated, I'm not sure this will happen.

 

And then, there's USSEP (Unofficial Skyrim Special Edition Patch) that has been updated and no earlier versions available. Sounds rather intransigent to me.

 

Looks like Skyrim SE modding will become rather limited one way or another.

Posted
6 minutes ago, remodel said:

Authors for SSE Engine Fixes (skse64 plugin) said "I don't plan to update this mod for AE. I simply don't have the time or energy to work on these things anymore."

This is a critical mod. It'll require expertise in creating DLLs to get it migrated, I'm not sure this will happen.

 

And then, there's USSEP (Unofficial Skyrim Special Edition Patch) that has been updated and no earlier versions available. Sounds rather intransigent to me.

 

Looks like Skyrim SE modding will become rather limited one way or another.

Is there a Source code???

Posted
28 minutes ago, fred200 said:

 

USSEP does not interact with the engine. It should just run on AE. Anyone tried it?

 

Has caused no hiccups for me: no messages or crashes or weird stuff.

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