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SE Compatibility Tracking (Jul 30)


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Posted
6 minutes ago, Kage777 said:

How and what mods even!?

lots of custom mods, ports , frameworks ect. 

 

which is why whenever this occurs, I get very upset,

Posted (edited)
1 hour ago, Kage777 said:

How and what mods even!?

 

Speaking as someone with only 324 active mods, it's really easy to rack them up if you count not just the regular mods (everybody's got like 100+ of those) but also replacers (no ESPs means no limit) and smaller ESL-capable mods with limited scope (like stuff to patch bugs or add items) plus there's SKSE DLLs (tons of little things they can fix and improve) and Creation Club (if you want those) and all of those have dependencies (and there's a good variety of those) - and then you discover sites like LoversLab, and then you discover the East Asian half of the Skyrim modding community...

 

It's not so much that you go out and download 1000+ mods (unless you cheat and use Wabbajack) but if you grab a few here and then grab a few more there and then find out there's a few more you just can't live without then you'll eventually find yourself with more mods than you can name.

 

Which is why we have tropes like "modding is the true endgame of Skyrim".

Edited by tasairis
Posted
16 minutes ago, tasairis said:

 

Speaking as someone with only 324 active mods, it's really easy to rack them up if you count not just the regular mods (everybody's got like 100+ of those) but also replacers (no ESPs means no limit) and smaller ESL-capable mods with limited scope (like stuff to patch bugs or add items) plus there's SKSE DLLs (tons of little things they can fix and improve) and Creation Club (if you want those) and all of those have dependencies (and there's a good variety of those) - and then you discover sites like LoversLab, and then you discover the East Asian half of the Skyrim modding community...

 

It's not so much that you go out and download 1000+ mods (unless you cheat and use Wabbajack) but if you grab a few here and then grab a few more there and then find out there's a few more you just can't live without then you'll eventually find yourself with more mods than you can name.

 

Which is why we have tropes like "modding is the true endgame of Skyrim".

Ok, makes sense. CACO needs like twenty patches on its own if you want to use it with like hunterborn and etc.

Posted (edited)

Kudos to tasairis and the rest of the community for making this transition period trackable.    I had been away from Skyrim for a few months and just fired it up to start a new playthrough to find out I had been updated.  Got things working well enough and started about 5 hours of play to find out I had been updated.

 

Then I found this thread.  It's epic.  I'll have to stick with Fallout 4 The Quest For Junk for a little while longer...

Edited by danoid22
Posted (edited)

HELP

 

I'm having difficulties with Jcontainers or creature framework. "Your installed JContainers in not compatible or you don't don't have it at all" I keep getting this error.  and i have Skyrim Special Edition. all my mods all have "SE" at the end so i know i have the right edition of the mods. i've been stonewalled by this for 2 and a half days now. anybody got a fix for this crap. i also used the "FullDowngradePatch" to get around the AE update. I have SKSE 2.0.20 for the Special Edition. I'm also using Vortex. I tried MO2 but i'm so use to Vortex plus i don't want to use another mod manager. I have SLAL. all my mods work. nothing is conflicting with each other. it's just Jcontainer And my creature framework is infinitely initializing.

Joke: The perfect song for this situation is "Help" by The Beatles.

Edited by TheeFranklinator
Posted
10 minutes ago, TheeFranklinator said:

HELP

 

I'm having difficulties with Jcontainers or creature framework. "Your installed JContainers in not compatible or you don't don't have it at all" I keep getting this error.  and i have Skyrim Special Edition. all my mods all have "SE" at the end so i know i have the right edition of the mods. i've been stonewalled by this for 2 and a half days now. anybody got a fix for this crap. i also used the "FullDowngradePatch" to get around the AE update. I have SKSE 2.0.20 for the Special Edition. I'm also using Vortex. I tried MO2 but i'm so use to Vortex plus i don't want to use another mod manager. I have SLAL. all my mods work. nothing is conflicting with each other. it's just Jcontainer And my creature framework is infinitely initializing.

Joke: The perfect song for this situation is "Help" by The Beatles.

 

Did you update jcontainers? This is AE, not SE, despite what it says. you need for skse ver 2.0.17 or 2.0.20.


image.png.cfc2ca14ab17df9938d55ac258ad2a20.png

Posted (edited)
10 hours ago, zarantha said:

 

Did you update jcontainers? This is AE, not SE, despite what it says. you need for skse ver 2.0.17 or 2.0.20.

 

There is a lot of misnaming possibly happening here.  An argument could be made that 1.6.342 is SE.  It doesn't become AE until you push the extra $$ to Beth to 'unlock' the AE content.  Anti-kudos to Beth for the confusion and extra money grab on a 10 year old game with actual new content (ES VI) several years away.  At first I thought AE was a rollout like SE that I got automagically.  And yes - ding!  There's a new version of Skyrim breaking all my mods.  But wait, it's not AE, it's 323 SE, no it's 342 SE.  If I can get a loading screen to happen, there's a reminder to spend $$ to get AE...

 

I'll stop ranting now.

 

The point is still valid, version numbers are very important.  Also, some updates might not yet be available in all places.  Sometimes you have to shop around.

 

Edited by danoid22
Posted
  • Skyrim Special Edition is the game - still
  • The "Anniversary Update" is what everyone got to put their game on version 1.6.318-- no, sorry, 1.6.323-- no, sorry, 1.6.342
  • The "Anniversary Upgrade" is a paid DLC
  • "Skyrim Anniversary Edition" is a Steam bundle of Skyrim SE + Anniversary Upgrade
Posted
6 hours ago, danoid22 said:

There is a lot of misnaming possibly happening here.  An argument could be made that 1.6.342 is SE.  It doesn't become AE until you push the extra $$ to Beth to 'unlock' the AE content.  Anti-kudos to Beth for the confusion and extra money grab on a 10 year old game with actual new content (ES VI) several years away.  At first I thought AE was a rollout like SE that I got automagically.  And yes - ding!  There's a new version of Skyrim breaking all my mods.  But wait, it's not AE, it's 323 SE, no it's 342 SE.  If I can get a loading screen to happen, there's a reminder to spend $$ to get AE...

 

I'll stop ranting now.

 

The point is still valid, version numbers are very important.  Also, some updates might not yet be available in all places.  Sometimes you have to shop around.

 

Your argument is technically accurate, but contextually pointless.  You should treat all versions of SkyrimSE.exe higher than 1.5.97 as AE for the sake of conversational accuracy so we can have a common frame of reference in dialog.  Anything else is just going to create unnecessary confusion when talking about compatibility between all the various components (SKSE, DLLs, etc.).

Posted

@tasairis The AE update for DD will be in the new beta release, once i finish converting. Not sure if you want to point to that or keep it at the normal SE release until DD is done with the current round of beta testing.

Posted
17 minutes ago, zarantha said:

@tasairis The AE update for DD will be in the new beta release, once i finish converting. Not sure if you want to point to that or keep it at the normal SE release until DD is done with the current round of beta testing.

 

Where is it?

Posted
18 minutes ago, tasairis said:

 

Where is it?

 

Haven't uploaded it yet, I've got to piece it together still. it's not a simple run it through CAO, since we've got all those HDT meshes, and all the bodyslide conversions.

 

When I do finish, it will be in the beta section on the DD troubleshooting post, and in the DD dev thread. I'll link the dev thread when i'm done. The version starting support for AE will be DD 5.2 Beta 3.

Posted
11 minutes ago, perkle said:

Faster HDT-SMP has been working fine for me on 323 and 342, when run with the racemenu previews.

 

It was crashing for me with smp hairs. just found an updated DLL for Faster HDT SMP on the forum thread, gonna try that tomorrow.

 

https://www.nexusmods.com/skyrimspecialedition/mods/57339/?tab=forum&topic_id=10699058

 

The actual download was: https://anonfiles.com/rcK6v6D6vc/Faster_HDT-SMP_AE_Test_Build_7z

Posted (edited)
On 12/20/2021 at 12:07 AM, zarantha said:

 

Did you update jcontainers? This is AE, not SE, despite what it says. you need for skse ver 2.0.17 or 2.0.20.


image.png.cfc2ca14ab17df9938d55ac258ad2a20.png

Yeah i got it to work. i installed JContainers version 4.1.13 and that version your showing me didn't work. this version has worked without any issues also i am using Creature Framework 1.1.0-pre2A-SE.7z 

 

Edited by TheeFranklinator

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