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SE Compatibility Tracking (Jul 30)


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Posted
Posted (edited)
Hi guys. I've taken the liberty of forking the repo and updating it to make it work with the latest version of Skyrim SE and SKSE. You can go here:
https://github.com/moraleja39/JContainers/releases/tag/v4.2.3
, download the 7z file and drop it into Vortex or whatever.

I've tested it a bit and seems to work fine (using AH Hotkeys). However I have never developed anything Skyrim-mod-related, so better backup your things and don't blame me for lost saves or your PC catching fire. Cheers!
  1.  
Edited by roselove
Posted

New version for JContainers available on GitHub, which is currently labeled as pre-release but I imagine it's probably fine. That also means the number of other mods that depend on it, like Creature Framework and SLAL, can now work too.

 

Still a bunch of mods not updated for the new SKSE stuff, but at least the "core" LoversLab experience, so to speak, is available for 640.

Posted
On 9/24/2022 at 2:20 AM, ebbluminous said:

It's not ragging, just use the downgrader on Nexus.

 

The first of these two updates caught me out, downgraded, been golden since :)

Yeah first no one said that they were all just like, "Well I never patch."

 

Secondly crap did that downgrader destroy ALL the mods... and I just didn't feel like downloading mods specific to the build that's 2 behind the build I started modding in. :)

 

Posted
On 9/24/2022 at 7:39 AM, Just Don't said:

Telling you the recommended approach and current solutions to your issue is not ragging on you. If you weren't prepared take this as a learning experience and move on.

Again,

 

the posts I responded to were not that but this is so off topic.

 

Posted

So Todd did it again, Skyrim Special/Anniversary is now available on GOG.

 

Sounds kind of promising? SKSE and Address Library are also available, so maybe any mod made for Steam Address Library 1.6.629/1.6.640 will work on GOG 1.6.659 straight out of the box.

I wonder about other tools... FNIS have that weird check in the Windows registries to know if the user's game is legit or not, right? Maybe it will detects GOG version as a pirate and refuses to run.

 

Vortex/ModOrganizer needs an update.

Posted
57 minutes ago, Bellona said:

So Todd did it again, Skyrim Special/Anniversary is now available on GOG.

 

Sounds kind of promising? SKSE and Address Library are also available, so maybe any mod made for Steam Address Library 1.6.629/1.6.640 will work on GOG 1.6.659 straight out of the box.

I wonder about other tools... FNIS have that weird check in the Windows registries to know if the user's game is legit or not, right? Maybe it will detects GOG version as a pirate and refuses to run.

 

Vortex/ModOrganizer needs an update.

FNIS will likely see the lack of the game being installed from steam and then will assume it's a pirated copy.

DRM is great, isn't it? 

Posted
4 hours ago, CaramellSundoffe said:

Dunno if yall know this but all of the Papyrus scripts currently aren't working so you may want to update the thing, Tasairis .

 

Huh?

Posted
22 minutes ago, tasairis said:

 

Huh?

For some reason (with latest Papyrus extender/util, Papyrus Tweaks and po3's Spellperkitem distribution) all from Nexus, MO2 can't load the .dll's because they don't support version  1.6.629 yet. So they're forcibly disabled unless you can tell me how to go around that. 

SkyrimSE_Xu8AUGaWx0.png

Posted
1 hour ago, CaramellSundoffe said:

For some reason (with latest Papyrus extender/util, Papyrus Tweaks and po3's Spellperkitem distribution) all from Nexus, MO2 can't load the .dll's because they don't support version  1.6.629 yet. So they're forcibly disabled unless you can tell me how to go around that. 

SkyrimSE_Xu8AUGaWx0.png

 

Papyrus, the scripting language used by Skyrim, is working just fine. It isn't related to your problem.

 

Congratulations: your game has updated, either to 1.6.629 or the current version 1.6.640. All your old SKSE mods won't work, and will continue to not work until (1) the authors update their mods and (2) you go out to Nexus to download them.

 

po3's Tweaks is not updated yet, so probably neither are their other mods.

 

Either you downgrade to whatever version of Skyrim you were on before, or you want until the mods are updated.

Posted
31 minutes ago, Rynnes Master said:

Okay, I'll bite.  What the hell is GOG? 

game distribution platform like steam, with the main benefit being no DRM, either from the platform itself, or bundled with the game, eg you will not see Denuvo on a game released via GOG (exceptions exist to the "no DRM" policy, such as codewheels still being present in older games, or when a game is in pre-release and only available to reviewers).

Usually, it's where publishers will put games once their games have fully run their course, or there's no DRM in the first place. Or the game has a cult following and the current license holders go "yeah lets make some extra money" and put them there.

 

There are some extra perks as well, like some much older games tend to have mods and tweaks pre-applied to get them working on a modern system, whereas a release on steam is almost certainly a "follow a guide someone made I guess?"

Posted

Hopefully we can get some Nemesis compatible creature animations soon as well. I was hating on nemesis due to the (seems intentional to me) lack of applying creature anims, but since I removed all creature mods from my LO and finally got Nemesis to work, it's the dog balls!

Posted
1 hour ago, nomkaz said:

it's the dog balls!

not without dogs it's not ?

 

1 hour ago, nomkaz said:

Hopefully we can get some Nemesis compatible creature animations soon as well. I was hating on nemesis due to the (seems intentional to me) lack of applying creature anims,

it is intentional, they don't want to support them.

Posted
2 hours ago, nomkaz said:

Hopefully we can get some Nemesis compatible creature animations soon as well. I was hating on nemesis due to the (seems intentional to me) lack of applying creature anims, but since I removed all creature mods from my LO and finally got Nemesis to work, it's the dog balls!

 

You can keep creature animations if you want them by using both FNIS and Nemesis: enable FNIS Behavior, run FNIS with everything and store the output in a "mod", disable FNIS, run Nemesis and store that output in another mod, run game. (IIRC.) With that you only need to rerun FNIS when you change creature animations, otherwise run Nemesis when you change NPC animations.

Posted (edited)
2 hours ago, MadMansGun said:

it is intentional, they don't want to support them.

Honest question, who's "they"? Nemesis has a GPL 3 license so basically open perms to do whatever people want with it as long as it's distributed under the same license.

I guess it's a combination of factors like lack of interest, technical knowledge or desire to provide such feature under that licensing. Also the fact that an already established software has this feature would further deter the efforts to implement creature animations into a different piece of software. But there isn't a monolithic "them" holding the power to do this.

Edited by Just Don't

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