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SE Compatibility Tracking (Jul 30)


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Posted
27 minutes ago, IceBlazeWinters said:

getting closer to being able to play my game again

 

but i still need:

adx

sos ae

bug fixes sse ae

dar

papyrus extender

seasons of skyrim

payload interpreter

SOS has a patch to bypass the dll

Posted
41 minutes ago, IceBlazeWinters said:

getting closer to being able to play my game again

 

but i still need:

adx

sos ae

bug fixes sse ae

dar

papyrus extender

seasons of skyrim

payload interpreter

 

 

Update is being worked on for SOS, no clue when it will be available, was just noted they were working on it about 2 weeks ago.

Posted (edited)
18 minutes ago, In5inite said:

SOS has a patch to bypass the dll

Which introduces bugs (doesn't distribute scholongs to custom races), also cause performances hits some don't want and/or can't handle.

Edited by SonsOLiberty
Posted
1 hour ago, In5inite said:

SOS has a patch to bypass the dll

the papyrus version has, like any papyrus implementation of an SKSE mod, some major flaws.
Much slower, and has more limitations.

Stick to the SKSE version when possible.

Posted
On 10/12/2022 at 8:11 PM, jalog100 said:

this list was always a good guide to know what i could and what not to use, but i think that the format is not doing good anymore, there is 4 and more coming versions

i saw other list of skse plugings and had a good setup

 

|name of |works in 1.5.97?<yes><no> |works in 1.6.353?<yes><no> |works in 1.6.640?<yes><no> |works in gog?<yes><no> |

|the mod|link to version compatible      |link to version compatible       | link to version compatible       |link to version compatible  |

 

because there are a few mods that have a NG version or are on patreon or other mod page for the updated version

 

Yeah.

 

It doesn't help that Bethesda is beating the horse to death: Switch, GOG, Epic, the couple PC updates... recently, nevermind Windows Store and the SE/AE nonsense we've been putting up with for the last year. Even people who don't care are getting screwed because to download an SKSE mod you have to know SE vs. AE and the differences between the two AEs. Fortunately we've got Address Library and CommonLibSSE but there's still some education you've being forced into.

 

And I'm just not going to play along with it. The list is PC only, Steam only, latest version only. Fuck the rest of that other bullshit.

Posted
17 minutes ago, Venderin said:

Care to elaborate? Can I "use it" on existing save? 

SoS Light works fine with Sexlab and since it doesn't use a dll it works with the lastest versions of Skyrim. It doesn't have an MCM to adjust length so every schlong is the same length. I don't know if I recommend just dropping it in an existing save as the esp is named differently than regular SoS.

Posted

So yeah, we're three weeks in and most things have updated. Also found a couple mods I had outdated information or requirements for so there have been a couple minor adjustments.

Some bigger holdouts like CACO, DAR, and SoS still to go, but I intend to take down the tracking stuff next week when we hit the one month mark.

Posted
19 hours ago, SonsOLiberty said:

ConsoleUtilSSE updated now, so you can use this or I guess the other version that should work in any version hence forth

 

ConsoleUtilSSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Personal recommendation, would suggest sticking to ConsoleUtilSSE NG, Ryan (maker of ConsoleUtilSSE) decided to change the license (from MIT to CC BY-NC-ND 4.0 (Creative Commons, Non-Commercial, No Derivatives)) and make ConsoleUtilSSE closed source.

Posted
14 hours ago, VeraDra said:

Personal recommendation, would suggest sticking to ConsoleUtilSSE NG, Ryan (maker of ConsoleUtilSSE) decided to change the license (from MIT to CC BY-NC-ND 4.0 (Creative Commons, Non-Commercial, No Derivatives)) and make ConsoleUtilSSE closed source.

Guess hes working on a huge update then.

Posted
6 hours ago, JarOfLove said:

Guess hes working on a huge update then.

Ryan used to keep the source code available and open permissions for all his mods, his intention was something like "in my absence, you can update it to new versions". I'm not sure there is any license that meets these requirements... MIT license doesn't really work like that, it basically gives full control as long as credit is given to the original creator.

 

Quick Loot EE (Quick Loot RE fork with icons) was created, Ryan requested its removal, however the author is not actually violating this agreement, so it was not removed by the NexusMods administrators. So Ryan now uses CC BY-NC-ND 4.0, which basically locks everything, if their mods ever need updates, it can't be done by other users.

Posted
9 minutes ago, Bellona said:

Ryan used to keep the source code available and open permissions for all his mods, his intention was something like "in my absence, you can update it to new versions". I'm not sure there is any license that meets these requirements... MIT license doesn't really work like that, it basically gives full control as long as credit is given to the original creator.

 

Quick Loot EE (Quick Loot RE fork with icons) was created, Ryan requested its removal, however the author is not actually violating this agreement, so it was not removed by the NexusMods administrators. So Ryan now uses CC BY-NC-ND 4.0, which basically locks everything, if their mods ever need updates, it can't be done by other users.

The only way to give users permission to update your mods is to also give them permission to modify and distribute said modifications. Otherwise, there is no way to get changes made available.

 

Ryan relicensing their mods under the new license (ignoring any other issues, like if they bothered to ask any other contributor to agree to the new license, if MIT even allows you to relicense, etc) essentially says they never intended other people to fork the mod then upload it to a new page, and instead just assumed people would make the change and submit a PR.

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