Venderin Posted October 15, 2022 Posted October 15, 2022 19 hours ago, blahity said: SoS SE Light has been working fine for me. Care to elaborate? Can I "use it" on existing save?
blahity Posted October 15, 2022 Posted October 15, 2022 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.
tasairis Posted October 15, 2022 Author Posted October 15, 2022 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 Also found a couple mods I had outdated information or requirements for so there have been a couple minor adjustments.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.
VeraDra Posted October 15, 2022 Posted October 15, 2022 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. 4
JarOfLove Posted October 16, 2022 Posted October 16, 2022 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.
Bellona Posted October 16, 2022 Posted October 16, 2022 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.
VeraDra Posted October 16, 2022 Posted October 16, 2022 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.
Uruin Posted October 17, 2022 Posted October 17, 2022 Fuz Ro D'oh SE has just had comments closed and in "Logs" it says that bugtracker was set to locked and permissions changed today, I sure hope this isn't a sign of the mod getting abandoned. 1
JimKhan Posted October 17, 2022 Posted October 17, 2022 Will they bring the compatible version of Racemenu to NexusMods? Or will it only remain on Patreon? Not really a problem for me, I'm just asking because I tend to mostly check my tracked mods on NexusMods.
DrHuge Posted October 17, 2022 Posted October 17, 2022 (edited) Do anyone know why the female skin change when sex starts. The Elder Scrolls V Skyrim Special Edition 2022.10.17 - 15.28.24.02.mp4 Edited October 17, 2022 by DrHuge
tasairis Posted October 17, 2022 Author Posted October 17, 2022 1 hour ago, JimKhan said: Will they bring the compatible version of Racemenu to NexusMods? Or will it only remain on Patreon? Not really a problem for me, I'm just asking because I tend to mostly check my tracked mods on NexusMods. RaceMenu has done this before: post a version on Patreon, let it sit there for a while, then eventually update it on Nexus too. No particular reason I've seen yet to believe there's something else going on.
Dazed_and_confused Posted October 17, 2022 Posted October 17, 2022 I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659) I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order. Should be compatible with the Tower Stone fix, as those are purely script changes. Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement. This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly. Source repo: https://github.com/bitnimble/SimplyKnock SimplyKnockDLL_640.7z SimplyKnockDLL_659.7z 2
In5inite Posted October 17, 2022 Posted October 17, 2022 32 minutes ago, Dazed_and_confused said: I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659) I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order. Should be compatible with the Tower Stone fix, as those are purely script changes. Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement. This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly. Source repo: https://github.com/bitnimble/SimplyKnock SimplyKnockDLL_640.7z 161.22 kB · 0 downloads SimplyKnockDLL_659.7z 161.22 kB · 0 downloads You my friend are a scholar and a gentleperson
Dazed_and_confused Posted October 17, 2022 Posted October 17, 2022 10 minutes ago, In5inite said: You my friend are a scholar and a gentleperson I just hope it works for others as well as myself; like I said, first time doing DLLs though I have extensive experience with other dev work. I've just noticed that the SoS DLL source code is uploaded, so I'm going to take the setup I made and try to get that one converted as well. Fingers crossed. 2
Guest Posted October 17, 2022 Posted October 17, 2022 so sos light works with the current AE version, how many mods require SOS full? think a few are body mods that use full as a base but right off idk for sure
In5inite Posted October 18, 2022 Posted October 18, 2022 1 hour ago, Dazed_and_confused said: I just hope it works for others as well as myself; like I said, first time doing DLLs though I have extensive experience with other dev work. I've just noticed that the SoS DLL source code is uploaded, so I'm going to take the setup I made and try to get that one converted as well. Fingers crossed. Works like a charm so far.
H0rnyH0rs3 Posted October 18, 2022 Posted October 18, 2022 Everytime I think about coming back to Skyrim a new Bethesta patch mess is going on!? Just why Todd WHY? Guess I'll be back in a month or two, unless there is another useless patch. I tip my hat to all the brave souls trying to keep this show going. 1
tasairis Posted October 18, 2022 Author Posted October 18, 2022 (edited) Added: Arsenic Conversions: ✅ Sweet Nothing Added: ✅ Crash Logger SSE AE VR - and hid the previous Crash Logger Added: ? Dwarven Cyborg Collection & -Biological Automaton Framework- Added: ? Lover's Hook Added: SexLab SE: ? Alternate Bukkake Textures Added: ✅ Spell Perk Item Distributor (SPID) Added: ✅ Stay At The System Page NG - replacing the other two SATSPs Updated: ✅ SKSE (alt: skse.silverlock.org) - now preferring the official Nexus upload over their website Edited: ✅ Proteus - less caps lock, updated mod requirements Edited: ✅ Sexlab Survival SE - adding a link to the conversions by Silvain Edited: ? Simply Knock SE - temporarily (?) linking to the updated DLL by Dazed_and_confused instead of SKSE64 DLL Edited: ✅ Wartimes - a daughter's tale - adding a link to the conversions by Silvain Tweaked some appearances, added a sort of table-of-contents at the beginning of the list (protip: the #s are reusable links) Edited October 18, 2022 by tasairis 2
Bellona Posted October 18, 2022 Posted October 18, 2022 3 hours ago, Dazed_and_confused said: I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659) I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order. Should be compatible with the Tower Stone fix, as those are purely script changes. Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement. This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly. Source repo: https://github.com/bitnimble/SimplyKnock SimplyKnockDLL_640.7z 161.22 kB · 5 downloads SimplyKnockDLL_659.7z 161.22 kB · 1 download Thanks for that! It works, but my settings are not being saved, it resets to 0%/0hs after loading the game. ~~~~~~ @tasairis - "Encounter Zones Unlocked SE" (by the author of Better Jumping SE) was also updated a few weeks ago, but I don't know how to test it. lol According to encounter_zones_unlocked.log, it is loading correctly.
naberyll Posted October 18, 2022 Posted October 18, 2022 8 hours ago, Dazed_and_confused said: I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659) I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order. Should be compatible with the Tower Stone fix, as those are purely script changes. Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement. This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly. Source repo: https://github.com/bitnimble/SimplyKnock SimplyKnockDLL_640.7z 161.22 kB · 7 downloads SimplyKnockDLL_659.7z 161.22 kB · 3 downloads Thanks! My Skyrim is an AE downgraded to SE - will this still work? Also does this still need the skse dll override?
naberyll Posted October 18, 2022 Posted October 18, 2022 14 minutes ago, naberyll said: Thanks! My Skyrim is an AE downgraded to SE - will this still work? Also does this still need the skse dll override? Yeah this doesn't work for me... crashing on game startup. ran with the original mod and Skse 2.0.20 since running with Skyrim SSE setup
Dazed_and_confused Posted October 18, 2022 Posted October 18, 2022 6 hours ago, naberyll said: Yeah this doesn't work for me... crashing on game startup. ran with the original mod and Skse 2.0.20 since running with Skyrim SSE setup In general, for DLLs in mods, you need one which is compiled with your given version of SKSE. For these DLLs, that corresponds to SKSE Version 2.2.3, which I should have put in the original posts along with game version. Once I can verify/resolve reports of settings being reset to defaults using these, I'll see about generating one for that SKSE version.
Dazed_and_confused Posted October 18, 2022 Posted October 18, 2022 11 hours ago, Bellona said: Thanks for that! It works, but my settings are not being saved, it resets to 0%/0hs after loading the game. ~~~~~~ @tasairis - "Encounter Zones Unlocked SE" (by the author of Better Jumping SE) was also updated a few weeks ago, but I don't know how to test it. lol According to encounter_zones_unlocked.log, it is loading correctly. I was not able to reproduce this. However, I do have a guess; is the PapyrusUtil.dll from Simply Knock overriding the one provided by PapyrusUtil itself? That could cause some problems, as it's an outdated version. Unfortunately that file is in the SE mod, so I don't have control over it. In my load order I've "hidden" it (and the one provided by SexLabFramework, though that one should be fine, I think) , and made sure PapyrusUtil's dll is the one that survives.
lordzallen Posted October 18, 2022 Posted October 18, 2022 There is a new Simply Knock dll. haven't tested it it but here it is https://www.nexusmods.com/skyrimspecialedition/mods/77283/?tab=description
Dazed_and_confused Posted October 18, 2022 Posted October 18, 2022 23 minutes ago, lordzallen said: There is a new Simply Knock dll. haven't tested it it but here it is https://www.nexusmods.com/skyrimspecialedition/mods/77283/?tab=description That is just a re-upload of the DLLs I put here, I also put them on Nexus. They are identical
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