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SE Compatibility Tracking (Jul 30)


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Posted

Using Papyrus Tweaks NG is so much faster

 

Personally, I noticed it with this scenario. Normally, with the mod Rape Tattoos, if you have a lot of tattoo packs, it can take a very long time for the MCM to fully open (for me, it usually took around half an hour). But with Papyrus Tweaks NG, it took a whole 5 seconds. If that isnt "retardedly massive speed improvements", then I don't know what is

Posted
On 11/15/2022 at 5:26 AM, MadMansGun said:

to give you all an idea of just how fast here is what blaze69 reported from his test:

 

(also i have added it to MNCSE's mod requirement list because it would be stupid not to have it in SE/AE games)

Just installed to try it out and the speed that sexlab registers animations is off the charts

Posted (edited)

Ok, I have tried to install it but I feel like an idiot. So, using MO2 you just install it like a regular zip mod file? Because I don't see an ini file to edit with MO2's ini section? Where else would it be?

Edited by Kage777
Posted
1 minute ago, Kage777 said:

Where else would it be?

Edited just now by Kage777

One can read on the mod page.

ini file is created on first start

Posted

Today is truly a good day for some essential mods being updated it seems.

 

Now, if SoS and DAR updated, I could finally get rid of the "Update Scheduled" thing in Steam...

(Plus Improved Camera and Animated Static Reload Fix, both of which are just nice to haves, but not mandatory).

Posted
14 minutes ago, VeraDra said:

Today is truly a good day for some essential mods being updated it seems.

 

Now, if SoS and DAR updated, I could finally get rid of the "Update Scheduled" thing in Steam...

(Plus Improved Camera and Animated Static Reload Fix, both of which are just nice to haves, but not mandatory).

sos 640 patch here

https://www.loverslab.com/topic/198049-any-modder-more-competent-than-me-willing-to-take-on-updating-sos-ae/?do=findComment&comment=3907178

sos 659 (GOG) patch here

https://www.loverslab.com/topic/198049-any-modder-more-competent-than-me-willing-to-take-on-updating-sos-ae/?do=findComment&comment=3922408

 

Posted

I noticed that the info on Untamed, more specifically Untamed 2, is very out of date. For anyone who only keeps track of Darkconsole via this website it would appear as if they haven't made any progress on it in years but it's actually on github. It's not finished and I haven't tried out the current version of the mod but if anyone wants to take the plunge, it's here.

 

https://github.com/darkconsole/dse-untamed-2

Plus a recent comment on their patreon. 

https://www.patreon.com/posts/revised-untamed-72562957

Posted

Just a note - Faster HDT-SMP does not work with SKSE 2.2.3

 

SKSE 2.2.2 will work with build 1.6.640, and FSMP will work with this version of SKSE

 

I found this out when I had to totally rebuild my mod list after an unplanned update to the latest AE, with no hope of rolling back to 1.5.97 (files not found on Steam)

Running with SKSE 2.2.3 and FSMP 1.49.0, items relying on FSMP would not work.

 

This includes GR Equipable Inari ears and Tails as well as all of the plugs from the Toys Framework of mods.

Rolling back my SKSE to 2.2.2, everything plays nice now.

 

DAR - Action does not work with 1.6.640

Best hope for a functioning DAR is spring 2023 according to the people working on it. (doodlezoid)

Posted

I've been wondering, with all these mods for Skyrim AE now, is LOOT still suitable to manage the load order? I still use it because I don't know enough about modding to manage load orders myself and Skyrim hasn't shown me any issues to date apart from small things.

Posted
49 minutes ago, JimKhan said:

I've been wondering, with all these mods for Skyrim AE now, is LOOT still suitable to manage the load order? I still use it because I don't know enough about modding to manage load orders myself and Skyrim hasn't shown me any issues to date apart from small things.

The existence of AE didn't change how we sort loadorders. LOOT is still a repository of rules, it should help you get a functional loadorder but as always it may  leave some stuff in less than optimal places. That's why you should create your own rules after checking things ingame or better yet checking at record conflicts in xEdit.

Posted (edited)
1 hour ago, Just Don't said:

The existence of AE didn't change how we sort loadorders. LOOT is still a repository of rules, it should help you get a functional loadorder but as always it may  leave some stuff in less than optimal places. That's why you should create your own rules after checking things ingame or better yet checking at record conflicts in xEdit.

I don't really use that many mods, I only have 64 plugins in NMM for the game which is the most I use among all my modded games, all the others are far fewer so LOOT typically makes them work well enough. I think I tried to use xEdit in the past but I wasn't that good with it. My knowledge with modding is pretty basic which is also why I typically lurk in these threads to possibly learn something.

Edited by JimKhan
Posted
1 hour ago, JimKhan said:

I don't really use that many mods, I only have 64 plugins in NMM for the game which is the most I use among all my modded games, all the others are far fewer so LOOT typically makes them work well enough. I think I tried to use xEdit in the past but I wasn't that good with it. My knowledge with modding is pretty basic which is also why I typically lurk in these threads to possibly learn something.

For that amount I wouldn't put much effort in conflict resolution TBH. LOOT should be enough to avoid the most obvious conflicts. Just verify patches are being loaded below the stuff they're supposed to patch, and follow the odd "load at the very bottom" instruction some mods have.

Posted
1 hour ago, Just Don't said:

For that amount I wouldn't put much effort in conflict resolution TBH. LOOT should be enough to avoid the most obvious conflicts. Just verify patches are being loaded below the stuff they're supposed to patch, and follow the odd "load at the very bottom" instruction some mods have.

I always check mod articles to see if something I'm using is listed in conflicts and if there are patches available, obviously. Generally, though, I only use mods that are very lore-friendly and enhance the game world so I don't expect to see any crazy conflicts. Might be worth it to look into xEdit again, though.

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