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SE Compatibility Tracking (Jul 30)


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Posted
23 minutes ago, edtide25 said:

Are you sure? It says it got updated since Dec. 30 2021.

 seen that but it states its for AE now. I'm testing now and having no issues

Posted
13 minutes ago, linxlynxin said:

 seen that but it states its for AE now. I'm testing now and having no issues

 

It's said that for a while. It was updated to the old version of AE. It doesn't support the new version that needed a new address library. Basically, it supports up to 1.6.353. Not the current AE versions higher than that. It's a soft failure as I recall. You'd need to check the skse64.log to see that it's not loading right. The DAR log doesn't get updated since the DLL doesn't load.

Posted
18 minutes ago, zarantha said:

 

It's said that for a while. It was updated to the old version of AE. It doesn't support the new version that needed a new address library. Basically, it supports up to 1.6.353. Not the current AE versions higher than that. It's a soft failure as I recall. You'd need to check the skse64.log to see that it's not loading right. The DAR log doesn't get updated since the DLL doesn't load.

Ah, copy that. Im just going to keep using it myself. I have had 0 issues so far other than the initial warning 

Posted

For anyone curious: no, DAR has not been updated for 1.6.629+
There has been no activity on the page since December 30, 2021.

Mod author has not been online since Febuary 22, 2022 (thereabouts).

We are unlikely to see/hear much from them, given how they seem to have just vanished. Make of that (world events that happened around the same time) what you will - most likely coincidence.

 

Best chance is someone else RE'ing the mod and making a new version that is a drop-in replacement.

This is why open source mods should be the standard, not the exception - it throws a wrench into everything when someone decides, either on their own or by circumstance, to stop support/development for the mod.

Posted
9 hours ago, linxlynxin said:

https://www.nexusmods.com/skyrimspecialedition/mods/33746?tab=description
 Dynamic Animation Replacer has been updated for AE

 

 

 

9 hours ago, edtide25 said:

Are you sure? It says it got updated since Dec. 30 2021.

 

9 hours ago, linxlynxin said:

 seen that but it states its for AE now. I'm testing now and having no issues

 

9 hours ago, zarantha said:

 

It's said that for a while. It was updated to the old version of AE. It doesn't support the new version that needed a new address library. Basically, it supports up to 1.6.353. Not the current AE versions higher than that. It's a soft failure as I recall. You'd need to check the skse64.log to see that it's not loading right. The DAR log doesn't get updated since the DLL doesn't load.

 

8 hours ago, linxlynxin said:

Ah, copy that. Im just going to keep using it myself. I have had 0 issues so far other than the initial warning 

 

7 hours ago, VeraDra said:

For anyone curious: no, DAR has not been updated for 1.6.629+
There has been no activity on the page since December 30, 2021.

Mod author has not been online since Febuary 22, 2022 (thereabouts).

We are unlikely to see/hear much from them, given how they seem to have just vanished. Make of that (world events that happened around the same time) what you will - most likely coincidence.

 

Best chance is someone else RE'ing the mod and making a new version that is a drop-in replacement.

This is why open source mods should be the standard, not the exception - it throws a wrench into everything when someone decides, either on their own or by circumstance, to stop support/development for the mod.

there's a new person who's updating DAR but they said they can't work on it until at least february

Posted (edited)
On 12/12/2022 at 2:36 AM, tasairis said:

Added: Frostfall? SexLab - Warmbodies

 

The original file linked here is not compatible with SE as it was built for a really ancient version of Frostfall. The most recent SE conversion can be found at DeepBlueFrog's conversion page, however since its several years old, it's compatibility with AE is unknown to me.

Edited by belegost
Posted
7 hours ago, belegost said:

 

The original file linked here is not compatible with SE as it was built for a really ancient version of Frostfall. The most recent SE conversion can be found at DeepBlueFrog's conversion page, however since its several years old, it's compatibility with AE is unknown to me.

There would be no reason for it to not work with AE, provided it works for the latest version of Frostfall on SE (and no changes to how the mod works).

Posted (edited)
On 12/15/2022 at 9:25 PM, belegost said:

 

The original file linked here is not compatible with SE as it was built for a really ancient version of Frostfall. The most recent SE conversion can be found at DeepBlueFrog's conversion page, however since its several years old, it's compatibility with AE is unknown to me.

 

Ok, a bit of research later and some clarification. DeepBlueFrog conversion is a patch for original Warmbodies that was never converted to SE (or at least I can't find it). Therefore Warmbodies appears to be unusable on SE, much less on AE.

I was unable to find any information if it can be used "as is". Maybe I'll test it myself at some point but I'm not going to volunteer as a Guinea pig just yet. Unless someone trusted actually comes in and confirms it works I would remove it from the list entirely as to not confuse people.

 

SL Survival has similar feature built-in, if you don't mind A LOT of other stuff it adds on top.

Edited by belegost
Posted (edited)
On 12/20/2022 at 9:24 AM, belegost said:

I was unable to find any information if it can be used "as is"

 

Apparently DBF Warmbodies patch is a standalone and doesn't require original mod. Source.

 

Still waiting on confirmation if there are other unlisted requirements and on AE compatibility. For now I would suggest marking it as AE incompatible.

Edited by belegost
Posted
7 hours ago, belegost said:

 

Apparently DBF Warmbodies patch is a standalone and doesn't require original mod. Source.

 

Still waiting on confirmation if there are other unlisted requirements and on AE compatibility. For now I would suggest marking it as AE incompatible.

 

It's a plugin and scripts. it really doesn't matter if you use it on AE, SE, or even LE. Nothing really needs to be converted here.

Posted

This Version will allow users to select version of Skyrim they are using.
GOG, and Steam Supported.
Code is not mine, I just repackaged DLL's that ChuckSeven1, Onen, and a github user had available.

I am using the GOG Version and so far, it seems to be working. That said I recently reinstalled Skyrim and have not fully tested it.

  • 2 weeks later...
Posted (edited)

I have some more catching up to do, but this is finally live:

 

https://tasairis.github.io/compat/

 

That's a giant (6k+ mods) dump of nearly all the data I have to work with. It's also rather terse but should be self-explanatory. It is intended to be a searchable dump and not be as sophisticated as the first post is, like with categories and coloring and all that, and the vast majority of what's there are "LLDB", meaning I only have basic mod data and no information about compatibility.

With that in place, my next steps are to whittle down the first post to only just the most "relevant" or "active" or "popular" or whatever criteria it ends up being. I don't know how many that will be but it will definitely be much less than now. I intend to still post update activity like now, but a good number of those updates will probably only be reflected in that detailed list.

Edited by tasairis
Posted
10 hours ago, tasairis said:

I have some more catching up to do, but this is finally live:

 

https://tasairis.github.io/compat/

 

That's a giant (6k+ mods) dump of nearly all the data I have to work with. It's also rather terse but should be self-explanatory. It is intended to be a searchable dump and not be as sophisticated as the first post is, like with categories and coloring and all that, and the vast majority of what's there are "LLDB", meaning I only have basic mod data and no information about compatibility.

With that in place, my next steps are to whittle down the first post to only just the most "relevant" or "active" or "popular" or whatever criteria it ends up being. I don't know how many that will be but it will definitely be much less than now. I intend to still post update activity like now, but a good number of those updates will probably only be reflected in that detailed list.

wow

Posted
10 hours ago, ebbluminous said:

wow

IKR

 

20 hours ago, tasairis said:

I have some more catching up to do, but this is finally live:

 

https://tasairis.github.io/compat/

 

That's a giant (6k+ mods) dump of nearly all the data I have to work with. It's also rather terse but should be self-explanatory. It is intended to be a searchable dump and not be as sophisticated as the first post is, like with categories and coloring and all that, and the vast majority of what's there are "LLDB", meaning I only have basic mod data and no information about compatibility.

With that in place, my next steps are to whittle down the first post to only just the most "relevant" or "active" or "popular" or whatever criteria it ends up being. I don't know how many that will be but it will definitely be much less than now. I intend to still post update activity like now, but a good number of those updates will probably only be reflected in that detailed list.

 

Amazing. 

Posted (edited)

I was browsing Halofarm's Patreon today (after discovering that he has one) and noticed that he has just released AetherSuite 3.9.1 for download, and is now offering a native SE version as well, in case anyone was wondering what was going on with the mod since his previous release:  https://www.patreon.com/posts/aether-suite-3-9-76870122. No paywalls there.

 

Edit to add: Ershin (True Directional Movement) posted on their Patreon that they've already made some progress on Open Animation Replacer, but I can't see details without subscribing.

Edited by dweezer
Adding more info
Posted

When the {lite} version of AE came out, I was able to get the game to function pretty well, but later upgrades killed the game for me, especially the LL mods. Recently I went and bought the full AE version hoping to once again play Skyrim SE. Despite the excellent "Compatibility tracker", I have failed to get the game to work. I've done clean installs, minimum mods, to no avail. Can't get SKSE to load even the though, "Getskseversion" say's it there. The minute I start a game skse warning not loaded, SKUI not working, FNIS not working...blahh, blah, blah....I'm so frustrated. This was the best game I ever played for ten years and now...well, I will miss the LL people, and the game itself....

Posted
13 minutes ago, WorstPlayerEver said:

When the {lite} version of AE came out, I was able to get the game to function pretty well, but later upgrades killed the game for me, especially the LL mods. Recently I went and bought the full AE version hoping to once again play Skyrim SE. Despite the excellent "Compatibility tracker", I have failed to get the game to work. I've done clean installs, minimum mods, to no avail. Can't get SKSE to load even the though, "Getskseversion" say's it there. The minute I start a game skse warning not loaded, SKUI not working, FNIS not working...blahh, blah, blah....I'm so frustrated. This was the best game I ever played for ten years and now...well, I will miss the LL people, and the game itself....

Full AE or just the game patch for everyone + the 4 free CC, it doesn't matter. The only thing that matters is the exact product version of your skyrimse.exe file. From there you get the corresponding SKSE and do the same for any mod containing a dll file. The few mods that use a dll already support the latest exe version (SL, DD, SOS) and things like SkyUI or FNIS don't care about exe versions. So it's very likely that you're failing to install things properly, missing a requirement or mixing mods for different exe/SKSE versions. All things you can solve if you start by checking your exe version, install things correctly and confirm requirements.

Posted
30 minutes ago, WorstPlayerEver said:

Thank you "Just Don't"...I will do as you have said...I'm not even sure anymore what the requirements are anymore.

 

It's a lot to dig through to find the correct mods for your version. I would be thrilled if modders would list their files as SE640 or something so we could be certain. many do but oh well. Anyway I ramble a bit, I started posting to ask you that when you  did a full reinstall did you delete any left over files in your games install folder? I ran into an issue where left over mod files caused my game to fail repeated until I emptied the install folder and then reinstalled the game. now it all works very well. Loose files are evil.

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