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SE Compatibility Tracking (Jul 30)


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Posted (edited)

It's usually right in the file info when you go to download it. Explicit mention of both SKSE and game versions:

image.png.3a1886fd7c60afa88376644a3dc8bfef.png

 

If not simply check if the mod contains a dll (you can preview files from nexusmods itself or download latest version and open the file to see if there's a skse\plugin\*.dll somewhere). If it does contain a dll double check the description or file info in case it mentions a specific version, if not it likely works with any version as long as you have Address Library (which you should be using by now because it's a requirement for SL). If it doesn't contain a dll move on, you don't need to worry about version compatibility, just verify you meet any other requirement for that mod.

Edited by Just Don't
Posted
13 hours 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....

You're using several wrong versions of mods. Make sure they are all for the same game/SKSE version.

Posted
On 1/8/2023 at 8:47 AM, Ghostman7nz said:

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.

Funny you should mention that...after the clean install (I'm sure I did it right(?)) the first thing that happened when I started Vortex was a message about "Loose files"...I clicked "Fix" but now I am wondering if perhaps my clean install wasn't so clean.

Posted (edited)
1 hour ago, WorstPlayerEver said:

So I used "Skyrim SE guide" (for the mods, for minimum load out) from "Just Don't's" reply above, and made sure I used only those mods with the correct version as suggested by both Ghostman7ns and nomkas...as you might surmise, I've been at it for hours....(SOS was a complete failure.I removed it before taking the pic's below) what is wrong???  I actually ran the game thru character creation and the beheading scene. The MCM is empty but all the mods are loaded when I check "mods" in game. And according to the bottom image Sexlab failed big time......

Skyrim splash screen.png

game version.png

skyrim 1.png

skyrim 2.png

skse64 log 1.png

skse64 2.png

Sexlab log 1.png

At this point I think it might benefit everyone for you to start a new thread in the support section of the forum to prevent cluttering this thread. But I Don't see FNIS Fores new idles in skyrim installed, did you miss that critical mod or am I just not seeing it? NM I am blind and missed it

Edited by Ghostman7nz
Posted (edited)

You should know, the person who "ported" the Anub animation dump to SE deliberately didn't touch the included plugin to "keep it inofficial". Yeah, I don't know either.

So it's not SE compatible right out of the box, because the headers weren't changed.

Edited by clewecks
Posted
55 minutes ago, clewecks said:

So it's not SE compatible right out of the box, because the headers weren't changed.

This isn't an issue. SE can work with form 43 plugins and records. The records from that plugin surely don't require anything exclusive to form 44 plugins.

Posted

Well with that, literally every single mod I use apart from Improved Camera has been updated to 1.6.629+

 

This is truly a great day.

 

Time to update I guess.

Posted

I need a helping hand and not sure where to ask so I'll put here if that is OK I am right handed and I have left mouse button for the left hand and the right one for the right hand it is easier to use the left hand to attack and right to heal but my character does not have and drawing animations with the left hand and it is in LE and SSE (I don't have the AE update done yet ) so any help I would be very thankful for.

Posted (edited)
29 minutes ago, babylight41 said:

I need a helping hand and not sure where to ask so I'll put here if that is OK I am right handed and I have left mouse button for the left hand and the right one for the right hand it is easier to use the left hand to attack and right to heal but my character does not have and drawing animations with the left hand and it is in LE and SSE (I don't have the AE update done yet ) so any help I would be very thankful for.

Unfortunately, no.

 

Try looking at any of  the dual wield, or dual sheath mods available. If none of those have it, then no there isn't

 

KRB

Edited by Kae Arby
Posted

Another partial update.

 

  • List is in flux while I screw around with it
  • Automated which mods are in the list: only lists LE mods, and selects which to include according to download count
  • Removed the Converting and Problems sections since they're far less relevant than they used to be
  • Dropped the custom categorization/sorting of mods - all are listed according to their LL category
  • Not listing non-LL mods at the moment but they'll certainly come back in some form later

 

With the above in place, some of which I realize is going to be controversial but this is just the first iteration of it, that mostly frees me up to focus back on compatibility and ports and conversions and all that. For example, in the last couple weeks I noticed a couple mods starting calling themselves "SE/LE" so that's something I can look for (besides things like the "Special Edition Compatible" flag for mods). At some point I might also try to dig a little deeper into mod descriptions and see if I can build a mod topology map.

 

I've also got like four other projects going so... sigh.

Posted (edited)

I see MME (and addons) have disappeared from the list. Is it incompatible or...? I have been using it on AE (older AE) and it seemed to work.

Edited by FireSplitter
Posted

Your page is a very simplified and mega clear list. If it wasn't for the main downside that it takes a lot of time for you, but other than that it's a VERY useful page.
It saves a lot of time for others, it would not be bad if this page was at least partially replenished automatically.

Thanks a lot

Posted
On 9/24/2021 at 9:59 AM, beachpeachpeas said:

I did some edits to the dcc_ut_QuestController and dcc_ut_QuestLooter_TheLooter and scripts trying to find a workaround for the follow issue in SE. I've been using this quite a while and it seems to be working fine.

 

dc-untamed-v124.zip 1.27 MB · 5,993 downloads

Found this relating to Untamed 124. Haven't got a chance to test it out myself, but the reception in the forums seem positive and I plan to give it a shot myself once I got everything for my mod list. Credit goes to beachpeachpeas for their efforts.

Posted (edited)
On 1/18/2023 at 2:14 AM, FireSplitter said:

I see MME (and addons) have disappeared from the list. Is it incompatible or...? I have been using it on AE (older AE) and it seemed to work.

 

Anything not listed is because it didn't meet a threshold for showing up on the list. What I've done is removed much of the manual decision-making process of "do I put this on the list or not?" and replaced it by looking for the ~500 most downloaded LE mods (and currently the lowest has about 28k). The detailed list on github.io will cover absolutely everything I know of.

 

However, in MME's case, it turns out there's a bug in that logic that affects mods with "children". That'll be fixed in my update here in just a minute...

Edited by tasairis
Posted

Today's update focuses on SKSE mods. As mentioned earlier, there have been quite a few that updated for 629.

 

Posted
4 hours ago, tasairis said:

 

Anything not listed is because it didn't meet a threshold for showing up on the list. What I've done is removed much of the manual decision-making process of "do I put this on the list or not?" and replaced it by looking for the ~500 most downloaded LE mods (and currently the lowest has about 28k). The detailed list on github.io will cover absolutely everything I know of.

 

However, in MME's case, it turns out there's a bug in that logic that affects mods with "children". That'll be fixed in my update here in just a minute...

First of I would like to thank you for the work for this list. Interesting and smart to make the generation automatic. I would assume it is a nightmare to take care of the list manually. I was going to as about some other mods but, now, that explains it.

 

 

Posted
20 hours ago, tasairis said:

Today's update focuses on SKSE mods. As mentioned earlier, there have been quite a few that updated for 629.

 

 

Stay At System Page NG is the go to version now I think since it's version independant.

https://www.nexusmods.com/skyrimspecialedition/mods/76927?tab=description

 

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