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SE Compatibility Tracking (Jul 30)


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Posted
On 1/23/2023 at 7:52 AM, tasairis said:

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

 

So been using this list for a while as a lurker and not sure what the criteria should be (Apologies did not read 300+ pages of comments) however not sure why Quick Loot RE is listed as taken down:

 

https://www.nexusmods.com/skyrimspecialedition/mods/21085

Posted

There was a mod on this list (or is, and I'm blind) that enabled me to randomize (by percentage) body parts of NPCs. If I remember correctly, there were two mods, the second one dependent on the other. I think one of them was on Nexus, and the other on LL. Sounds familiar to anyone?

Posted
9 minutes ago, lanaya1437 said:

There was a mod on this list (or is, and I'm blind) that enabled me to randomize (by percentage) body parts of NPCs. If I remember correctly, there were two mods, the second one dependent on the other. I think one of them was on Nexus, and the other on LL. Sounds familiar to anyone?

Obody on Nexus is the most current and supported one that I'm aware of.

Posted
2 hours ago, lanaya1437 said:

There was a mod on this list (or is, and I'm blind) that enabled me to randomize (by percentage) body parts of NPCs. If I remember correctly, there were two mods, the second one dependent on the other. I think one of them was on Nexus, and the other on LL. Sounds familiar to anyone?

I THINK I've encountered the mod you're thinking of before, but it required a lot of work to set up because of how it used bodygen, so I ended up settling on NPC Body Scale Randomizer because it was so much simpler.

Posted (edited)
18 hours ago, GermanEngineeredMachine said:

Is there a mod that adds compatibility between Sexlab Inflation Framework, Fill Her Up Baka Edition, and OStim OpenSex?

Somone will have to get perms and rebuild those mods to make a full Ostim version. Other S.L. mods and anims have been converted to work with Ostim. They are on Nexus, so I'd probably start with asking one of the people that did those conversions. That involves rewriting scripts and creating new call hooks for Ostim, which is so far apart from a  simple LE to SE conversion, it takes a lot more work and knowledge. Ostim NG is a completely different animal that Sexlab from what I understand. I run both Sexlab and Ostim NG without any issues. SO you could run them side by side as well, at least until the stuff you want get an Ostim NG version built. From what I understand a patch will not cut it.

Edited by nomkaz
Posted
On 1/31/2023 at 5:55 AM, marasdask1972 said:

works for Skyrim SE.  Just download and install then open CK with this as the active file and save

There's really no need to resave any ESP in CK for SE. I've discovered in converting over 100 mods for SE, that sometimes converting the esp to Form 44 by resaving in CK can/will break scripts, causing the mod to no longer function properly. This is not a hard and fast rule, but a possibility. Skyrim SE/AE does not care about the form ID being 43, or 44. Form 43 being an issue with SE engine is a long debunked myth. Textures, Meshes, .DLLs, and animations are the real issue with converting. If a mod doesn't have any of those, it will work just fine without any converting at all.

Posted
On 1/25/2023 at 7:56 AM, BinaryMisfit said:

So been using this list for a while as a lurker and not sure what the criteria should be (Apologies did not read 300+ pages of comments) however not sure why Quick Loot RE is listed as taken down:

 

https://www.nexusmods.com/skyrimspecialedition/mods/21085

 

My link was going to a GitHub page that is no longer public, so I assumed that meant it had been removed. I hadn't even considered checking if it had been uploaded to the Nexus.

Posted
  • Added:  LabiaVariants SE BodySlide [HDT & CBPC]
  • Added (back):  Quick Loot RE - linking to a version on Nexus that I guess I missed?
  • Added:  SL Peeping Tom
  • Edited:  Improved Camera - link to preview release 5, still not yet available for newer AE
  • Taken Down: 42 mods by author Z*** whose profile has been removed
  • All mods that are Special Edition Compatible (or not) will automatically be marked as compatible (or not) unless I have more specific information

 

About that last line: I'm still going to manually check most of those mods, in case there's something worth noting or whatever, but at least they'll be marked compatible/incompatible until I do.

Posted
On 7/23/2021 at 8:55 PM, judge007 said:

 

Found this one was causing CTDs later in the game,

opened the archive and the meshes were still "stripified"

as well as the textures were not in "powers of 4" sizes

 

I hope you don't mind, I re-converted it to have meshes in BSTriShape format and the textures in BC7 Linear with sizes in "power of 4"

 

CCAS v14dSE.7z 25.19 MB · 2,169 downloads

Is anyone using this with Skyrim SE AE? I have tried to use it and got some issues with the quests, textures and character movement lock. Also sexlab scripts would not start up after first scene. 

Posted

I been trying to make amputator framework work for 1.640, tried different version, the ones in the list don't work at all, found another one that at least shows up and works except it doesn't remove any limbs.

Posted
4 hours ago, SaekoDovahkiir said:

I been trying to make amputator framework work for 1.640, tried different version, the ones in the list don't work at all, found another one that at least shows up and works except it doesn't remove any limbs.

Yeah that's as far as I ever got.

 

Posted (edited)

Why is Elsie LaVache crossed out? I've gone through the post and don't see any warnings or complaints about SSE not working or having issues.

Edited by furel
Posted (edited)

Does anyone know if there is a working version of Player Rotation in Racemenu for AE?   The one on Nexus says updated, but it dont seem to want to work in my game.

 

well I looked online and the Player Rotation mod is still set....

 

PlayerRotation
PlayerRotation Loaded
Loaded database for SkyrimSE.exe version 1.5.97.0.
Main
   KeyCode  =  257
   Sensitivity  =  0.500000
 

Well that explains that I guess :)

Edited by RamasesII
Posted
50 minutes ago, RamasesII said:

Does anyone know if there is a working version of Player Rotation in Racemenu for AE?   The one on Nexus says updated, but it dont seem to want to work in my game.

 

well I looked online and the Player Rotation mod is still set....

 

PlayerRotation
PlayerRotation Loaded
Loaded database for SkyrimSE.exe version 1.5.97.0.
Main
   KeyCode  =  257
   Sensitivity  =  0.500000
 

Well that explains that I guess :)

 

Cruised through the comments as it's been a while since I looked.  Try this instead:
https://www.nexusmods.com/skyrimspecialedition/mods/72937

Posted (edited)

@tasairis how easy would a sunhelm patch be for the SexLab Survival mod?

 

edit: nvm, heat & hunger give it a round about way for compatibility, it wont have salty cum, but its close enough. i looked at the script for sexlab survival and id need to make a new addition for the sunhelm, so...no thanks, lol

Edited by ravensm785
Posted
1 hour ago, ravensm785 said:

@tasairis how easy would a sunhelm patch be for the SexLab Survival mod?

 

edit: nvm, heat & hunger give it a round about way for compatibility, it wont have salty cum, but its close enough. i looked at the script for sexlab survival and id need to make a new addition for the sunhelm, so...no thanks, lol

 

Sunhelm is SkyrimSE only. Sexlab Survival is developed for SkyrimLE, the SkyrimSE version is a conversion without any modification to features.

 

 

Posted

yea, but "said modification and features" for the most part still work on se/ae. so  the question is still valid @safado ae/se only needed new dll files and a few important mods, all of which are available, with that being true, le mods work just fine on se/ae. i would say, meshes/textures/hkx files are the only things that need to be converted. i hesitate to add scripts in that comment cause most work out of the box

Posted
9 hours ago, ravensm785 said:

yea, but "said modification and features" for the most part still work on se/ae. so  the question is still valid @safado ae/se only needed new dll files and a few important mods, all of which are available, with that being true, le mods work just fine on se/ae. i would say, meshes/textures/hkx files are the only things that need to be converted. i hesitate to add scripts in that comment cause most work out of the box

 

I failed to convey the context of my comment.  I'm sorry for that.

 

It is from the point of view of the developer that it is developing only on SkyrimLE. Technically, has no access to SkyrimSE/AE mods to test his interface implementations for the survival features of Sunhelm relative to the ones available on SkyrimLE like FrostFall combined with Realistic Needs and Diseases.

 

Author can't directly implement it, it has to be done by others that have a SkyrimSE/AE mod developing platform.

 

 

 

Posted (edited)

@safado so someone with knowledge of the two se mods would have to take a crack at it or make a comment to help with it. I hope I didn't sound to rude. again, sorry about that. I looked at the script files and looks like the mod links to RND and INeed directly, so a similar idea would have to be made for SunHelm. i wouldn't be able to do so my self as it seems I don't have enough knowledge on the coding. just extreme armature stuff.

Edited by ravensm785

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