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SE Compatibility Tracking (Jul 30)


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Posted (edited)
16 minutes ago, Leae-chan said:

Hi All, im stuck for a few days now in my modding journey,
And would really appreciate some help. 

I'm trying to get the creature content working for SE AE. 

I have installed all dependencies and all the right version. 

Yet, when running FNIS, the line under 
Reading FNISCreatureVersion V7.0....
Reads:
>>Warning: \character\behaviors\FNIS_MNC_Behavior.hkx not Skyrim SE compatible<<

I have tried with both versions of creatures
the one listed in More nasty critters and the one from nexus. 

 

I have the right load order (critters - creatures - containers)

I don't know what to do to fix this. 

Plz help ;c

make absolutely sure you have the correct version of FNIS for SE
and the correct version of MNC for SE
I feel your pain, I was in the same situation as you when I first downloaded MNC
this is what fixed the issue for me

Edited by harryscrowtem
Posted
22 minutes ago, Leae-chan said:

Hi All, im stuck for a few days now in my modding journey,
And would really appreciate some help. 

I'm trying to get the creature content working for SE AE. 

I have installed all dependencies and all the right version. 

Yet, when running FNIS, the line under 
Reading FNISCreatureVersion V7.0....
Reads:
>>Warning: \character\behaviors\FNIS_MNC_Behavior.hkx not Skyrim SE compatible<<

I have tried with both versions of creatures
the one listed in More nasty critters and the one from nexus. 

 

I have the right load order (critters - creatures - containers)

I don't know what to do to fix this. 

Plz help ;c

Fixed, it was the load order

Posted
6 minutes ago, harryscrowtem said:

make absolutely sure you have the correct version of FNIS for SE
and the correct version of MNC for SE
I feel your pain, I was in the same situation as you when I first downloaded MNC
this is what fixed the issue for me

Thanks for the quick reply

Posted

In the below list, "linked" means that I had the SE mod already but it wasn't properly associated to the original LE mod. This would have subtle but fairly obvious effects, like not being able to look up an LE mod and present a corresponding SE port/conversion.

 

 

This is also a partial update; nomkaz has been ~busy~ and it takes a while to sync up my lists with their 80+ mods. So that'll continue over the next couple weeks.

  • tasairis changed the title to SE Compatibility Tracking (Aug 13 #7859)
Posted

Has anyone managed to test if nipple spells still work from 

?  I finally managed to make a follower, only problem I have is she keeps puking like an Afflicted instead of using the Schlong Shout, even after checking the opposite gender anims in CK. Unless of course the anims themselves are strictly for males then I'll have to somehow figure out how to change that as well >,< She also does the same thing with 

 

Posted

Hi All, 

Since i got good answers here, i post here again :)

I gat almost all mods working perfectly without any trouble. 
But currently Arousal is not working. 

All NPC's both humans and creature stay at -2 arousal. 
Does this ring any bells for someone? 
Or does anyone have some ideas on how to fix? 

Thanks! 

Posted
11 minutes ago, Leae-chan said:

Hi All, 

Since i got good answers here, i post here again :)

I gat almost all mods working perfectly without any trouble. 
But currently Arousal is not working. 

All NPC's both humans and creature stay at -2 arousal. 
Does this ring any bells for someone? 
Or does anyone have some ideas on how to fix? 

Thanks! 

Ask on the thread of the arousal mod you are using - This thread is not a tech support thread.

Posted

Working on something a few people here have asked for... Taking a little longer but I should be able to finish it for next week's (hopefully less slightly delayed) update.

 

This is the remainder of @nomkaz's ports. I'm sure they took a lot of effort so check them out. Next week I have a couple lingering to-dos I can include, but mostly I'm focusing on just getting the above thing ready.

 

  • tasairis changed the title to SE Compatibility Tracking (Aug 22 #7864)
Posted
21 hours ago, tasairis said:

Working on something a few people here have asked for... Taking a little longer but I should be able to finish it for next week's (hopefully less slightly delayed) update.

 

Got most of it done early ?

 

To anyone who'd like to help make changes to the detailed list (github.io), I've redone a bunch of stuff and set up the repository so that other people can make use of it.

https://github.com/tasairis/compat

 

Spoiler

The repository's /docs is published to tasairis.github.io/compat via GitHub Pages. There are two files in there: index.html (as normal) and a temporary edge.html. (And a README and CONTRIBUTING in the root.)

 

edge.html is the one that matters here, and it demonstrates how to load the data (which is remote) and stick it into a table. It's extremely rudimentary. The table looks similar to the old one except it's missing some information for the sake of getting something out sooner. No dropdown boxes at the top. Code leaves much to be desired.

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

 

I'll be working on adding in the remaining pieces (additional mod information and non-LL mods) over time, I don't know, week or two or so? Maybe more work (like the filters and table sorting) if I don't see a whole lot of interest from others happening. Anyway, I think folks were more interested in redoing the way things worked overall, and that doesn't require having all the information yet.

 

The idea is that edge.html will take development until it reaches feature parity with the regular index (which I'll continue updating as before), then everything will get moved into index and edge will be deleted.

 

Issues and Pull Requests are available. I'd like to have most normal discussion stuff there so that this thread doesn't get Yet More Unnecessary Distractions. Or I might spin up a development thread on these forums, if that seems warranted.

 

Posted
1 hour ago, tasairis said:

 

Got most of it done early ?

 

To anyone who'd like to help make changes to the detailed list (github.io), I've redone a bunch of stuff and set up the repository so that other people can make use of it.

https://github.com/tasairis/compat

 

  Hide contents

The repository's /docs is published to tasairis.github.io/compat via GitHub Pages. There are two files in there: index.html (as normal) and a temporary edge.html. (And a README and CONTRIBUTING in the root.)

 

edge.html is the one that matters here, and it demonstrates how to load the data (which is remote) and stick it into a table. It's extremely rudimentary. The table looks similar to the old one except it's missing some information for the sake of getting something out sooner. No dropdown boxes at the top. Code leaves much to be desired.

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

 

I'll be working on adding in the remaining pieces (additional mod information and non-LL mods) over time, I don't know, week or two or so? Maybe more work (like the filters and table sorting) if I don't see a whole lot of interest from others happening. Anyway, I think folks were more interested in redoing the way things worked overall, and that doesn't require having all the information yet.

 

The idea is that edge.html will take development until it reaches feature parity with the regular index (which I'll continue updating as before), then everything will get moved into index and edge will be deleted.

 

Issues and Pull Requests are available. I'd like to have most normal discussion stuff there so that this thread doesn't get Yet More Unnecessary Distractions. Or I might spin up a development thread on these forums, if that seems warranted.

 

Yes We can see your evil plans to take over the world. LOL. Thanks.

  • 2 weeks later...
Posted

 

Additionally, the "edge" page mentioned earlier has been updated with sorting by seen and updated dates.

  • tasairis changed the title to SE Compatibility Tracking (Sep 3 #7867)
Posted
On 2/19/2020 at 8:35 PM, Eadoo said:

You'll need Apropos2 for the DB update to have anything to do.  :)

There *are* some patches for SSE.  If you're comfortable replacing files in the mod archive, you should replace them with these.

Apropos2SystemConfig.pex 22.19 kB · 2,134 downloads



So I updated the .pex but I'm still getting the "outdated or skyrim instal detected. Apropos currently requires skyrim 1.9.32 or newer in order to function." The thing is Skyrim VR is on 1.4.15.0, and that's probably where it's staying. Do you know if there's a workaround for this? @gooser I think this is your mod? Any advice for getting it to work?

image.png

Posted
1 hour ago, Yallk said:



So I updated the .pex but I'm still getting the "outdated or skyrim instal detected. Apropos currently requires skyrim 1.9.32 or newer in order to function." The thing is Skyrim VR is on 1.4.15.0, and that's probably where it's staying. Do you know if there's a workaround for this? @gooser I think this is your mod? Any advice for getting it to work?

image.png

Apropos has some patches for SE, but as far as I know not for VR

Posted (edited)
17 minutes ago, ebbluminous said:

Apropos has some patches for SE, but as far as I know not for VR

 

I'm hoping the author tells me there's a way to fix this, but it seems to be working except for the fact that it's the wrong version. A lot of SE mods do work for VR. I'm guessing it's either something added in a newer version or something in the papyrus script. But there's a chance it's just a minor thing that's compatible with an edit the user can do too.

Edited by Yallk
Posted (edited)
On 9/4/2023 at 2:38 AM, tasairis said:

 

Additionally, the "edge" page mentioned earlier has been updated with sorting by seen and updated dates.

 

 

 

I tried this mod from LE in SE and both mod and it's requirement (PlayerValueControler) seems working.

 

I let Fill Her Up - NetImmerse Override Compatibility Patch 1.12 scripts overwrite one of it's scripts. The only thing not working are the visuals, but it might be due to some other mod i'm using like "Dirt Blood And Cum"

 

Edit: this mod does not add visuals, it works together with apropos to apply redness to genitals, but doesn't do it by itself. So... 99% working? I guess? 

 

Edit2: Tried it with Apropos2 in SE (with updated Apropos2SystemConfig.pex only). No visual effects, but as i said before, it can be another mod conflict. Can someone try these and confirm?

Edited by EthernalNoob
new info
Posted (edited)

Rediscovered a short todo list that I forgot I had...

 

Edited by tasairis
  • tasairis changed the title to SE Compatibility Tracking (Sep 11 #7875)
  • 2 weeks later...
Posted
9 minutes ago, RandomKhajiit said:

this prolly isnt the right thread but the mod thats now bugging me is listed in it, im on vortex and the latest version works like a charm but vortex says it already has the frostfall quivers mod built in, anyone got more info then the discription on what mods i do or dont need with the 5.04 version of it?

 

XP32 Maximum Skeleton Special Extended - XPMSSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Definitely not the right thread. Would be better to post a comment on that mod

Posted

Maybe add this somewhere to the mix:

I guess that's where the community will be heading in the near future, as it is a continuation (although in a form of a patch) for sexlab framework. Current public release is mostly backwards compatible (and really fast compared to 1.65), but version 2.0 will break a lot of things (or rather rework them).

Posted
5 hours ago, BigMammo said:

Maybe add this somewhere to the mix:

I guess that's where the community will be heading in the near future, as it is a continuation (although in a form of a patch) for sexlab framework. Current public release is mostly backwards compatible (and really fast compared to 1.65), but version 2.0 will break a lot of things (or rather rework them).

 

I thought that was so unstable people abandoned it

 

Posted
15 hours ago, In5inite said:

 

I thought that was so unstable people abandoned it

 

 

It's beta yes, but not unstable.

The main problem will be v2 of p+, as this will bring major changes to animation handling and thus big incompatibility issues 

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