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SE Compatibility Tracking (Jul 30)


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Posted
17 minutes ago, JimKhan said:

So, we got a new update, eh? Same story as usual, waiting for SKSE and mods to get updated?

 

Yes, but they've already started updating. SKSE is done, just need the SKSE dependent mods now. 

Posted
49 minutes ago, JimKhan said:

So, we got a new update, eh? Same story as usual, waiting for SKSE and mods to get updated?

SKSE and AL are updated and were within minutes/hours of the update dropping.
 

we are now waiting for mod authors to get around to updating their SKSE-based mods, most of which likely don't need to do much to make them work.

Posted (edited)
On 12/4/2023 at 6:51 AM, brgont said:

4452 mods and only 2 separators? 

yes two "output "  for ( dyndolod , fnisn emesis bodyslide synthesis ) and lux ( orbis via patches ) I have on the left 183 of personalized folders   by type of mod and I prefer to work with them, it's a personal work not an imported mod list with separator, I've been working on it for years. I translate all the mods myself, well I went to the school of more knowledgeable people I followed their tutorial for years.       I have no problems with the update I am still in 1.6640, is it easy to block the updates on Steam? refused updates when the game is launched and refused updates in the background, and steam is blocked no more updates.

Edited by demicabestan
Posted

Guys I am a little bit of a newbie here. So These f*ckers update the game suddenly, will it break the game. I have a sense that they didn't update the library but its coming soon. What is happening, will the modders have to update their mods? Will the mods get broken again? Thanks.

Posted
26 minutes ago, fodz said:

Guys I am a little bit of a newbie here. So These f*ckers update the game suddenly, will it break the game. I have a sense that they didn't update the library but its coming soon. What is happening, will the modders have to update their mods? Will the mods get broken again? Thanks.

some mods will need to be updated, functionally everything not dependant on a .dll file (that doesn't use address library) will continue to work

Posted

Ah dammit, I totally forgot about the Creation Club thing happening this week...

 

Fuck...

 

I'm like 90% done with a big fucking huge update to every damned thing about this list - yes, that's why I haven't updated for the last month. I'll try and get it done as fast as I can so I can get back on top of all this.

  • tasairis changed the title to SE Compatibility Tracking (Nov 5 #7924) - New EXE, will update as soon as I can...
Posted (edited)

Just so y'all know: rumour has it that Bethesda will update AGAIN some time soon. So fretting over broken mods/ quick updates is kinda pointless. Just roll back to the 1.6.640 version for the time being, prevent Steam from updating the game again (turn it to offline) and continue playing as if nothing happened 

 

How to roll-back"to 1.6.640:

Open a command window by pressing Win + R and then enter the command: steam://open/console, and then press Enter. This will open the console tab on Steam.


At the bottom will be the input line for you to enter the following codes, just copy and paste one line at a time and press enter:

download_depot 489830 489831 3660787314279169352
download_depot 489830 489832 2756691988703496654
download_depot 489830 489833 5291801952219815735

 

This will download the 1.6.640 files. Wait until all 3 files have downloaded. You will get a prompt when it is done.

 

Go to the folder C:\Games\Steam\steamapps\content (or where you have installed Skyrim). Here you will find the 3 folders with the 1.6.640 files. Open the folders and paste the files inside (so NOT the whole folder!) into C:\Games\Steam\steamapps\common\Skyrim Special Edition (or where your Skyrim is), overwriting when prompted.

 

Done.

 

If you have already installed mods that were updated to the new version (i.e. SKSE and SexLab), go back to the version for 1.6.640 or Skyrim won't start. Address Library doesn't need to be "downgraded" to 1.6.640, since it will pick the correct version for whichever game version you use.

Edited by ButchDiavolo
extra info
Posted (edited)
6 hours ago, ButchDiavolo said:

Just so y'all know: rumour has it that Bethesda will update AGAIN some time soon. So fretting over broken mods/ quick updates is kinda pointless. Just roll back to the 1.6.640 version for the time being, prevent Steam from updating the game again (turn it to offline) and continue playing as if nothing happened 

 

How to roll-back"to 1.6.640:

Open a command window by pressing Win + R and then enter the command: steam://open/console, and then press Enter. This will open the console tab on Steam.


At the bottom will be the input line for you to enter the following codes, just copy and paste one line at a time and press enter:

download_depot 489830 489831 3660787314279169352
download_depot 489830 489832 2756691988703496654
download_depot 489830 489833 5291801952219815735

 

This will download the 1.6.640 files. Wait until all 3 files have downloaded. You will get a prompt when it is done.

 

Go to the folder C:\Games\Steam\steamapps\content (or where you have installed Skyrim). Here you will find the 3 folders with the 1.6.640 files. Open the folders and paste the files inside (so NOT the whole folder!) into C:\Games\Steam\steamapps\common\Skyrim Special Edition (or where your Skyrim is), overwriting when prompted.

 

Done.

 

If you have already installed mods that were updated to the new version (i.e. SKSE and SexLab), go back to the version for 1.6.640 or Skyrim won't start. Address Library doesn't need to be "downgraded" to 1.6.640, since it will pick the correct version for whichever game version you use.

 

Are you serious... 

 

Fucking Bethesda. 

Edited by Gergar12
Posted
5 minutes ago, Gergar12 said:

 

Are you serious... 

 

Fucking Bethesda. 

As soon as I saw the patch this week, I thought first of a few patches...

 

Funny thing was I just started to prep to move on from 1.5.97, I'll be staying on it til this all calms down.

 

Lets hope they don't ram through the next patches like they did with this one :D

Posted
2 hours ago, Jackbwlch said:

get the non steam version.

FWIW, I froze my game on 640 by setting read-only on my Skyrim AE version (see above) and loaded my otherwise working Creation kit (installed via Steam and upgraded via Nexus).  Having done nothing else with my game, opening the Creation Kit worked as intended and all appears to be well.  I am not a CK pro (by any definition), but it sure appears to work.  For me, at least.

Posted
6 hours ago, Duncan Idaho said:

Twelve years later and the company still gives a shit about their game and people are mad about it. 

 

*nods* This update actually does fix some long standing issues. But in doing so, they broke a few other things, hence the incoming new update. (read the comments of Ian Platt of the SKSE team on Nexus)

 

However, the main objective for this update is probably their push to snare mod creators for their "new Creations" program. In other words, a different way of starting the whole paid mods shpiel again.

 

So while they still give a shit (bug fixing) they are also milking it for all it is worth (paid mods). *shrugs*

Posted (edited)
9 hours ago, Rynnes Master said:

FWIW, I froze my game on 640 by setting read-only on my Skyrim AE version (see above) and loaded my otherwise working Creation kit (installed via Steam and upgraded via Nexus).  Having done nothing else with my game, opening the Creation Kit worked as intended and all appears to be well.  I am not a CK pro (by any definition), but it sure appears to work.  For me, at least.

Even sseedit wouldn't work on mine until I updated and then downgraded.

Edited by Jackbwlch
Posted
19 hours ago, Duncan Idaho said:

Twelve years later and the company still gives a shit about their game and people are mad about it. 

Not enough to give a shit about the countless bugs fixed by the community over the years. I doubt what they are doing now is anything groundbreaking in comparison.

Posted

Honestly, I don't think the modding scene is going to change as much as some worry about. A few experienced modders can try to sign up to make dlc for bethesda games, but most modders are just doing it as a hobby or for fun and will still release stuff for free.

Posted

I always set steam games to "only update when launched" so no auto-fubar for me.

And I always start Skyrim from the skse launcher, NOT via steam, so again, no auto-fubar, still running 640, just fine without having to redownload and reinstall a bunch of mods, or worry what the company will fubar NEXT week or the week after.

 

More worrying is the change in the esp/ems/esl headers, the version number thing, so any mods made with Skyrim Fubar Edition that are not just mesh/texture dumps to the data folder, won't load in SE at all. 

 

Good news is somebody has a mod out to let SE/AE load esl/esm/esp files made with Fubar Edition

 

https://www.nexusmods.com/skyrimspecialedition/mods/106441

 

  • tasairis changed the title to SE Compatibility Tracking (Nov 5 #7924) - ✅ JC ✅ HDT ❌ Fuz ❌ RM
Posted

First post updated. I've been awake for a long time but here's where things stand:

 

1. I got most of my tooling set up to generate that first post as I want. Still missing some parts but they're not very important and I can add them later.

2. Completely restyled first post. Seriously.

3. Completely overhauled data. I can do a lot more than I could before, like show deleted mods, and call out obsolete mods with their replacements, and give something almost resembling a dependency graph... I spent a ton of time on this and I'm still not done yet - just cut down on some goals so I could catch up to the new update.

4a. The intention is that the first post will cover the popular information, and it's currently building from the list of LE mods with high download counts and/or high download rates. It'll probably get an update once a month or so to reflect changes to the "leaderboard".

4b. Then the second post, which I conveniently claimed for myself all those years ago, is where I'll put information about recent updates. Having a whole post means I can list more information (like the first post does) and go back further in time. That'll happen fairly soon.

5. My data is still about a month old, so I'm out of date with some information.

 

Regarding the update,

 

6. There's a table at the top much like I had done before. Except for potentially a couple LL mods, that data should be accurate. As in I just went through my list and updated them to match the mods that have published new versions in the last week.

7. I've got a whole weekend ahead of me so I'm hoping I can get almost if not entirely done with the remainder of the stuff I need to do.

 

tldr on SE 1.6.1130: many mods are updated, JContainers has a pre-release version on GitHub that'll likely hit Nexus within a couple days, RaceMenu posted that they'll be updating soon as well, then a couple other big-name hold-outs that hopefully ? have authors still willing to maintain them.

 

Again, I'm still about 5 weeks behind on my normal duties, and I haven't checked the mod lists for updates or my subscribed threads (including this one) for new posts, but I'll get there.

Posted
3 hours ago, tasairis said:

5. My data is still about a month old, so I'm out of date with some information.

 

Some corrections I've noticed (and likely so did you):

SoS *has* been upddated - 

FSMP still needs an update (borked beta on their discord, but otherwise not updated):
https://www.nexusmods.com/skyrimspecialedition/mods/57339/

SSE Display Tweaks isn't updated (marked as updated:
https://www.nexusmods.com/skyrimspecialedition/mods/34705

 

aaand that's about it

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