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SE Compatibility Tracking (Jul 30)


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Posted

In related news: from the sounds of it, FSMP is nearing a release, as a functioning beta build exists on their discord. Expect a release in the coming days, if I had to guess.

 

SSE Display Tweaks has been updated, so no more "bad address" error on launch.

 

If you are crashing on game launch, there's an issue with some mods that produce a useless log (or none at all). Some examples:

Scaleform Translation Plus Plus NG (No alternatives, CTD on launch)

AddItemMenu NG (can use Simple Mod Item Spawner instead)

Better Third Person Selection (No alternatives)

QUI (Game will launch with installed, but you cannot use the mod explorer)

SkyClimb (will CTD on launch unless you disable Engine fixes, at which point you can boot the game but the mod will not work + will crash if you open some menus)

Community Shaders (doesn't exactly CTD the game at launch, but at the moment causes issues with player movement, and just doesn't work - support for .1130 is "posponed indefinitely" but that may just be until dependancies are updated)

Posted (edited)

The github link in first post still goes to .com, please change it to .io instead.

Edited by dieer
Posted

Partial regular(ish) mod status update in progress, and I also think I should be able to catch up on posts sometime tomorrow.

 

 

12 hours ago, dieer said:

The github link in first post still goes to .com, please change it to .io instead.

 

klsjdflhkjdf

Posted
14 hours ago, VeraDra said:

In related news: from the sounds of it, FSMP is nearing a release, as a functioning beta build exists on their discord. Expect a release in the coming days, if I had to guess.

 

SSE Display Tweaks has been updated, so no more "bad address" error on launch.

 

If you are crashing on game launch, there's an issue with some mods that produce a useless log (or none at all). Some examples:

Scaleform Translation Plus Plus NG (No alternatives, CTD on launch)

AddItemMenu NG (can use Simple Mod Item Spawner instead)

Better Third Person Selection (No alternatives)

QUI (Game will launch with installed, but you cannot use the mod explorer)

SkyClimb (will CTD on launch unless you disable Engine fixes, at which point you can boot the game but the mod will not work + will crash if you open some menus)

Community Shaders (doesn't exactly CTD the game at launch, but at the moment causes issues with player movement, and just doesn't work - support for .1130 is "posponed indefinitely" but that may just be until dependancies are updated)

you might add dear diary dark mode menus not showing correctly

Posted (edited)

That still works, with the newest SKSE update.  You have to make sure Steam overlay is enabled.

 

Also a note on the SKSE page.

 

If you want achievements and for Steam to track playtime, make a text file named steam_appid.txt containing just489830and put it in the same folder as SkyrimSE.exe. This will be solved more correctly by Bethesda's next patch.

Edited by SonsOLiberty
  • tasairis changed the title to SE Compatibility Tracking (Nov 5 #7924) - Mostly updated I think
Posted

...this is a little harder than I thought...

Dumped more stuff in the first post, still catching up on what stuff is updated and isn't, hoping to finish all that by today.

 

On 12/11/2023 at 7:42 AM, In5inite said:

I am now desperately interested in the 20 mods that were not added to the main post because they are abandoned...

 

I'm talking about stuff like (reading off the list:) AddItemMenu, the original CBP, the original HDT-SMP and also High Heels, .NET Script Framework, and a few LL mods like Maria Eden and the original Random Sex Mod. Some of those haven't even updated since AE dropped, and many of them have alternatives we all know about already - QUI, CBPC, Faster HDT-SMP, etc.

 

Inclined to just remove that "zomg 20 mods!!1!" block...

Posted (edited)

Hello Modders and others,

 

I have a little problem with Skyrim (using Vortex) when I run Skyrim through the vortex and trying load my save file it said "lot of esp disabled but safe file are contains them"... I know before Skyrim started all of them were enabled. So when the Skyrim starting maybe it disabling that files. Sounds it familiar for somebody?

 

Thanks for your help

Edited by palracz
Posted
47 minutes ago, palracz said:

Hello Modders and others,

 

I have a little problem with Skyrim (using Vortex) when I run Skyrim through the vortex and trying load my save file it said "lot of esp disabled but safe file are contains them"... I know before Skyrim started all of them were enabled. So when the Skyrim starting maybe it disabling that files. Sounds it familiar for somebody?

 

Thanks for your help

Are you using Engine Fixes? If so, check out the post section on its nexus page for the latest updates on the issue.

Posted (edited)

additem menu ng is known to not be working on 1.6.1130 atm, even with the latest skse and address library, need to be updated.

Both current versions of scaleform translation ++ causes ctds at launch.

Edited by Shonen17000
Posted (edited)

Two still broken: Consoleutilsse (and consoleutilsse NG) and More Informative Console. Controller support is broken unless you replace the controlmap.txt. Trainwreck is the only crash dump reporter that works. Engine fixes is broken unless you set a few entries to false.

Edited by fred200
Posted
3 hours ago, blahity said:

Are you using Engine Fixes? If so, check out the post section on its nexus page for the latest updates on the issue.

 

Thank you for this. I was having the same issue with MO2. All the esps would just uncheck themselves?? Much appreciated!

Posted
4 hours ago, blahity said:

Are you using Engine Fixes? If so, check out the post section on its nexus page for the latest updates on the issue.

You are a scholar and a gentleperson.

 

  • tasairis changed the title to SE Compatibility Tracking (Nov 5 #7924) - ✅ Many ❔ Some ❌ po3 ✅❌❌ SOS
Posted

Alright, just finished another big update/overhaul about mods and their dependencies. Spent like 10+ hours on this... ugh...

 

Good news: the first post is as accurate as I know.

 

Bad news: it's really bright. Like, all those little message things, they're all practically neon colors. But hey, I'm not the one who picked the color palette.

 

Also bad news: I don't know a lot about a good number of mods. Mostly this is because they're using Address Library and (a) the older version is theoretically compatible but this update hasn't played by the normal rules, and (b) if I've seen anyone talking about the mod working or not for them, I've seen some people say it works and some people say it doesn't.

 

So that's why there's a lot of (?) in there: I'm not sure either way. Feel free to correct me on any of it. I'm also taking suggestions on more brightly colored little message things that could be helpful to reduce the amount of (ahem) repeated information.

Posted
15 minutes ago, tasairis said:

So that's why there's a lot of (?) in there: I'm not sure either way. Feel free to correct me on any of it. I'm also taking suggestions on more brightly colored little message things that could be helpful to reduce the amount of (ahem) repeated information.

 

Just added to the post a spoiler that goes into detailed information about all of the mods. To explain why things are the way they are, such as to show that po3's PE is still marked as despite having updated because it depends on his Tweaks and that one hasn't updated yet.

 

Only 140kb for the whole post. I'm really surprised.

Posted (edited)
32 minutes ago, tasairis said:

Alright, just finished another big update/overhaul about mods and their dependencies. Spent like 10+ hours on this... ugh...

 

Good news: the first post is as accurate as I know.

 

Bad news: it's really bright. Like, all those little message things, they're all practically neon colors. But hey, I'm not the one who picked the color palette.

 

Also bad news: I don't know a lot about a good number of mods. Mostly this is because they're using Address Library and (a) the older version is theoretically compatible but this update hasn't played by the normal rules, and (b) if I've seen anyone talking about the mod working or not for them, I've seen some people say it works and some people say it doesn't.

 

So that's why there's a lot of (?) in there: I'm not sure either way. Feel free to correct me on any of it. I'm also taking suggestions on more brightly colored little message things that could be helpful to reduce the amount of (ahem) repeated information.

thank you for all your effort, this thread helped me out a lot when i started building my mod list so i really appreciate it, and i honestly love how colorful the post is, makes it easy to parse through the mods/information

Edited by akockl2
Posted
3 hours ago, tasairis said:

 

Just added to the post a spoiler that goes into detailed information about all of the mods. To explain why things are the way they are, such as to show that po3's PE is still marked as despite having updated because it depends on his Tweaks and that one hasn't updated yet.

 

Only 140kb for the whole post. I'm really surprised.

His tweaks mod worked on 1.6.1130 for me.

Posted (edited)
43 minutes ago, In5inite said:

It's chaos I tell you...

 

The crash logger doesn't even load before I crash so I can't figure out what to modify.

 

Use TrainWreck. That works. Found my ConsoleUtilSSE issue...

 

Also: the old version of Achievement Mods Enabler works. Only the EngineFixes version CTDs.

Edited by fred200

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