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SE Compatibility Tracking (Jul 30)


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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
Posted
1 hour ago, fred200 said:

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

 

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

I have it ... but it isn't getting loaded for some reason or at least it isn't making the crash logs.

 

I see in the skse it loads pretty early. Yet I get to character creation and BOOM and all I see are the skse logs... no new crash directory and no new logs... do I need to create the crash directoy?>

 

Posted
4 minutes ago, In5inite said:

I have it ... but it isn't getting loaded for some reason or at least it isn't making the crash logs.

 

I see in the skse it loads pretty early. Yet I get to character creation and BOOM and all I see are the skse logs... no new crash directory and no new logs... do I need to create the crash directoy?>

 

Train Wreck creates it's own directory.

I did not have one, and when it caught ConsoleUtillSSE, the directory was created.

I doubt if it loads early enough to catch things like missing masters or LE BSAs - but it gets in pretty early.

Posted
20 minutes ago, fred200 said:

Train Wreck creates it's own directory.

I did not have one, and when it caught ConsoleUtillSSE, the directory was created.

I doubt if it loads early enough to catch things like missing masters or LE BSAs - but it gets in pretty early.

Mine is doing something truly odd...

 

I get this .. but not every time.

 

 

skee64.log

Posted
10 minutes ago, In5inite said:

Hmm ok it doesn't go away something has gone wonky in my meshes... time to burn down the npc portion of my build.

 

 

Divide and conquer. Take half out at a time. Don't load a save - use console "coc qasmoke" to see if your mod set will load.

Posted
32 minutes ago, fred200 said:

 

Divide and conquer. Take half out at a time. Don't load a save - use console "coc qasmoke" to see if your mod set will load.

Yeah, I am doing that but I never get in long enough to do much of a coc because the second it tries to load the meshes boom...

 

Lucky for me I just found out all my peers are at a mental health day so I can ignore work and poke at it thanks for your replies it is nice not being alone out here.

 

Posted
13 hours ago, Shonen17000 said:

His tweaks mod worked on 1.6.1130 for me.

 

What about things depending on it? It sounded like updating Address Library was sufficient, then someone was saying that they weren't getting logs and SPID wasn't working.

Posted
2 hours ago, Angelvine said:

go to Engines Fixes then Achievement with mods = True to False before you plays will not have an issue just peace that's all 

Oh I already got that... it was OSL aroused still not sure why trainwreck wasn't catching it.

 

  • tasairis changed the title to SE Compatibility Tracking (Nov 5 #7924) - Lots of info, not going to summarize here
Posted

- Fixed all the status icons to now account for their update status (was a chunk of work so I didn't get to it earlier) so that shouldn't be confusing anymore

- Revised SoS dependencies, now accounts for the other DLL mods
- Revised DD SE dependencies, now accounts for the NG mod; added back to the update list; linked to a comment zarantha made a page or two back about DLL options
- Revised SkyUI dependencies, as it's currently buggy; there's a patch mod available; added another brightly colored blob about it
- Added a link to the patch notes, which are refreshingly long and detailed
- Added another brightly colored blob mentioning Trainwreck

 

That's all the posts since December 3rd, unless I missed one, so I think that's it? Will still have to check up on the unknown mods, though... and there's still the rumor of a second update coming soon...

 

Side note: really pleased with how the whole big backend rewriting thing I hinted at earlier turned out. Like, I can make data and display changes much more easily now. And it includes a new tool that can show me a scrollable diff of things that change when an LL mod updates, which was information I had to manually look for before, and I can run my (cough) Thing That Finds Changes as often as I want because it'll just stash the diffs somewhere that I can examine later. And the FontAwesome status icons are much cleaner than the emoji I had before, even if LL's version of the library is rather old. All in all, certainly proving to be worth the effort.

Which brings me back to one of the main reasons I did it all to begin with: revamping the github.com github.io site. Because my attempts to do so were proving extremely difficult...

Posted
5 hours ago, tasairis said:

 

What about things depending on it? It sounded like updating Address Library was sufficient, then someone was saying that they weren't getting logs and SPID wasn't working.

I'm testing them now will report back.

Posted
10 hours ago, In5inite said:

I have it ... but it isn't getting loaded for some reason or at least it isn't making the crash logs.

 

I see in the skse it loads pretty early. Yet I get to character creation and BOOM and all I see are the skse logs... no new crash directory and no new logs... do I need to create the crash directoy?>

 

If you're crashing when opening racemenu, and you're using a custom race mod, and High Poly Head, you need a High Poly Head patch for it. 

Posted
5 minutes ago, nomkaz said:

If you're crashing when opening racemenu, and you're using a custom race mod, and High Poly Head, you need a High Poly Head patch for it. 

Naw that too fancy for this 1130 update it was user error I was sorting by newest and it was auto putting the folder at the bottom just below the scroll limit... so but as an aside Tweaks so far holding strong just about to trigger it a lot.

Posted

Well Tweaks got loads and hooks...

 

I don't know all of its calls so I can't test it all if someone knows what in address is odd perhaps I can fuzz it.

 

Posted
10 hours ago, tasairis said:

 

What about things depending on it? It sounded like updating Address Library was sufficient, then someone was saying that they weren't getting logs and SPID wasn't working.

I know it worked because another mod depended on it and stopped launching me errors when i installed the tweaks.

Posted

- AddItemMenu: revised dependencies to include AddItemMenu NG, and added back to the list
- ConsoleUtilSSE NG: updated for 1130
- Crash Logger SSE AE VR: has an update that talks about VR but I can't tell if it also includes support for 1130
- po3's Tweaks: marked as working, which means a number of other things depending on it should be good to go too
- SexLab Disparity: added back to the list because previously there have been people uploading updated DLLs for SE
- List now is willing to show unmaintained mods, in case there's something interesting or helpful to tell about them, and when that's not the case I'll remove the mod from the list (the short one) with a separate mechanism
 

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