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SE Compatibility Tracking (Jul 30)


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Posted
Just now, Duncan Idaho said:

Dammit, I have Skyrim set not to update but I got a fnis error that said I had to start Skyrim once through steam and when I did, it updated. 

Ah, that explains that Fnis-error I got yesterday.... shit. Any luck getting the rollback to work?

Posted
8 minutes ago, Cornoholio said:

Ah, that explains that Fnis-error I got yesterday.... shit. Any luck getting the rollback to work?

Use the 1130 exe and dll

Posted
2 minutes ago, Tron91 said:

Use the 1130 exe and dll

 

I did - got a no-start-error as my SKSE and address library were out of date - obviously. And if I update those 9/10 my mods are gone... also apparently I can't get that rollback to work. And there I was looking forward to a relaxing evening of modded SSE - man, Todd, you really are one retarded fucker.

Posted
10 minutes ago, Cornoholio said:

 

I did - got a no-start-error as my SKSE and address library were out of date - obviously. And if I update those 9/10 my mods are gone... also apparently I can't get that rollback to work. And there I was looking forward to a relaxing evening of modded SSE - man, Todd, you really are one retarded fucker.

Your skyrim version?

Posted
24 minutes ago, Cornoholio said:

I used to run 1.6.1130 - and was updated to 1.6.1170 against my will.

Tested my theory into practical. The 1130 exe works with the updated 1170 data files.

The process:

1. Shut down steam.

2. Navigate to "Whichever drive you have steam installed\SteamLibrary\steamapps"

3. Rename the file "appmanifest_489830.acf" to "appmanifest_489830.acf.1170"

4. Paste the file "appmanifest_489830.acf", I have attached below in that folder.

5. Make that file "Read-Only"

6. Go to "Whichever drive you have steam installed\SteamLibrary\steamapps\common\Skyrim Special Edition"

7. Rename the file "SkyrimSE.exe" to "SkyrimSE.exe.1170"

8. Paste the "SkyrimSE.exe" file from "SkyrimSE.1130.7z" archive I have attached below.

9. Restart Steam

10. Start the game from skse_loader

appmanifest_489830.acf SkyrimSE.1130.7z

Posted (edited)

You might have to edit the "appmanifest_489830.acf" file. Open the "appmanifest_489830.acf.1170" file in notepad and copy the value against "LauncherPath" from here to the file I have provided and then save and make the "appmanifest_489830.acf" file "Read-Only"

 

You will have to the same for the value against "LastOwner" as well. It's your Steam User ID in numeric.

Edited by Tron91
  • tasairis changed the title to SE Compatibility Tracking (Jan 14) - SSE 1.6.1170 ✅ AddLib ❌ HDT ❌ JC ❌ RM ❌ SOS
Posted

I'm assuming the new Address Library update went normally and didn't have to break compatibility with 1130. So no clusterfuck this time around.

Posted (edited)

Running steam in offline mode and setting Skyrim to only update between hours you are asleep is the way forward. Still on 640 here and no plans to update until all skse mods are supported.

Edited by Yinkle
Posted
2 hours ago, Duncan Idaho said:

Dammit, I have Skyrim set not to update but I got a fnis error that said I had to start Skyrim once through steam and when I did, it updated. 

In future, if you get this error, ignore it or make sure Steam is in offline mode before obeying.

Posted (edited)

Hm... since Address-library and SKSE64 already Updated I gave it a try:

grafik.png.285d486fc81d2987eb75761ae33a6985.png

 

I'm happy to report that the authors of FasterSMP are already working on it, according to their nexus forum!

Edited by Cornoholio
Posted
1 hour ago, Cornoholio said:

Hm... since Address-library and SKSE64 already Updated I gave it a try:

grafik.png.285d486fc81d2987eb75761ae33a6985.png

 

I'm happy to report that the authors of FasterSMP are already working on it, according to their nexus forum!

So to the surprise of no one, the only affected mods are mods not using AddressLibrary

Posted
2 hours ago, VeraDra said:

So to the surprise of no one, the only affected mods are mods not using AddressLibrary

Heh, so....I gotta ask because I'm dumb when it comes to this stuff, I don't really know what AL is other than some mods require it....why would this mainly affect mods not using it?

 

Posted (edited)
14 hours ago, Yinkle said:

In future, if you get this error, ignore it or make sure Steam is in offline mode before obeying.

Another solution is to write protect the file appmanifest_489830.acf, even if steam tries to force update the game, it'll fail.

 

@Cornoholio papyrus and sexlab have been updated.

Edited by Shonen17000
Posted
20 hours ago, VeraDra said:

So to the surprise of no one, the only affected mods are mods not using AddressLibrary

 

Actually PapyrusUtil and SexLab both use it, however they still tend to need updating...

Posted
On 1/19/2024 at 11:23 AM, Cornoholio said:

Hm... since Address-library and SKSE64 already Updated I gave it a try:

grafik.png.285d486fc81d2987eb75761ae33a6985.png

 

I'm happy to report that the authors of FasterSMP are already working on it, according to their nexus forum!

There is already a version linked in said forum that you can download :)

Posted
2 hours ago, Brumfondl said:

There is already a version linked in said forum that you can download :)

Nice to see things adapt already to the newest shit Bethesda pulled... they really only want us to get aboard with their creation-club BS.

  • tasairis changed the title to SE Compatibility Tracking (Jan 14) - SSE 1.6.1170 ✅ AddLib ✅ SL ❌ HDT ❌ JC ❌ RM ❌ SOS
Posted (edited)
On 1/18/2024 at 8:51 PM, WCSC said:

Heh, so....I gotta ask because I'm dumb when it comes to this stuff, I don't really know what AL is other than some mods require it....why would this mainly affect mods not using it?

 

Address Library is essentially a library of addresses (hence the name)

 

If I made a mod for Skyrim and needed to, say, fire off when the player interacts with a door, I could spend some time looking through a decompilation of the game, find where the function PlayerOpensDoor() is, and program that into my plugin. Which works great for say, Version 1.5.97, but I want to now update to 1.6.1170 - I now need to decompile the game again, go looking for PlayerOpensDoor() *again*, and use that offset, and either program each possible address in and use an if statement to do something based on the version of the game, but this gets messy fast - with possibly supporting dozens of game versions, you may have hundreds of thousands of lines of functionally zombie code doing nothing for 98% of players, OR...

 

Address Library solves this by using a fixed set of IDs, mapped to address offsets. What you as a modder can then do, is make your mod for one version of the game, (say, 1.6.353), and instead of targeting the memory address for PlayerOpensDoor(), you target the AL ID for PlayerOpensDoor(). That way, no matter if Bethesda recompiles the game (a natural side effect of updating the executable - this part is objectively not Bethesda's fault), your mod will always* work.

 

7 hours ago, tasairis said:

 

Actually PapyrusUtil and SexLab both use it, however they still tend to need updating...

Unfortunately, as both are closed source (there's mentions of SexLabs source code being available but the link always gives me a "not found" which makes me think it doesn't exist, which is great, given this also includes the docs for the SL API being totally inaccessible which makes interacting with the mod even more obtuse and unintuitive than "just read the papyrus source".)

 

I have to assume both hook into some addresses that, for one reason or another, aren't in Address Library. (this is also where the asterisk above leads)

Edited by VeraDra
I can only speak english yet I still fuck it up. Times two.
Posted
22 hours ago, VeraDra said:

Unfortunately, as both are closed source (there's mentions of SexLabs source code being available but the link always gives me a "not found" which makes me think it doesn't exist, which is great, given this also includes the docs for the SL API being totally inaccessible which makes interacting with the mod even more obtuse and unintuitive than "just read the papyrus source".)

 

They're both on GitHub.

 

https://github.com/eeveelo/SexLab

https://github.com/eeveelo/PapyrusUtil

 

22 hours ago, VeraDra said:

I have to assume both hook into some addresses that, for one reason or another, aren't in Address Library. (this is also where the asterisk above leads)

 

I haven't bothered to read the source to find out why, but that's my assumption as well.

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