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SE Compatibility Tracking (Jul 30)


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Posted
3 hours ago, giorgospav said:

On the description page it says that SANGUINE DEBAUCHERY + is convertable. Has anyone made it yet???

Yup, but none officially did it. So try to make your own private port.

Posted
2 hours ago, Tron91 said:

Yup, but none officially did it. So try to make your own private port.

I wonder if SD is working properly with DD 4.1,... And if the Slave tats will not make problems... and If you can get the permission to release the mod officially...

Posted

Skyrim Update here we go again.... Durin my last clean up I have deleted my backups of the 1.5.39 files could someone help me out? 

Posted
15 minutes ago, Pfiffy said:

Skyrim Update here we go again.... Durin my last clean up I have deleted my backups of the 1.5.39 files could someone help me out? 

I forgot to backup as well, but here's a reddit thread to rollback

Posted
28 minutes ago, znaroks said:

I forgot to backup as well, but here's a reddit thread to rollback

ok... Thank you... Anyone with any ideas about the changes?

Posted
41 minutes ago, Pfiffy said:

ok... Thank you... Anyone with any ideas about the changes?

it just adds more worthless Crap Club garbage by the sounds of it.

Posted

Damn faithless Imperials updated the game again.

 

1 hour ago, MadMansGun said:

it just adds more worthless Crap Club garbage by the sounds of it.

Supposedly they separated CC from the game a couple versions ago. This latest update is to two packages for "small backend changes".

 

Edit: *two packages.

Posted
22 minutes ago, tasairis said:

Damn faithless Imperials updated the game again.

 

Supposedly they separated CC from the game a couple versions ago. This latest update is to the three main packages for "small backend changes".

Someone should really tell Bethesda that a single player, offline game like Skyrim SE does not have a backend - and does not need or want "small backend changes".

Posted
13 minutes ago, fred200 said:

Someone should really tell Bethesda that a single player, offline game like Skyrim SE does not have a backend - and does not need or want "small backend changes".

When Steam finishes downloading the updated core files, I'm going to compare versions to see if there's a hint is to what actually changed. Almost 7GB...

Posted
1 hour ago, tasairis said:

When Steam finishes downloading the updated core files, I'm going to compare versions to see if there's a hint is to what actually changed. Almost 7GB...

Small back end changes and it's 7 gigs? On my internet service that'll take a whole day to download. 

Posted
1 hour ago, pburnt said:

Small back end changes and it's 7 gigs? On my internet service that'll take a whole day to download. 

Still working on the exact changes because apparently xEdit doesn't have a way to actually compare two files. Like a diff. Annoying. I really don't want to have to write a script to figure it out...

 

But I can say what files were modified: all five ESMs, Skyrim.ccc (6 new CC mods), and the Patch and Shaders BSAs. And SkyrimSE.exe of course.

Posted

Bad Dog's Cellan and Bird Races are Convertable. In fact if you check my prior Posts you'll see two zip files. ignore the warnings. Overwrite the base mods with those zip files  and then resave the respective npc esps.

On that note Anton's Animated Dragon Wings is also convertable/converted. You can find that zip as well in the Bird Post. Or download the SE version of the Pharlan mod and overwrite the Anton mod.

 

On some bad news I've spent way too much time trying to port Yiffy Age and it ain't happening. I know nothing about tris and SE plus Racemenu really doesn't like the feline and female head tris shipped with it. If you use LAL you can get ingame if you use a canine male character and if you start in a player house but the second you exit the house it crashes.

Posted
4 hours ago, tasairis said:

Still working on the exact changes because apparently xEdit doesn't have a way to actually compare two files. Like a diff. Annoying. I really don't want to have to write a script to figure it out...

 

But I can say what files were modified: all five ESMs, Skyrim.ccc (6 new CC mods), and the Patch and Shaders BSAs. And SkyrimSE.exe of course.

xEdit does.  Top menu choice when you right-click on a mod.  "Compare to ..."

Posted

After finally figuring out that the correct translations strings were part of the Patch archive and not the original Interface archive, I finally got SSEEdit working as I needed it.

 

Highlights and conjecture:

* Six new CC mods in Skyrim.ccc

* Added ten horse sounds and impacts: attack x2, idle x7, rear up

* Fixes to some existing Myrwatch (as-yet-unreleased CC mod) dialog

* Hints of something to do with horse saddles

* Hint of a Bonewolf companion and a Staff of Hasedoki

* Hint of some "special items" that may be purchasable from the Dark Brotherhood

 

Full details:

Spoiler

Skyrim.ccc
* (new) ccEEJSSE002-Tower.esl
* (new) ccEDHSSE001-NorJewel.esl
* (new) ccVSVSSE002-Pets.esl
* (new) ccBGSSSE037-Curios.esl
* (new) ccBGSSSE034-MntUni.esl
* (new) ccBGSSSE045-Hasedoki.esl

 

Skyrim.esm
* (changed) EncSkeleton01Melee1Hshield "Skeleton" [NPC_:0002D1FD]: AI Data > Aggro > Unknown (48 -> 0)
* (changed) CarriageDriverTemplate "Cart Driver" [NPC_:0009A079]: AI Data > Aggro > Unknown (48 -> 0)
* (changed) HousecarlWindhelm "Calder" [NPC_:000A2C90]: AI Data > Aggro > Unknown (48 -> 0)

 

Update.esm
* (new) 10 horse footstep sounds and impact data (in use)
* (new) ccDisallowSaddleSwap [KYWD:01002F95] (unused)
* (new) LLI_Vendor_SpecialItems [LVLI:01002F94] (empty, in use)
* (new) ccBGSSSE036_BoneWolfCompanionRace [RACE:01002F93] (unused)
* (new override) MerchantDBSanctuaryMerchantChest [CONT 00ABD9E]: added item LLI_Vendor_SpecialItems [LVLI:01002F94]
* (new override) NPCHorseFootFootstepSet [FSTS:0005F720]: added the new footsteps

 

Dawnguard.esm
* (changed) Many NPCs have their AI Data > Aggro > Unknown values changed

 

HearthFires.esm
* (changed) PetFramework_SendPetCCHouse02 "Myrwatch" [DIAL:03000859]: added default prompt
* (changed) BYOHRelationshipAdoptable_ProposeCCHouse02 "Yes, Myrwatch." [DIAL:030008D5]: added default prompt
* (changed) RelationshipAdoption_MoveToCCHouse02 "Myrwatch." [DIAL:030009A8]: added default prompt
* (changed) RelationshipMarriageFINCCHouseTopic02 "Myrwatch." [DIAL:03000B5F]: added default prompt
* (changed) RelationshipAdoptableOrphanage_Q5_CCHouse02 "At Myrwatch." [DIAL:03000B73]: added default prompt
* (changed) RelationshipMarriageWeddingCCHouseTopic02 "We could live in Myrwatch." [DIAL:03000C57]: added default prompt

 

Dragonborn.esm
* (changed) Many NPCs have their AI Data > Aggro > Unknown values changed

 

Skyrim - Patch.bsa
* (new) meshes\actors\horse\animations\*.hkt: 10 new horse animations
* (new) meshes\actors\horse\character assets\imperialsaddle.nif
* (changed) strings\hearthfires_*.strings (all languages except japanese)
* (changed) strings\update_*.strings (all languages except japanese)
* (changed) scripts\*.pex: 426 changed files but sizes are the same - were they merely recompiled?

 

Skyrim - Shaders.bsa
* (changed) shadersfx\shaders011.fxp

 

All five ESMs also had some location records' ref lists updated. Some added existing refs and so are likely more correct than before, some just had their lists shuffled around with no other changes, and some did both.

 

Posted
11 minutes ago, perrymwt said:

xEdit does.  Top menu choice when you right-click on a mod.  "Compare to ..."

Compare To is basically useless for finding out what has changed between versions of a file - which is what I want.

 

What worked for me:

1. Keep the old file, rename the new file

2. Load the new file in xEdit and add the original as a new master (making everything look like an override), then save and quit

3. Load both the old and new files

4. Clean ITMs and run the "Remove identical to previous override records" script on the new file to cut out unchanged records

5. The script doesn't handle cells and worldspaces very well, so go through those and prune any lingering empty Persistent/Temporary groups, then run the script again

6. Examine remaining records for changes and additions

Posted

I ran here when I saw the "Update Queued" for SkyrimSE to see how dangerous it was to the modded fun. My game is set to only update on launch, and I always play it with Steam Offline, so I should dodge whatever crap the update might cause, right? I'll only let it update if I hear that all mods are still working fine after the update. Last one was a pain for clueless little me!

Posted
27 minutes ago, Deamoa said:

I ran here when I saw the "Update Queued" for SkyrimSE to see how dangerous it was to the modded fun. My game is set to only update on launch, and I always play it with Steam Offline, so I should dodge whatever crap the update might cause, right? I'll only let it update if I hear that all mods are still working fine after the update. Last one was a pain for clueless little me!

Better to do a copy of the Skyrim.exe (or TES5.exe, or Fallout4.exe, it is the same for all games) and keep a copy, when you have an update like that, and you need to wait for the new SKSE/F4SE to be produced, simply replace the updated exe file with your copy (of course do a copy of the copy and rename it.)

Once SKSE will be updated you can remove the copy of the exe, update the game for good from Steam, and do again the copy for the next update.

Posted
5 hours ago, CPU said:

Better to do a copy of the Skyrim.exe (or TES5.exe, or Fallout4.exe, it is the same for all games) and keep a copy, when you have an update like that, and you need to wait for the new SKSE/F4SE to be produced, simply replace the updated exe file with your copy (of course do a copy of the copy and rename it.)

Once SKSE will be updated you can remove the copy of the exe, update the game for good from Steam, and do again the copy for the next update.

Hm... I think you better keep the old files until all your mods had made the jump. Especially papyrus util and SL, but also all other files with a .dll. 

Posted

Question..i rolled back to the previous Skyrim version which is letting me carry on playing my game as it was before this update. Now if Mods update to match the latest Skyrim SE version, can i still use those mods even on the rolled back Skyrim SE if i update them?

Posted
10 minutes ago, sophiextime said:

Question..i rolled back to the previous Skyrim version which is letting me carry on playing my game as it was before this update. Now if Mods update to match the latest Skyrim SE version, can i still use those mods even on the rolled back Skyrim SE if i update them?

Unfortunately not. Not SKSE DLL plugins at least.

Posted

So let's see: a bunch of stuff has been "converted", many things are "convertible" and a lot lot of things are in the black zone-including very important stuff, for adult modding always, like HDT. Also, Bethesda regularly releases "updates" for Skyrim, forcing the creation of a new version for SKSE64, slowing the modders' progress even more.

Is it only me, or moving to SE seems like a very bad choice even though Skyrim was released almost a year ago?

 

Edit: My bad, SkyrimSE was actually released Oct 2016. It's the first SKSE64 that was released Sep 2017, almost one year later *Damn*

 

 

Posted
7 minutes ago, J the Hog said:

So let's see: a bunch of stuff has been "converted", many things are "convertible" and a lot lot of things are in the black zone-including very important stuff, for adult modding always, like HDT. Also, Bethesda regularly releases "updates" for Skyrim, forcing the creation of a new version for SKSE64, slowing the modders' progress even more.

Is it only me, or moving to SE seems like a very bad choice even though Skyrim was released almost a year ago?

 

Edit: My bad, SkyrimSE was actually released Oct 2016. It's the first SKSE64 that was released Sep 2017, almost one year later *Damn*

 

 

Same proceedure as it was in the old days of oldrim.... There is a different Thread just dealing with the question if it is a good choice to switch over to SE or sticking to LE. It is your choice. 

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