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SE Compatibility Tracking (Jul 30)


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Posted
5 hours ago, Remel said:

Is anyone working on SD+ or Prison Overhaul? 

Wondering the same thing... by the way, I only installed SSE for the first time two days ago, and the amount of work you guys put into it is incredible. Big kudos to all you modders out there.
But yeah, I really hope SD+ or PO come back soon... seems like there's no functional slave scenario conversed yet. :/

Posted
17 hours ago, Pfiffy said:

I have just made a little Test: to see if DDi makes problems: It seems to work without update and there are no people yelling for an update in the DD thread. Can someone verify this?

Have you tested out the slave boots? It seems I'm getting a crash whenever the "You stumble over your high heels" event fires. Could just be a problem with my load order though.

Posted
35 minutes ago, jWeo said:

Have you tested out the slave boots? It seems I'm getting a crash whenever the "You stumble over your high heels" event fires. Could just be a problem with my load order though.

I didn't test them on myself. (playing a male) But I equipped some stuff on my followers and everything seemed to work as it should. Alternativ anims are playing, equipping/unequipping is working(not working without key) No crashes, no unusual behaviour. After upgrading mfg also the gags work. 

I also tested Estrus (which is also not compatible with the 1.5.5 SKSE runtime) and it also worked properly. 

Posted

Disregard my previous post. I derped hard and installed the HDT version of XPMSE without actually having HDT installed. I switched to the correct version and now the stumble animation plays just fine.

Posted
15 minutes ago, jWeo said:

Disregard my previous post. I derped hard and installed the HDT version of XPMSE without actually having HDT installed. I switched to the correct version and now the stumble animation plays just fine.

And you have the 1.5.5 runtime running?

Posted
2 hours ago, Pfiffy said:

And you have the 1.5.5 runtime running?

You mean SKSE? Yeah, I have the latest version from the SKSE website, "SE build 2.0.8 (runtime 1.5.50)".

Posted
43 minutes ago, jWeo said:

You mean SKSE? Yeah, I have the latest version from the SKSE website, "SE build 2.0.8 (runtime 1.5.50)".

And you only run into problems if you choose the HDT skeleton....Everything else is working? A lot of ppl will say that it shouldn't.

 

 

Posted
8 hours ago, langmans said:

Does anyone know if 

 can be used with SSE (SKSE64 2.0.8) and the unofficial SSE patch?

It didn't work for me as I tried it out in LE and the same function is covered by SLEN so I skipped it. 

 

Posted
10 hours ago, Pfiffy said:

It didn't work for me as I tried it out in LE and the same function is covered by SLEN so I skipped it. 

 

Yes I read that that it somehow didn't took notice of what could be fixed by USSEP and that when you install it, it doesn't work.

 

It's too bad.

Posted
21 hours ago, langmans said:

Does anyone know if 

 can be used with SSE (SKSE64 2.0.8) and the unofficial SSE patch?

Yes, It works for me...I have been using it for some time under skse64 2.0.7 and I have seen no issue since I have updated to 1.5.50 and skse64 2.0.8...Well except for the issue it always had with the apothecary in whiterun, it bring up the standard training window first, just cancel the dialogue box and it will bring up the choice for sex....she is the only one this happens to, and it is an original bug.

Posted
24 minutes ago, ZI0MATRIX said:

Has Someone already ported this?  Tirk the horny riekling

No but the mod is linear and uses no quirks. So a port should be easy. I will ask the author that is a friend of mine.

Posted
20 minutes ago, Redswift said:

How come Sexlab Solutions hasn't been ported yet? Are there any issues or simply no one's done it? Or is it ported? In its thread it talks about SE version, but there's no seperate download. The original works out the box?

 

Version 5.0.7 works fine ;)

Posted
12 minutes ago, Neo72 said:

Version 5.0.7 works fine ;)

Thanks!

 

Quick question. Mods that haven't been ported over but are reported to work on SE (some of them with script edits), such as SL Solutions , SGO3, Apropos etc, should I just get the mod as it is and leave it be, or convert their esp and any meshes they might have?

Posted
On 9/20/2018 at 7:05 AM, Pfiffy said:

I didn't test them on myself. (playing a male) But I equipped some stuff on my followers and everything seemed to work as it should. Alternativ anims are playing, equipping/unequipping is working(not working without key) No crashes, no unusual behaviour. After upgrading mfg also the gags work. 

I also tested Estrus (which is also not compatible with the 1.5.5 SKSE runtime) and it also worked properly. 

Estrus just updated this morning.

 

11 minutes ago, Redswift said:

Thanks!

 

Quick question. Mods that haven't been ported over but are reported to work on SE (some of them with script edits), such as SL Solutions , SGO3, Apropos etc, should I just get the mod as it is and leave it be, or convert their esp and any meshes they might have?

Depends on the size and scope of the mod. Always optimize the meshes, but converting the .esp is kind of almost a personal taste. Mods that provide more than a few file type additions and require few dependencies are can be converted with little effort. Mods that run 1 file type (Like Sexlab matchmaker, Estrus Charus, etc. which all have active scripts/interface only) don't really have to be converted, as they worked well right out of the gate. But as I said, it can be personal preference. So if you want to convert, stick to the mods in blue until you get some experience in it.

Posted
38 minutes ago, Redswift said:

Thanks!

 

Quick question. Mods that haven't been ported over but are reported to work on SE (some of them with script edits), such as SL Solutions , SGO3, Apropos etc, should I just get the mod as it is and leave it be, or convert their esp and any meshes they might have?

@darkconsole is working on SGO4 that will be fully SSE.

Posted
1 hour ago, Adviser69 said:

Estrus just updated this morning.

 

Depends on the size and scope of the mod. Always optimize the meshes, but converting the .esp is kind of almost a personal taste. Mods that provide more than a few file type additions and require few dependencies are can be converted with little effort. Mods that run 1 file type (Like Sexlab matchmaker, Estrus Charus, etc. which all have active scripts/interface only) don't really have to be converted, as they worked well right out of the gate. But as I said, it can be personal preference. So if you want to convert, stick to the mods in blue until you get some experience in it.

 

Welp, guess I'll just leave them be xD

 

1 hour ago, CPU said:

@darkconsole is working on SGO4 that will be fully SSE.

 

That's great news! Looking forward to it.

Posted
1 hour ago, Adviser69 said:

Estrus just updated this morning.

 

Depends on the size and scope of the mod. Always optimize the meshes, but converting the .esp is kind of almost a personal taste. Mods that provide more than a few file type additions and require few dependencies are can be converted with little effort. Mods that run 1 file type (Like Sexlab matchmaker, Estrus Charus, etc. which all have active scripts/interface only) don't really have to be converted, as they worked well right out of the gate. But as I said, it can be personal preference. So if you want to convert, stick to the mods in blue until you get some experience in it.

I will just add some mods crash the CK when you try to save them. Having found no solution - I use them as is if possible.

Also be really careful of head part meshes. Do them incorrectly, and you will CTD when approaching an affected NPC. 

I usually delete all facegen data and regenerate it in the CK. Hard ones are head parts mixed in with other NIFs.

Posted

* Ported: HDT Werewolves SE
* Unknown: Gender Bender

 

I had also missed that Estrus for Skyrim was an SKSE mod, but it updated a bit earlier today anyways.

 

Interesting news for modders: SSE CreationKit Fixes exists, and among other things includes a way to create ESMs directly and makes ESPs as masters work properly. Haven't tested it myself yet.

Posted
3 hours ago, fred200 said:

I will just add some mods crash the CK when you try to save them. Having found no solution - I use them as is if possible.

Also be really careful of head part meshes. Do them incorrectly, and you will CTD when approaching an affected NPC. 

I usually delete all facegen data and regenerate it in the CK. Hard ones are head parts mixed in with other NIFs.

For the headparts: You can still use the old ones instead of converting them. They usually work fine.

For the CK: For me It crashes usually as soon as I try to edit and save Hearthfire related content. 

Posted
1 hour ago, tasairis said:

* Ported: HDT Werewolves SE
* Unknown: Gender Bender

 

I had also missed that Estrus for Skyrim was an SKSE mod, but it updated a bit earlier today anyways.

 

Interesting news for modders: SSE CreationKit Fixes exists, and among other things includes a way to create ESMs directly and makes ESPs as masters work properly. Haven't tested it myself yet.

I will go for it.... 

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