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SE Compatibility Tracking (Jul 30)


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Posted
5 hours ago, Weerz said:

Which addon have the human on female WW and human on x female creature then? I do installed fnis creature pack. Thats why half of my problem got solved. Now the only problem is the creatures not want to have fun. But there are animations. and i can start them from Sexlab > Animation

MNC for human on femwolf.

HCOS has some human on femcreature animations but not many.

Posted
2 hours ago, MadMansGun said:

MNC for human on femwolf.

HCOS has some human on femcreature animations but not many.

Okay. so i have all mod and set up all correctly but i cant manually inviting them? What MountainManCo mentioned is worked only once. so strange.

Posted

Hello all,

currently i am thinking about switching to SSE.

 

Reason:

I have in Oldrim more then 12000 Animations installed and still want more to install - but its not possible cause i get constantly CDT's

 

So my question is - can i install in SSE more Animations or do i ran into the same troubles like in Oldrim?

 

Thanks for help to all

 

Ava

Posted
11 hours ago, Avahashija said:

Hello all,

currently i am thinking about switching to SSE.

 

Reason:

I have in Oldrim more then 12000 Animations installed and still want more to install - but its not possible cause i get constantly CDT's

 

So my question is - can i install in SSE more Animations or do i ran into the same troubles like in Oldrim?

 

Thanks for help to all

 

Ava

You will overall have far less crashes in SSE. It is on a much more stable engine than Oldrim. Even ported mods will benefit from the added stability.  

  

Also I don't know about the old version but the Special Edition of FNIS has a version that can support up to 20,000 animations. 

Posted
1 hour ago, SKYRIMSEXISCOOL said:

Also I don't know about the old version but the Special Edition of FNIS has a version that can support up to 20,000 animations. 

that does not mean jack shit, 32bit FNIS can load 20000 as well but that does not mean the game can actually take it.

 

switching to 64bit does not magically fix everything, having more ram access wont fix the hard limits, it only makes memory leaks take longer to crash the game.

Posted

Animations can be 1Mb each. HKX animations.

So for big anims the 20K limit (that is actually 20480 Anims) can be better supported on SSE.

But the handling code is the same for both versions.

Posted

Ok,

i have optimized my Oldrim as much as i could - it runs stable with my 12k on Animations.... CDT's happens but thats normal with all the DD, ZAZ and papyrus stuff....

I know that there is a FNIS XXL Version - i still use it - but as another poster already mentioned - it means not Oldrim can handle 20k on animations.

There is much much more to take care of then only the amount of Anims... string table size - papyrus load - active animations on game load - active scripts, active ENB, texture size etc etc etc....

(my gear is more then high end - 4 monitors - 64 gb Ram, 4gHz watercooled, 4TB on SSD and 10TB on HDD's, dual Razor 16GB VRam bla bla bla.... i know my bottlenecks quite well...)

 

1 hour ago, CPU said:

Animations can be 1Mb each. HKX animations.

So for big anims the 20K limit (that is actually 20480 Anims) can be better supported on SSE.

But the handling code is the same for both versions.

I think i will give SSE then a try.

Almost all the mods that i use are ported over to SSE.

Thanks for all the info's so far.

 

Wish all a nice weekend.

 

Ava

Posted
2 hours ago, MadMansGun said:

that does not mean jack shit, 32bit FNIS can load 20000 as well but that does not mean the game can actually take it.

 

switching to 64bit does not magically fix everything, having more ram access wont fix the hard limits, it only makes memory leaks take longer to crash the game.

do not need to be aggressive and some actual proof might back up your claim better. the newer version of FNIS for the special edition can realistically support more animations because of the engine changes even if the hard limit is the same across versions. 

Posted
4 hours ago, SKYRIMSEXISCOOL said:

some actual proof might back up your claim better.

then install everything, all SLAL Packs, kill moves, poses, dancing, Zaz and alternative animations.

Posted
20 hours ago, Avahashija said:

Hello all,

currently i am thinking about switching to SSE.

 

Reason:

I have in Oldrim more then 12000 Animations installed and still want more to install - but its not possible cause i get constantly CDT's

 

So my question is - can i install in SSE more Animations or do i ran into the same troubles like in Oldrim?

 

Thanks for help to all

 

Ava

To be realistic: If you want to run more anims you have to reduce the mod weight in BOTH versions of Skyrim. SE can work with a few more anims than LE can handle, but you will run into he same issues sooner or later.

 

It is right, that MOST of the mods are ported to SE by now, BUT: There are some things that are still missing or in a beta stage and not working so relyable as they do in Oldrim.

You have to be aware of that and check each mod that you are planning to use for its actual state.  Especially Racemenu and HDT had to be rewritten for SE and are not at the same point of development as the LE versions are.  

Posted
10 hours ago, Avahashija said:

my gear is more then high end - 4 monitors - 64 gb Ram, 4gHz watercooled, 4TB on SSD and 10TB on HDD's, dual Razor 16GB VRam bla bla bla

You use this PC to monitor the ISS or something?

Posted
4 hours ago, Pfiffy said:

To be realistic: If you want to run more anims you have to reduce the mod weight in BOTH versions of Skyrim. SE can work with a few more anims than LE can handle, but you will run into he same issues sooner or later.

 

It is right, that MOST of the mods are ported to SE by now, BUT: There are some things that are still missing or in a beta stage and not working so relyable as they do in Oldrim.

You have to be aware of that and check each mod that you are planning to use for its actual state.  Especially Racemenu and HDT had to be rewritten for SE and are not at the same point of development as the LE versions are.  

Ok,

thanks for pointing to that - maybe i will wait then a little bit...

 

FO4 needs some attention as well... and currently i play arround with XCom2 and the unreal engine....

I just had the idea with SSE cause i moved my Oldrim setup to my new SSD...

 

Ava

Posted

I notice Sexist Guards is still white on the op. It's working great here with no problems so far. Simple matter of extracting the archive, re-saving the esp in ck and regenerating the seq file.

Posted
1 hour ago, urielmanx7 said:

Does anyone knows if this works, or if is there an alternative already?

https://www.nexusmods.com/skyrim/mods/64803

Haven't tried converting it, but did convert https://www.nexusmods.com/skyrim/mods/38151?tab=description for myself and it appears to work correctly so far.

Lets you adjust the those quests level requirements (and more options as well) to the level you like from MCM.

For me I wanted the opposite of what your after, postpone those quests till later in the game...lol

But it should work the way your after also.

Posted
On 8/29/2018 at 9:25 AM, Pfiffy said:

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...

I have tried converting Sanguine's Debauchery Enhanced a couple of times most recently using Devious 4.1 doing all the fixes for the animations, etc but I can't get it to work.

 

Does anyone who's been able to get it working have instructions on how they did it more in depth beyond the normal porting procedures? E.G. Do you have to use lower versions of of Devious Devices such as 4.0 self converting those rather than use the publicly ported 4.1 set etc?

 

Any help would be appreciated...

Posted

For the Jcontainers and Netmerse/Nio texts boxes where am I meant to put/alter that? In a special SKSE default doc in my games or? Its been a long time since i messed with Skyrim modding and only came back to it now that SE seems to have caught up enough.

I believe that my SOS is complaining about not being installed correctly and that is what fixes it as I understand (Version discovered -1 expected 300004 is the error I get) This is the last issue I have and I can start playing, Thanks for any and all help in advance!

PS- Also if someone could tell me either what mod or option within another mod that makes your character look around and kind of spin/walk around in a circle as you stand still that would be great because I don't like or want it.

Posted
3 hours ago, Pride Queen said:

PS- Also if someone could tell me either what mod or option within another mod that makes your character look around and kind of spin/walk around in a circle as you stand still that would be great because I don't like or want it.

I had this issue with Dragonfly BBP Animation for SE.

I found this so annoying that I had uninstalled this mod as soon as I had found it was the culprit.

Posted
3 hours ago, Pride Queen said:

For the Jcontainers and Netmerse/Nio texts boxes where am I meant to put/alter that? In a special SKSE default doc in my games or? Its been a long time since i messed with Skyrim modding and only came back to it now that SE seems to have caught up enough.

What?

3 hours ago, Pride Queen said:

I believe that my SOS is complaining about not being installed correctly and that is what fixes it as I understand (Version discovered -1 expected 300004 is the error I get) This is the last issue I have and I can start playing, Thanks for any and all help in advance!

Also what?

 

Make sure you have SKSE, JContainers, RaceMenu/SKEE, and SOS all according to your version of Skyrim (which is probably 2.0.8).

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