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SE Compatibility Tracking (Jul 30)


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Posted
7 hours ago, Pfiffy said:

No, I just have some spare time, usually Tasairis is making everything here. I'm just working on my mods and need something different to look at sometimes.

It's just such a hassle, keeping copies of tons of mods I'm not using, plus all their requirements. I guess if there was something particularly difficult I could, but it's nice to see that there are other people compiling scripts too so I don't have to ?

Posted
16 minutes ago, Fixadent said:

I'd like to see an SSE conversion of dovahbling.

Meshes, textures, and a few scripts. Should be straightforward to convert on your own.

Posted

Right now the OP is listing SLEN as converted (green). But the link doesn't go anywhere anymore, possibly because the conversion wasn't approved by the original author (?) Cannot find any comment about the change, which happened somewhere during the last four days.

 

Feel free to delete this. Cheers.

Posted

PapyrusUtil is being worked. Not as easy as just a recompile.

Once it is done, SexLab will be updated.

Posted
43 minutes ago, CPU said:

PapyrusUtil is being worked. Not as easy as just a recompile.

Once it is done, SexLab will be updated.

No explanations needed on that one..

I'm not in a hurry, quite happy with the sexlab in 1.5.50.

More then likely just as papyrusutil and sexlab is done, beth will do another trivial ccc update anyways.

Be a different story if beth was actually fixing core engine bugs, then I'd probably be getting anxious.

Already use to the same ccc upgrade loop in FO4 and it aint no different in SSE.

Posted
27 minutes ago, CPU said:

PapyrusUtil is being worked. Not as easy as just a recompile.

Once it is done, SexLab will be updated.

CPU - this is not viable. Are the powers that be working on consolidating more functions in SKSE64,

so mods can stop being dependent on addresses in the executable?

Ideally, Bethesda's weekly piss-us-off updates would only impact SKSE64.

None of this denigrates the excellent work you folks are doing to keep us going. There just has to be a better way!

Posted
10 minutes ago, fred200 said:

CPU - this is not viable. Are the powers that be working on consolidating more functions in SKSE64,

so mods can stop being dependent on addresses in the executable?

Ideally, Bethesda's weekly piss-us-off updates would only impact SKSE64.

None of this denigrates the excellent work you folks are doing to keep us going. There just has to be a better way!

Noi. That's not possible.

SKSE is just providing Papyrus hooks to the game engine.

Just no way to do it in a different way (blame Bethesda?)

Posted

Fuz ro doh is also updated. I think we are nearly throu for this time. 

 

SSE engin fixes has already an update, but I wonder what happened to SSE fixes. 

And there has been a fix to the merchants, that have too much money. (Barter fix, that suddenly dissapeared from Nexus, The source code is availible for oldrim and it is free to use.

I think it is worth to take a look at it for someone who knows a bit more about programming.

Posted
36 minutes ago, Pfiffy said:

SSE engin fixes has already an update, but I wonder what happened to SSE fixes.

Probably just slower to update. Or it could be the author won't be maintaining it, but they did update it last month for 1.5.50, and they haven't edited the mod to recommend Engine Fixes, so I kinda doubt that.

Posted
34 minutes ago, tasairis said:

Probably just slower to update. Or it could be the author won't be maintaining it, but they did update it last month for 1.5.50, and they haven't edited the mod to recommend Engine Fixes, so I kinda doubt that.

I just wonder if i should keep it in my install.... Engin fixes covers most of the things, too.  

Posted

I have to say something general about porting and releasing: There are a lot of (abandonned) Mods out there like SLTools, Eager NPC's and other stuff, that can be easily ported, which are still not officially offered in the SE download section, because noone has got a permission to upload them until now. If you ever feel like you could take up one of them and simply post them here, because noone has done it:

 

DON'T DO IT, IF YOU DON'T HAVE THE PERMISSION TO DO SO!

 

There are some authors here that don't even like the idea, that we port mods for private use or share updated scripts to make private ports possible. Breaking the rules by simply saying that no reply of the author means that it is ok, will just upset more authors, which will make it harder to get permissions for other mods that can be ported. 

I have just checked the site rules and in my opinion even a lot of things we do here are not really 'legalized' They are just not forbidden. 

 

Posted

having a issue with Schlongs of Skyrim SE the updated dll got it to work but now in the menu it says no compatible skeleton detected.. do i have to reinstall the mod or what?? 

Posted
29 minutes ago, Geostorm69 said:

having a issue with Schlongs of Skyrim SE the updated dll got it to work but now in the menu it says no compatible skeleton detected.. do i have to reinstall the mod or what?? 

In cases like this - I tend to believe the error message is accurate.

Verify that your compatible skeleton like XPMSE is still installed (esp not needed - I keep it disabled), and no other skeleton overrides those mesh and textures.

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