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SE Compatibility Tracking (Jul 30)


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Posted
1 hour ago, Vachnic said:

Wow... I never knew that! Thanks for that!

The XPMSE.esp contains a few adjusted gamesettings (Non MCM version anyways).

I assumed related to physics, mostly death (maybe the skeleton has different tolerance to the vanilla):

fDeathForceRangedForceMin
fDeathForceRangedForceMax
fDeathForceRangedDamageMin
fDeathForceRangedDamageMax
fDeathForceForceMin
fDeathForceForceMax
fDeathForceDamageMax
fDeathForceDamageMin
fZKeyMaxForce
fZKeyMaxForceWeightHigh
fDeathForceSpellImpactMult

Posted
25 minutes ago, smashly said:

The XPMSE.esp contains a few adjusted gamesettings (Non MCM version anyways).

I assumed related to physics, mostly death (maybe the skeleton has different tolerance to the vanilla):

fDeathForceRangedForceMin
fDeathForceRangedForceMax
fDeathForceRangedDamageMin
fDeathForceRangedDamageMax
fDeathForceForceMin
fDeathForceForceMax
fDeathForceDamageMax
fDeathForceDamageMin
fZKeyMaxForce
fZKeyMaxForceWeightHigh
fDeathForceSpellImpactMult

The XPMSE.esp contains a ton of animations I don't want. Silly me - I think a skeleton should include that skeleton - and nothing else.

Posted
54 minutes ago, fred200 said:

The XPMSE.esp contains a ton of animations I don't want. Silly me - I think a skeleton should include that skeleton - and nothing else.

I agree, the skeleton should contain the skeleton and nothing else (that's the way I use it, no custom animations or patches from the package apart from the None XPMSE.esp).

But really the package is made to work as a minimal or overblown install.

My XPMSE.esp only contains those gamesettings and nothing else..

From XPMSE v4.5.1 in the \Character Creation\None\XPMSE.esp directory in the archive veiwed in xEdit.

mini_181007111820269424.jpg

I remember in oldrim at one point in time that the skeleton use to cause people not to be able to drag, move, pick up bodies.

Maybe those gamesettings were the solution?

I'm only guessing though.

Posted
57 minutes ago, smashly said:

I agree, the skeleton should contain the skeleton and nothing else (that's the way I use it, no custom animations or patches from the package apart from the None XPMSE.esp).

But really the package is made to work as a minimal or overblown install.

My XPMSE.esp only contains those gamesettings and nothing else..

From XPMSE v4.5.1 in the \Character Creation\None\XPMSE.esp directory in the archive veiwed in xEdit.

 

I remember in oldrim at one point in time that the skeleton use to cause people not to be able to drag, move, pick up bodies.

Maybe those gamesettings were the solution?

I'm only guessing though.

I think part of them are from the inclusion of realistic ragdoll, which had its effects merged into xp some time ago, or at least the xp page states it was anyway.

Posted
48 minutes ago, Varithina said:

I think part of them are from the inclusion of realistic ragdoll, which had its effects merged into xp some time ago, or at least the xp page states it was anyway.

Yup, the fDeaths are for death ragdolling and the fZKeys are for dragging. They're good to have.
And I would argue those changes are very much within the scope of XPMSE.

Posted
6 hours ago, tasairis said:

Yup, the fDeaths are for death ragdolling and the fZKeys are for dragging. They're good to have.
And I would argue those changes are very much within the scope of XPMSE.

You could always copy those changes into a personal patch that can be merged into just about anything..  and leave out the scripted animation and cloak effect from the actual ESP.   

That's what I do

Posted

SKSE updated again but I don't think it breaks .dlls.

Posted

Sorry if this is obvious but how many of the dll mods require skse 2.0.10 over 2.0.9? Damn these updates. Hoping they just require 2.0.9+

 

Like last time, I'm sure bethesda will do another shitty update as soon as I update the game and my mods lol

Posted
19 minutes ago, Yinkle said:

Sorry if this is obvious but how many of the dll mods require skse 2.0.10 over 2.0.9? Damn these updates. Hoping they just require 2.0.9+

 

Like last time, I'm sure bethesda will do another shitty update as soon as I update the game and my mods lol

Pretty much any mod with a dll dependent on mods such as PapyrusUtil, JContainer, MfgFix, FISSES, etc. Or any mod where the dll requires the skse64 version header.

Posted
41 minutes ago, Adviser69 said:

Pretty much any mod with a dll dependent on mods such as PapyrusUtil, JContainer, MfgFix, FISSES, etc. Or any mod where the dll requires the skse64 version header.

Yup I figured as much, thanks for the clarification.

Posted

Ok I jumped the gun... there are still a TON of stuff out there that doesn't work.   ><

It's gonna be a LOOOOONG day trying to figure out what mods I need to disable. 

 

A few I ran into so far

 

- Achievement Mods Enabler        

- Display enemy Level - UPDATED TODAY

Posted
12 minutes ago, sophiextime said:

Maybe to save them having to do it next week when Bethesda do another CC tiny add on LMAO!! ?

psssst....... Don't even think too loud about it....

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