Jump to content

SE Compatibility Tracking (Jul 30)


Recommended Posts

Posted
17 minutes ago, Venderin said:

Care to elaborate? Can I "use it" on existing save? 

SoS Light works fine with Sexlab and since it doesn't use a dll it works with the lastest versions of Skyrim. It doesn't have an MCM to adjust length so every schlong is the same length. I don't know if I recommend just dropping it in an existing save as the esp is named differently than regular SoS.

Posted

So yeah, we're three weeks in and most things have updated. Also found a couple mods I had outdated information or requirements for so there have been a couple minor adjustments.

Some bigger holdouts like CACO, DAR, and SoS still to go, but I intend to take down the tracking stuff next week when we hit the one month mark.

Posted
19 hours ago, SonsOLiberty said:

ConsoleUtilSSE updated now, so you can use this or I guess the other version that should work in any version hence forth

 

ConsoleUtilSSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Personal recommendation, would suggest sticking to ConsoleUtilSSE NG, Ryan (maker of ConsoleUtilSSE) decided to change the license (from MIT to CC BY-NC-ND 4.0 (Creative Commons, Non-Commercial, No Derivatives)) and make ConsoleUtilSSE closed source.

Posted
14 hours ago, VeraDra said:

Personal recommendation, would suggest sticking to ConsoleUtilSSE NG, Ryan (maker of ConsoleUtilSSE) decided to change the license (from MIT to CC BY-NC-ND 4.0 (Creative Commons, Non-Commercial, No Derivatives)) and make ConsoleUtilSSE closed source.

Guess hes working on a huge update then.

Posted
6 hours ago, JarOfLove said:

Guess hes working on a huge update then.

Ryan used to keep the source code available and open permissions for all his mods, his intention was something like "in my absence, you can update it to new versions". I'm not sure there is any license that meets these requirements... MIT license doesn't really work like that, it basically gives full control as long as credit is given to the original creator.

 

Quick Loot EE (Quick Loot RE fork with icons) was created, Ryan requested its removal, however the author is not actually violating this agreement, so it was not removed by the NexusMods administrators. So Ryan now uses CC BY-NC-ND 4.0, which basically locks everything, if their mods ever need updates, it can't be done by other users.

Posted
9 minutes ago, Bellona said:

Ryan used to keep the source code available and open permissions for all his mods, his intention was something like "in my absence, you can update it to new versions". I'm not sure there is any license that meets these requirements... MIT license doesn't really work like that, it basically gives full control as long as credit is given to the original creator.

 

Quick Loot EE (Quick Loot RE fork with icons) was created, Ryan requested its removal, however the author is not actually violating this agreement, so it was not removed by the NexusMods administrators. So Ryan now uses CC BY-NC-ND 4.0, which basically locks everything, if their mods ever need updates, it can't be done by other users.

The only way to give users permission to update your mods is to also give them permission to modify and distribute said modifications. Otherwise, there is no way to get changes made available.

 

Ryan relicensing their mods under the new license (ignoring any other issues, like if they bothered to ask any other contributor to agree to the new license, if MIT even allows you to relicense, etc) essentially says they never intended other people to fork the mod then upload it to a new page, and instead just assumed people would make the change and submit a PR.

Posted

Fuz Ro D'oh SE has just had comments closed and in "Logs" it says that bugtracker was set to locked and permissions changed today, I sure hope this isn't a sign of the mod getting abandoned.

Posted

Will they bring the compatible version of Racemenu to NexusMods? Or will it only remain on Patreon? Not really a problem for me, I'm just asking because I tend to mostly check my tracked mods on NexusMods.

Posted
1 hour ago, JimKhan said:

Will they bring the compatible version of Racemenu to NexusMods? Or will it only remain on Patreon? Not really a problem for me, I'm just asking because I tend to mostly check my tracked mods on NexusMods.

 

RaceMenu has done this before: post a version on Patreon, let it sit there for a while, then eventually update it on Nexus too. No particular reason I've seen yet to believe there's something else going on.

Posted

I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659)
I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order.

Should be compatible with the Tower Stone fix, as those are purely script changes.

 

Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement.

 

This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly.
Source repo:
https://github.com/bitnimble/SimplyKnock

SimplyKnockDLL_640.7z SimplyKnockDLL_659.7z

Posted
32 minutes ago, Dazed_and_confused said:

I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659)
I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order.

Should be compatible with the Tower Stone fix, as those are purely script changes.

 

Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement.

 

This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly.
Source repo:
https://github.com/bitnimble/SimplyKnock

SimplyKnockDLL_640.7z 161.22 kB · 0 downloads SimplyKnockDLL_659.7z 161.22 kB · 0 downloads

You my friend are a scholar and a gentleperson

 

Posted
10 minutes ago, In5inite said:

You my friend are a scholar and a gentleperson

 

 

I just hope it works for others as well as myself; like I said, first time doing DLLs though I have extensive experience with other dev work.
I've just noticed that the SoS DLL source code is uploaded, so I'm going to take the setup I made and try to get that one converted as well. Fingers crossed.

Posted

so sos light works with the current AE version, how many mods require SOS full?

think a few are body mods that use full as a base but right off idk for sure

Posted
1 hour ago, Dazed_and_confused said:

 

I just hope it works for others as well as myself; like I said, first time doing DLLs though I have extensive experience with other dev work.
I've just noticed that the SoS DLL source code is uploaded, so I'm going to take the setup I made and try to get that one converted as well. Fingers crossed.

Works like a charm so far.

Posted

Everytime I think about coming back to Skyrim a new Bethesta patch mess is going on!? Just why Todd WHY? Guess I'll be back in a month or two, unless there is another useless patch.

 

I tip my hat to all the brave souls trying to keep this show going.

Posted (edited)
Edited by tasairis
Posted
3 hours ago, Dazed_and_confused said:

I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659)
I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order.

Should be compatible with the Tower Stone fix, as those are purely script changes.

 

Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement.

 

This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly.
Source repo:
https://github.com/bitnimble/SimplyKnock

SimplyKnockDLL_640.7z 161.22 kB · 5 downloads SimplyKnockDLL_659.7z 161.22 kB · 1 download

Thanks for that! It works, but my settings are not being saved, it resets to 0%/0hs after loading the game.

~~~~~~
@tasairis - "Encounter Zones Unlocked SE" (by the author of Better Jumping SE) was also updated a few weeks ago, but I don't know how to test it. lol
According to encounter_zones_unlocked.log, it is loading correctly.

Posted
8 hours ago, Dazed_and_confused said:

I've managed to use the public Github repo for the Simply Knock mod DLL to recompile it for newest AE vesrions for Steam (640) and GOG (659)
I can't test the GOG version, but the Steam one behaved properly even under a very heavy load order.

Should be compatible with the Tower Stone fix, as those are purely script changes.

 

Original SE mod on Nexus is required. Do not use this and the other Simply Knock DLL update on Nexus, as this is a full replacement.

 

This is my first time compiling a mod DLL so I'm not going to guarantee anything but I did test the Steam version fairly thoroughly.
Source repo:
https://github.com/bitnimble/SimplyKnock

SimplyKnockDLL_640.7z 161.22 kB · 7 downloads SimplyKnockDLL_659.7z 161.22 kB · 3 downloads

Thanks! My Skyrim is an AE downgraded to SE - will this still work?

Also does this still need the skse dll override?

Posted
14 minutes ago, naberyll said:

Thanks! My Skyrim is an AE downgraded to SE - will this still work?

Also does this still need the skse dll override?

Yeah this doesn't work for me... crashing on game startup. ran with the original mod and Skse 2.0.20  since running with Skyrim SSE setup

Posted
6 hours ago, naberyll said:

Yeah this doesn't work for me... crashing on game startup. ran with the original mod and Skse 2.0.20  since running with Skyrim SSE setup

In general, for DLLs in mods, you need one which is compiled with your given version of SKSE.
For these DLLs, that corresponds to SKSE Version 2.2.3, which I should have put in the original posts along with game version.

Once I can verify/resolve reports of settings being reset to defaults using these, I'll see about generating one for that SKSE version.

Posted
11 hours ago, Bellona said:

Thanks for that! It works, but my settings are not being saved, it resets to 0%/0hs after loading the game.

~~~~~~
@tasairis - "Encounter Zones Unlocked SE" (by the author of Better Jumping SE) was also updated a few weeks ago, but I don't know how to test it. lol
According to encounter_zones_unlocked.log, it is loading correctly.


I was not able to reproduce this. However, I do have a guess; is the PapyrusUtil.dll from Simply Knock overriding the one provided by PapyrusUtil itself? That could cause some problems, as it's an outdated version.


Unfortunately that file is in the SE mod, so I don't have control over it. In my load order I've "hidden" it (and the one provided by SexLabFramework, though that one should be fine, I think) , and made sure PapyrusUtil's dll is the one that survives.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...