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SE Compatibility Tracking (Jul 1)


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4 hours ago, Gergar12 said:

Which MBA son of a bitch thinks this is a good idea. Why don't they launch Starfield Creation Kit 2 or work on ES6? It's an 8-year-old game, leave it alone, and let the modders mod. And maybe this does have something to do with porn bans and the fact that the birthrate is down in a sort of getting rid of abortion, and this, and credit card companies going to war with Pornhub. 

 

But most likely it has to do with the creation club. They want us to buy shit that has already been made or could be made on nexus. I for one have used Patreon then other sub-based means to fund some of my creators but it's likely not enough. 

 

 

 

You missed out fucking around with Fallout 4 there :P

Toddy is doing this cause if you pay a creator via Patreon etc, you don't pay him. He wants to get paid when a modder gets paid, hence the push to try to move to this inbuilt paid mod model, regardless of whether it will be best for modding...

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3 hours ago, ebbluminous said:

You missed out fucking around with Fallout 4 there :P

Toddy is doing this cause if you pay a creator via Patreon etc, you don't pay him. He wants to get paid when a modder gets paid, hence the push to try to move to this inbuilt paid mod model, regardless of whether it will be best for modding...

And while he does that, starfield got an epic fail and we're still waiting for elder scrolls 6.

Meanwhile, gog skyrim users don't have the creations menu and can chose what version they want in the launcher,  so they're not bothered by this payed mod stuff.

Edited by Shonen17000
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3 hours ago, LilSxmmy said:

anybody else checking every single day, waiting for racemenu to be updated lmao. Half of my npc replacer mods are failing,, and they all have the creepy potato face

No. I'm still on 640. You can wait for mods to release and then update, or not, depending on what you get out of these updates. There's no reason to rush updating now, or shortly after the game is updated.

Edited by Just Don't
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4 hours ago, Just Don't said:

No. I'm still on 640. You can wait for mods to release and then update, or not, depending on what you get out of these updates. There's no reason to rush updating now, or shortly after the game is updated.

Sorry for OT:

 

Spoiler

but i just bought skyrim se in gog for 10 € . AE was about 17 € .

 Have a nice day.

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26 minutes ago, Shep67 said:

Sorry for OT:

 

  Hide contents

but i just bought skyrim se in gog for 10 € . AE was about 17 € .

 Have a nice day.

Yeah GOG is also an option. But if all you have is Steam you can prevent updates in literally 1 minute or less. No need to jump into a different platform only to avoid automatic updates. I bought LE back in the day, got SE for free and I'm never buying the game again. Not because I love Steam or hate GOG, but because I won't get anything out of it except wasting money.

And about the prices and versions you mention, "AE" is obviously more expensive because it includes the paid DLC. That "SE" version is still an executable of 1.6+ which is the most important part for mod compatibility, not the presence of the paid DLC or names like SE or AE.

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  • tasairis changed the title to SE Compatibility Tracking (Jan 14) - SSE 1.6.1170 ✅ AddLib ✅ SL ✅ Fuz ❌ HDT ✅ JC ✅ RM ✅ SOS

I am currently building my list using

 and the Compass Overhaul mod which is on that list is not updated and currently crashes the game. Just thought it'd be useful info to add to this thread

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  • tasairis changed the title to SE Compatibility Tracking (Jan 14) - SSE 1.6.1170 ✅ AddLib ✅ SL ✅ Fuz 🔧 HDT ✅ JC ✅ RM ✅ SOS

Updated my Skyrim install to 1.6.640, and I've reevaluated the (completely arbitrary) list of SKSE mods that I'm including. I dropped a few of them, mostly because they were too old but some others because they just didn't seem very popular, and I added a few - with a common theme of combat animation:

 

- Not updated: Animation Motion Revolution (up to 1.6.640, version 1.5.3)
- Don't know: Animation Queue Fix (at least 1.6.640, version 1.0.1)
- Not updated: IFrame Generator RE (old AE, version 1.03, unmaintained)
- Not updated: IFrame Generator RE AE Support (up to 1.6.640, version 1.03.1)
- Updated:  Immersive Equipment Displays (up to 1.6.1170 I think, version 1.7.4)
- Don't know: Precision (at least 1.6.640, version 2.0.4)
- Patched: SCAR - Skyrim Combos AI Revolution (1.5.97 only, version 1.06b)
- (the patch) SCAR AE Support (at least 1.6.640, version 1.06.1)

 

Also filled in the version information for nearly all the SKSE mods that didn't have it yet; fair bit of guesswork for some of the older information, which you'll probably never see it anyway, and some cases where I couldn't tell. Big ❤️ to the authors who keep a changelog that mentions when support for the different game engines was added. So the majority of mods in that update list will have that added information.

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55 minutes ago, tasairis said:

Updated my Skyrim install to 1.6.640, and I've reevaluated the (completely arbitrary) list of SKSE mods that I'm including. I dropped a few of them, mostly because they were too old but some others because they just didn't seem very popular, and I added a few - with a common theme of combat animation:

 

- Not updated: Animation Motion Revolution (up to 1.6.640, version 1.5.3)
- Don't know: Animation Queue Fix (at least 1.6.640, version 1.0.1)
- Not updated: IFrame Generator RE (old AE, version 1.03, unmaintained)
- Not updated: IFrame Generator RE AE Support (up to 1.6.640, version 1.03.1)
- Updated:  Immersive Equipment Displays (up to 1.6.1170 I think, version 1.7.4)
- Don't know: Precision (at least 1.6.640, version 2.0.4)
- Patched: SCAR - Skyrim Combos AI Revolution (1.5.97 only, version 1.06b)
- (the patch) SCAR AE Support (at least 1.6.640, version 1.06.1)

 

Also filled in the version information for nearly all the SKSE mods that didn't have it yet; fair bit of guesswork for some of the older information, which you'll probably never see it anyway, and some cases where I couldn't tell. Big ❤️ to the authors who keep a changelog that mentions when support for the different game engines was added. So the majority of mods in that update list will have that added information.

As far as I can tell, AMR works just fine in .1130, likewise for AQF.

 

At least as far as the game not crashing immediately.

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  • tasairis changed the title to SE Compatibility Tracking (Jan 14) - SSE 1.6.1170 ✅ Most
3 hours ago, Evolutionmonkey said:

Does anyone know if Estrus with the 1130 update they have will work on 1170? I don't know enough to know if skse changed that much from 1130 to 1170

 

if you mean the nexus one as the ec+ on loverslab only needs the animations not the esp that is how I'm using them and are working so far 

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5 hours ago, lordfirefly73 said:

if you mean the nexus one as the ec+ on loverslab only needs the animations not the esp that is how I'm using them and are working so far 

so what you're saying is, so long as they're using something *entirely unrelated to the question* then it works just fine, got it.

 

8 hours ago, Evolutionmonkey said:

Does anyone know if Estrus with the 1130 update they have will work on 1170? I don't know enough to know if skse changed that much from 1130 to 1170

 

Try it and report back.

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