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What mod categories are safe to use with AE


JeaNiX

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Can we please clarify which mod categories are now safe to use with the upload of the preliminary SKSE build and the update of USSEP.
As someone mentioned before, 95% of mods should work now just fine. But there are many categories, so I would like to know which mods should I now avoid while using the AE update (with 4 creation or the full CC content). I think this would be good information to many of us.

Also I would like to know if there is a need to use the unofficial CC patch which is not yet updated. But I do have a feeling it would be a good thing to wait for it.

I'll try to put all possible mods in 5 categories, but please feel free to sort them as you wish. It's more about a general opinion on the whole problem here.

Mods that only change textures I guess are harmless. But how will other type of mods with the adding of AE and CC content behave:

  1. Mods that require SKSE and SkyUI and are big game mechanics changers: CACO, CCOR, Campfire, Ordinator, Hunterborn etc.

  2. Use SKSE, USSEP or scripts to fix something: WACCF, Flora Fixes and Enchantment Reload Fix, Better Dialogue Controls etc. I do know that Address Library and SSE Engine Fixes are not updated so many fixes aren't working now. Is it so and is it better to wait for them? Or do players can start to play without them.

  3. NPC and Objects overhauls that have ESP files and change or add armor, weapons, enemies etc. (Are they compatible with new CC or do all need compability patches (like adding new armor, will it have a Survival Mode cold resistance or do the mod author have to update it first?)): Book Covers, SMIM, Body Replacers or Follower Mods, AFT, Immersive Armors and Weapons etc.

  4. Weather and Visuals or Audio: Obsidian, COT, ELFX etc.

  5. FNIS dependent mods.

My main goal is to achieve a stable working Skyrim with survival elements (CC Survival mods or Campfire / Frostfall / iNeed combo (I'm not sure if its also safe)) and some texture and follower mods.

But still, would be good to hear something from people who work with mods for a long time and have clearly more experience with such things.

Sorry for such a long post, but this kind of information would be very helpful from someone with good understanding and would help us to choose mods move carefully and with actually better understanding of what you are doing.

I'm sure there are many more categories, but its not about specific mods mostly, but about the general rule of how to choose them now. Many top mods haven't had an update from 2018 or 2019, so I don't really know what to do. Also, sorry, English is not my native language.

Thanks ;)

 

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SKSE is updated.

Most non-SKSE mods works and many SKSE-dependent mods do work.

Here you can follow the status for many of the most popular SKSE-dependent mods: https://modding.wiki/en/skyrim/users/skse-plugins

USSEP is updated for AE. SkyUI works (i have found one minor bug).

Ordinator works, Enai has said all his mods works.

Weather and light mods should work.

Texture mods works just like before.

FNIS dependent mods works just fine since Nemesis works as usual.

I have atm 250 active mods (306 active ESM,ESP,ESL) with no problem. Have 12 inactive mods waiting for update... so no biggie.

 

I would guess there is about 40k working meds here on Nexus. :smile:

 

That said... some mods will probably need small patches if interfering with the new additions in AE (buildings, interiors and such).

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Newbie question, I just have the special edition, do you think with the updated script extender most of the old mods will work, or do they all have to be updatead like for aniversary edition? Just wanted to install some basic mods for a first playthrough, but decided not to get anniversary edition yet.

 

Thanks.

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SKSE is updated.

Most non-SKSE mods works and many SKSE-dependent mods do work.

Here you can follow the status for many of the most popular SKSE-dependent mods: https://modding.wiki/en/skyrim/users/skse-plugins

USSEP is updated for AE. SkyUI works (i have found one minor bug).

Ordinator works, Enai has said all his mods works.

Weather and light mods should work.

Texture mods works just like before.

FNIS dependent mods works just fine since Nemesis works as usual.

I have atm 250 active mods (306 active ESM,ESP,ESL) with no problem. Have 12 inactive mods waiting for update... so no biggie.

 

I would guess there is about 40k working meds here on Nexus. :smile:

 

That said... some mods will probably need small patches if interfering with the new additions in AE (buildings, interiors and such).

There is one more bug with SkyUI that leads to CTD with the AE update.

If I assign custom hotkeys (not the F1-F4) after that I'm not able to leave the MCM and a CTD happens shortly after, or if I try to save or other menus.

Edited by JeaNiX
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only non SKSE and non parallax mods work 100% proper in AE.

 

i think we need a mod to safely block official updates, as setting steam to "allow updates only manually" seems to be not 100% safe.

till now only a backup of the complete game folder + the above steam settings safes players.

 

and i'm afraid that bethesda will not stop updating the game in the next years.

 

AE will be remembered as the version, which divided the community even more than LE vs SE.

time will show, if the right decisions had been taken @ bethesda.

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Most SKSE mods are working perfectly now. SKSE DLL mods that have been updated are working.

 

Renaming your manifest file or the game directory is a 100% safe way to prevent updates. Any mod that could actually block updates would require access to your computer that you don't want to give it.

 

Bethesda will update when there is new content or a critical bug to patch. No different from before. It's not like they are going to update the compiler on a regular basis.

 

Fact is, this is all being sorted out way faster than was predicted. The "divided community" will be no different than the people who continue to claim that LE is superior to SE for "reasons".

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