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List of all mods that require(d) SKSE64 updates for 2.0.17?


anjenthedog

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The unexpected happened the other day when Steam wanked out and stopped working in offline mode. Had to sign in. Unfortunately, my only "protection" against auto-update was playing offline. Way back when 1.5.80 came through, I couldn't figure out how to disable their auto-updates in Steams maze like system (just figured out how yesterday, so at least the future doesn't look so miserable)...

 

So, you can guess where this is going. Steam auto-updated skyrim.

 

I decided NOT to revert.

 

I HAVE fixed my steam configuration so it will not happen again (theoretically) and as well will play in offline mode (I've been playing offline since last summer's update)

 

I've updated the most obvious bits, all the mods that Nexus reports as updateable, and some off nexus that I know about. But there doesn't seem to be any "global" tracking on skse dependency.

 

What I'm not sure about is which mods require SKSE64 related updates. I don't think Vortex checks (it doesn't appear to have any flags associated with SKSE64 requirements) , so it's basically a crawl through each mod (over 300) looking for any after the fact evidence that the mod was updated or has a patch for 2.0.17, made even more difficult by the time that has elapsed since the 1.5.97 update. (not complaining, just explaining)

 

I'm hoping someone knows of a db or list of mods that do/did require update for the 2.0.16 >> 2.0.17 update, or if there's a site that offers one. **I know about LL, but LL has little or no focus on mods outside the LL genre, which leaves off a huge chunk of mods from any documented need for SKSE64 update

 

thanks.

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Since the advent of the SKSE Address LIbrary released by meh321, a number of SKSE mods have become Skyrim SE Version independent
Check the Description page of that mod for more info, and a list of SKSE mods that have been "Converted", hopefully some modders will come back to upgrade their old SKSE mods in order to make them version independent as well.

What I do is to open the DATA\SKSE\Plugins Folder and go down the list alphabetically of the SKSE mods I have installed.
Then I open up Notepad ++ and make a txt file called SKSE MODS that have to update.

BTW, There's no reason to NOT update

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Since the advent of the SKSE Address LIbrary released by meh321, a number of SKSE mods have become Skyrim SE Version independent

Check the Description page of that mod for more info, and a list of SKSE mods that have been "Converted", hopefully some modders will come back to upgrade their old SKSE mods in order to make them version independent as well.

 

What I do is to open the DATA\SKSE\Plugins Folder and go down the list alphabetically of the SKSE mods I have installed.

Then I open up Notepad ++ and make a txt file called SKSE MODS that have to update.

 

BTW, There's no reason to NOT update

 

Thanks!

 

I'm familiar with the trend towards v independence, but even there I don't know which mods are and which aren't

 

I'm also working from a similar list-to-fix basis, but like I said, (or meant) it's tedious. hence my quaffed beg for a shortcut :wink:

 

PS> Heh. Well... there is *one reason I can think of (or maybe two). The work it takes to update everything correctly... I'm barely a couple days in and am already beginning to accept the inevitable deaths of my level 62 female and my level 54 male players during this upgrade. None of their saves will open beyond a black screen and background audio, cured only by ctrl-alt-del and forced prog shutdown via task manager... :wink:

- and that's retro back at least a couple dozen levels...and even when they do open they wont' save, or they CTD on fast travel, or the script-engine is dead, or they don't recognize installed mods, or just magically choke... Of course re-saver (fallrim) can't clear junk it doesn't know are missing, so using it has no benefit on saves that can't be opened and resaved to flag the errors...

 

- working from a new game right now, but even there, I'm quarantined to Solstheim and can't float, fly, or fast travel back to the mainland without an unceremonious CTD...

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But there doesn't seem to be any "global" tracking on skse dependency.

 

I'm a former RPM packager at RedHat, so I have a lot of experience with dependency tracking and resolution, but sadly resolving SKSE dependencies is hampered by a total lack of any actual standard in mod package construction (unlike say RPM or DEB in the Linux world).

 

Mods are literally just plain archives with zero metadata. At best they might have a FOMOD script, but many don't and it's not actually a requirement, and even for those that do, FOMOD only has very rudimentary dependency resolution capability, and no means at all to actually pull those dependencies.

 

I looked into this extensively some time ago, and the best I could come up with is a very basic script with zero error checking, that might tell me if a mod requires SKSE. I am of course then left to actually resolve those dependencies manually, assuming they're even available, which with very old and abandoned mods, is usually not the case, and even with newer, currently maintained mods, it might take a while for them to catch up.

 

The good news is that a reasonable solution has already been implemented, in the form of Address Library for SKSE Plugins. The bad news is that this only actually works with mods explicitly designed to use it, which means old and abandoned mods are SOL.

 

So I'm afraid that ultimately the answer is, either keep accepting Bethesda's Creation Club Skyrim updates, and live with the fact that older, SKSE-dependent mods are now unusable, or somehow figure out how to roll back to an earlier release and stay there forever.

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