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HDMFanatic

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  1. That's because some mods are just frameworks to build other mods with. For example: the Address Library was developed so that mod authors can "future proof" their SKSE plugins, especially because the OG Creation Club updated the game every time a new CC item released, by hooking into the Address Library your SKSE plugin will work across multiple versions of SKSE64 at least in theory. Then you have SKSE64 itself which adds new modding capabilities that simply aren't possible with just the Creation Kit.
  2. I have to laugh. I finally have all my AE v1.6.1130 modlist just about ready, hopefully without crashing this time, and now they throw out this new update. That being said, this time I've blocked the update from happening until I click update in Steam itself. Maybe in another few months I'll get the latest update but not now lol
  3. I found the problem! Had to open Steam and make sure the Steam Overlay was disabled for Skyrim since 1.6.1130 removed the Steam integration. Nevermind turns out I just accident ran the game without SKSE and the game actually reached the main menu. Maybe I am having problems with SKSE mods...
  4. I'm not missing any masters. MO2 would tell me if I was. ntdll is always shows up in my Crash Log and I did attempt one fix for ntdll but it didn't work. I've got another thing to attempt, but if that doesn't work I have no clue what to do.
  5. Here's my latest crash log: https://pastebin.com/rm7AtJF0 I don't think it's related to any SKSE mods, because I've already made sure I have all the 1.6.1130 versions of the mods I have.
  6. In the case of mods like SSE Display Tweaks, Simple Dual Sheath and Immersive Equipment Displays, despite relying on the Address Library their code can't find the right Address Library for version 1.6.1130. There are other mods that will simply need to be updated to use the latest version of SKSE such as Fuz Ro D'oh, JContainers, and FSMP as they don't use the Address Library nor use CommonLib-NG.
  7. Just look up "Address Library for SKSE Plugins" on the Nexus and you'll need to download version 9. Also it's possible that you have mods that rely on the Address Library that haven't been updated to pull from the latest Address Library version.
  8. You can try running Open Animation Replacer instead. It's backwards compatible with the DAR file structure and conditions.
  9. Yup, everyone who has updated (unless they use the Downgrade Patch), will just have to wait until all the SKSE plugin devs update their stuff. It's possible that the plugins developed with CommonLib-NG might still work but everything else that runs code for a specific version of SKSE will need an update.
  10. I might be a hypocrite as someone who bought the AE Upgrade on Steam, but I feel like some creators are uploading mods to Beth.net as "paid" mods that really aren't worth paying for. For instance: why should I pay 400 credits (equivalent to 4USD) for a basic follower mod that has no special features. The paid follower mod is custom voiced so my assessment was wrong. The point still stands that I still can get a follower like Inigo, Auri, or M'rissi who have extensive features and thousands of custom voice lines for free from the Nexus. The continuing trend will probably be that free mods will be consistently higher quality than the cash-grabby "Creations". Maybe there's more potential for "Creations" than I gave credit for, however the value part is still where things start coming into question. I mean, pricing for paid mods is completely ridiculous, I could only imagine how much money a true expansive "Creation" would be. Something like Wyrmstooth or BS: Bruma would probably cost something like 2500 credits each.
  11. Damn, looks like the SKSE team works fast! I just looked and there's already an update! Now I just need to wait a few days for plugin devs to catch up!
  12. For me, the update came overnight while I was downloading a bunch of mods, so I didn't get the chance to backup v1.6.640, now I'm stuck in limbo waiting for SKSE and related plugins to update. Fantastic.
  13. I feel like Windhelm is a crash attractor in general. In my LE days, I'd crash near Windhelm about half of the time. I've never figured out why either.
  14. Shortening the file names removed the "file not found" problem but since the patches were script generated shortening the names of files that were "masters" of other files kinda messes things up, and I'm not sure there's a way to rename things with xEdit and make sure masters are still correct. Edit: Perhaps instead of generating an insane amount of patches using the xEdit script which often ends up with longer names than MO2 can handle, using the Synthesis FaceFixer might be enough to ensure my appearance changers will go as intended regardless of my other mods.
  15. Logically speaking that very well may be the problem, I'll try renaming the patches for concisity before moving them into a normal mod folder to see if it makes a difference.
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