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donmartin

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Everything posted by donmartin

  1. Maybe it might sound strange, but if you plan to have a lot more than several mods, e.g. 100 or more you better more satisfied with Oldrim. The reason is simple: Modders archived to make tousands of mod, without the need or possibility to make changes in skyrim.exe, so not Bethesda. For nearly every small Mod in Creation Club Bethesda needs an update of skyrim. That is Bad, because if you running a lot of SKSE64 related mods, comming with their own ddls, some may break due to the update. So SKSE64 is always updated in a short time after each patch, but not so for some mods, maybe the author has stopped modding or similar. So this is a real pain to find out which mod depends on a failed plugin an when will be there an update. So it comes that your setup has many situations where you have to wait for updates, or your are forced to deactivate some mods, and this can also bring your gamesaves in danger. So the short answer is: Oldrim is more stable, as there are no changes in the main program by Bethesda anymore. Each Mod stays forever in fuction. With Oldrim you can suspend playing for months, but if you return, Oldrim is still working. (My english teacher was Joda)
  2. Full ack @sopmac45. Fantastic mods where build by the talents from the community - without the need of updating anything. Beth can handle this only by updating the game? Come on, this smells more that an unwanted side effect that breaks skse based mods. Avoid updates will also not bring the solution, as steam will update game files beside the executables, which can be handled, but the problem is, staying on a certain version is individual, which will not help, as mod authors will produce mostly to the latest version. So at the end, everyone is forced to update, even this is delayed and often very tedious and time-consuming. So for my side, updates, not addressing game issues, are more than not welcome, as updating skse means waiting for all related mods availiable for updates, otherwise you have to drop this mod. Building a modded SE with over hundred mods is a creative work in its own, every single mod is a brick in this building. Loosing a mod is loosing a certain part of the individual goal, building a very indiviual skyrim experience. And to be honest, not even game companies with huge budgets are able to reach this level of detail and enrichment what was done by the modding community and i think this will not happen again in future games.
  3. This is sadly not the full story. Each mod, providing a own skse dll plugin has to be updated also. So this increase the amount of dependencies. And not all of such dlls are updated, in near time or ever. This is no fault of SSE, it is the Problem of effort and popularity and freshness of a game. And for shure, a game which get no updates anymore, will not have this problem, work which was done will last forever, no updates needed. So you can build your setup only with things that are stable, or rely on accurate updates. Otherwise you have to face with missing dependencies after each upgrade. Most popular example is all the things around racemenu, but not the only one. Additional some of ported functions missing, and will maybe never fixed. Even there is no working blender nif plugin for SE until now. To be clear: All this work from countless moddes, is on a free base in their spare time, so we have to be thankfull for every mod we received. Demanding updates for the future is no option.
  4. Take also a look in your Data/SKSE/Plugin - folder. Obey if there are some .dlls If Skse getting an update, means per 95% all this .dll - coming mostly with some mods - need also an update. Sadly only the name pattern of the dll give you a hint where they belong. You can isolate the old dlls by moving them temporaly in an other folder. So you can put one by one to see if Skyrim is launching. Most it is enough to reach the load game save menu. Mostly you will have CTD due to faulty dll before this point. This is the normal situation of updates - it takes some time all plugins will receive its update from the author. They will never arrive together at the same day. At this point, my thanks goes to all mod authors, willing to keep ther mods in shape often in an unpredicted time shedule forced by bethesda.
  5. I descripe my personal situation, that means i am no modder with capabilities to do more than port some mods to SSE, but i build a personal environment with mods fitting for my big picture. That means installing, if needed porting, testing if mods work together and so on. That means, the mod content is floating. That means also, there is no need for additional changes or temporaly disabling as testing the whole bunch together must suspended for this time. After 30 years of Gaming, yes i am an old dog, my oppinion is, stable means no movement. But you have the right answer done, in case of a more ore less modded game with no fundamental changes i the mod setup. But this means to maintain a house already build. :laugh:
  6. Today, next attempt to update to the current version. First i had to say bye bye for HDT SMP - there is no update, and for shure use of memory addresses, not already done by skse itself. So this could not work without an update from the author itself. Also mentioned FISS und skee for racemenu, also hudextension come with the plugins update. This is the amount of plugins i've expeted where mandadory to handle due to their own address hacks. But this was wrong. After updating, SE will not start, a look in the SKSE.log show additional plugins - reported incompatible. So this is the point i decided to stay on 1.5.23 for a unspecified time. There is no point to updata SE in the next cuple of days for me. To avoid accidents - i've use following precaution: Rename or better copy Skyrim SE.exe to Skyrim.exe. Additional put in SKSE.ini [Loader]RuntimeName=Skyrim.exe This prevents the use of the updated exe from steam updates. As long as the old exe fits for the bsa an asset loading and interpreting the content, this will be enough. A dramatically change of important object structures as some nif parts like in oldrim to se is not expectable. The best situation for heavy modding will be on the day, bethesta will not update se anymore. So, in this current case, each vendor update is a big draw back for mods using plugins.
  7. Look like a physics problem. That means the dress has phsics, but no activation on the character. To mention this follower has its own body/skeleton, so this means using bodyslide can modify dress behavior and bodyshape with or without choosen physics, but this will not happen automatically for the body of the follower. The easiest way, is to have armor/dresses without any physics if you want no additional care taking for separate body and/or physic systems. I have no idea how to handle several physic systems at once, i prefer HDT SMP overall. I also prefer only armor sets were slider sets exists, so it is easy to generate sets without physics if they are problematic in game. It takes some effort to learn using body slide and outfit studio, but it is a great tool which lead you in an huge step forward in gaining control according all the countless armors and bodys. I hope my english was enough to give you some input for the right direction.
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