showler Posted November 16, 2021 Share Posted November 16, 2021 That bug isn't related to SKSE. It can happen with any type of mod. Link to comment Share on other sites More sharing options...
CottonTexas Posted November 17, 2021 Share Posted November 17, 2021 From my perspective, AE is as different from SE as SE is from LE. Is this a fair analysis? Cotton Link to comment Share on other sites More sharing options...
showler Posted November 17, 2021 Share Posted November 17, 2021 No. Link to comment Share on other sites More sharing options...
CottonTexas Posted November 17, 2021 Share Posted November 17, 2021 Some mods work, the biggies don't. From where I'm sitting, the transition feels awfully familiar. Just my 2¢ anyway, Cotton Link to comment Share on other sites More sharing options...
Deleted120957248User Posted November 17, 2021 Share Posted November 17, 2021 (edited) Just a different Visual Studio requiring re-compiling of Address Libraries and SKSE Plugins for the same Game and Engine. Edited November 17, 2021 by Guest Link to comment Share on other sites More sharing options...
Moksha8088 Posted November 17, 2021 Share Posted November 17, 2021 If only those differences were not forced on everyone through steam before the modding community was ready for it. BTW, there seems to be a misconception that the AE changes only affect SKSE mods. Link to comment Share on other sites More sharing options...
showler Posted November 17, 2021 Share Posted November 17, 2021 It should have only affected SKSE mods, unless the new content conflicted with it (like Inigo's landscape conflict with a CC added cave) or the mod interacted with previous versions of the CC content. However, the unexpected problem of AE loading scripts too quickly has caused it to randomly affect other mods as well. Link to comment Share on other sites More sharing options...
Randombsgo Posted November 19, 2021 Share Posted November 19, 2021 They have actually switched to Visual Studio 2019 and the game is loading too efficiently for SKSE, so technically its not just an update. Some SKSE mod authors have added a delay to their scripts so they can work for the current preliminary build.That's just a band aid fix though, in the long run people should think about how to utilize the efficiency, not delaying it. Link to comment Share on other sites More sharing options...
Randombsgo Posted November 19, 2021 Share Posted November 19, 2021 I still think there should be a tag for mods compatible with AE, either by authors or users who already tested it. It will be a lot faster than checking comments and announcement for every mods Link to comment Share on other sites More sharing options...
Evangela Posted November 19, 2021 Share Posted November 19, 2021 If only those differences were not forced on everyone through steam before the modding community was ready for it. BTW, there seems to be a misconception that the AE changes only affect SKSE mods. It doesn't but those which are, such as followers and scripts with race conditions are easily handled. SKSE plugins are dead in the water until they are recompiled in VB2019 and whatever else needs to be changed within them. Link to comment Share on other sites More sharing options...
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