HedgehogMods31 Posted October 25, 2022 Share Posted October 25, 2022 (edited) Skyrim AE has ruined Pre-AE Skyrim modding and this is because modders can't even label their old files properly. Naming an old version of a mod "Mod SE" and not naming it "Mod SE v1.5.97" just breaks the ability to have a Skyrim SE 1.5.97 anymore. How is anybody supposed to know what old file is compatible when they're not labeled properly? Here's an example of how everything has become confusing: Title: Skyrim Mod Old Files:Skyrim Mod AESkyrim Mod AESkyrim Mod SE (keep in mind they can have multiple "Skyrim Mod SE" all named the same with no version informed at all, same with AE). I play on Skyrim AE 1.6.353 but wanted to play on Skyrim SE 1.5.97. Now there's mods updated to 1.6.640 with no old versions, mods which only support 1.6.353 and some of the best mods which only support 1.5.97. Well, it's no good having the best mods from 1.5.97 if you can't get the other mods which now only support 1.6.353 and so on. It's just broke everything. Edited October 25, 2022 by HedgehogMods31 Link to comment Share on other sites More sharing options...
Hietanen Posted October 26, 2022 Share Posted October 26, 2022 No it did not break everything, because all mods except dll based mods are still compatible. Also, even the Unofficial Patch is compatible with all versions, provided you have the free creation club content that everyone gets for free, since it requires this to launch properly. So in short, only mods that have a dll needs to be version specific and this yes breaks with every update (but why update? Just stay on a version that works), all other mods will work to install and use without any issues regardless of version. Link to comment Share on other sites More sharing options...
steamteck Posted February 20, 2023 Share Posted February 20, 2023 I just wish they'd made it a separate beast or optional. My daughter has AE and I'm still on SE. My setup has over 500 mods and I play the same characters for years multiple at a time, so I skipped the upgrade. She accidentally upgraded and she has way more compatibility and other issues than me and she had to restructure her mods and lost a few she really liked.At this point you're late enough to the party, it won't feel like a downgrade like SE itself did for years but some classic mods which use DLL's may not still be available to you Link to comment Share on other sites More sharing options...
scorrp10 Posted February 20, 2023 Share Posted February 20, 2023 It is not so much what Bethesda did, but rather general architecture of SKSE and the dependent .dlls. I dabbled a bit in plugin creation using Visual Studio, and unless your .dll can specifically respond "I can work with X version of game", it will not get loaded. But my understanding, vast majority of pre-AE .dlls, especially those using Address Library, needed scarcely more than a recompile to work with AE. Not, unfortunately, the case for mods that 'hooked' directly into SkyrimSE.exeProblem is, if original mod creator is no longer into it, they are not around to make that update. Some mod creators have made their source available either on github, or as a file on Nexus, in which case someone else with the know-how can do the honors. But a lot of plugin authors never published their code. I think that there were some recent changes in the versioning scheme that will allow current plugins to remain functional without needing a recompile on each game update. But that is hardly a help for old 1.5.97 plugins... Link to comment Share on other sites More sharing options...
greyday01 Posted February 21, 2023 Share Posted February 21, 2023 I wish Bethesda would stop upgrading entirely. But if they MUST, they should at least incorporate ALL the fixes, unofficial and otherwise, like fix the flora respawn bug, the brawl bug, and so on. That way you might get some benefit from the new version that would make it worth the trouble. And clean their masters while they are at it. And fix all the errors that the CK complains about while starting up. Link to comment Share on other sites More sharing options...
Moksha8088 Posted February 22, 2023 Share Posted February 22, 2023 Mods that relied on SKSE64 needed to be upgraded to the latest SKSE64 to work with AE. Link to comment Share on other sites More sharing options...
steamteck Posted April 9, 2023 Share Posted April 9, 2023 Finally upgraded myself and It doesn't feel like that much of an upgrade. Lot of new content and some better visuals but a lot of nice mods just don't work quite as smoothly even after updating for it.. I also wish all the creation club stuff didn't get downloaded without me being able to filter it little. Link to comment Share on other sites More sharing options...
7531Leonidas Posted April 9, 2023 Share Posted April 9, 2023 Two CC-removal mods that may be worth looking at, I don't use either as of now. https://www.nexusmods.com/skyrimspecialedition/mods/86131 https://www.nexusmods.com/skyrimspecialedition/mods/58783 Link to comment Share on other sites More sharing options...
showler Posted April 9, 2023 Share Posted April 9, 2023 Geez, all you need to do is move the files to a sub-directory. Why complicate things? Link to comment Share on other sites More sharing options...
Billy1969 Posted April 10, 2023 Share Posted April 10, 2023 The ones I don't use I renamed them to .bak should I ever need them again then they're right there in my data folder. Link to comment Share on other sites More sharing options...
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