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A Fix for All Plugins Disabling after 1.6.1130


Pickysaurus

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FYI - I am spamming this link to SKSE compatibility listings again ( https://modding.wiki/en/skyrim/users/skse-plugins ).  There are a lot of plugins that are not updated yet, and with SkyUI inoperable, any mod with an MCM will not work well, or at all.  I 'think' that many mods will not be updated until after Beth puts out the next version of SE/AE, because of so much work that must be done, especially by third parties trying to get the older mods to work.

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Just to report still successful playing but roller coasting to periods of not being able to load saved games or make new games without crashing to desktop. I am not able to use skse64 or skyui so I have the UI that comes in with the SkyrimSELoader and 1.6.1130. The chests, when opened lag to show content. After the last period of not being able to load a game I noticed something new when selecting load. There were saves with bracketed [MODDED] , Those were distinguished to me from the other saves as being tagged to have achievements = false... and I got a loaded game to play using one of those.

Now. going forward I am leary to change any mods because load order gets in question and plugins get turned off, then I get asked which load order I want, the one the save used or the current load order. When I get in to that back and forth I then seem to wind up with a period of crashing to desktop.

My last down time came after going to Creations to try out a higher jump mod. I never got that to work and was down with load order and mod activation questions and crashes. You most likely know the drill.

I often think about Pickysaurus when he just left the computer for a while and came back and rebooted and all worked for him... kind of like that in roller coaster mode

There are new features showing themselves like hit tilde click on an NPC and both the ID and the base ID are available. I have really good parallax and I think I have LODs, weather... I did not get to finish my LOD project before the update and I have not installed ENB or weather in my previous skyrim.

It's all pretty good to play to get through to what will be done with SKSE and SkyUI and the MCM.

No, you guessed wrong, no one stole my sweet roll. Hope you all are doing well.

modded saves.png

MCM.png

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6 hours ago, 7531Leonidas said:

FYI - I am spamming this link to SKSE compatibility listings again ( https://modding.wiki/en/skyrim/users/skse-plugins ).  There are a lot of plugins that are not updated yet, and with SkyUI inoperable, any mod with an MCM will not work well, or at all.  I 'think' that many mods will not be updated until after Beth puts out the next version of SE/AE, because of so much work that must be done, especially by third parties trying to get the older mods to work.

Thank you... need to know that...

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12 hours ago, Arlodon said:

Just a second.... what are you saying? fact that they are well off with Microsoft? So they can just do whatever they want?

It doesn't matter if they maintain good customer relations? It doesn't matter if all the pitchforks come out on Nexus and they all

do business elsewhere... ??

You are not from Bethesda or Microsoft are you? Nexus? .... You are too unprofessionally rude and not mentally well off.

If you are...  I believe you are well enough off financially to tell customers they wear tin foil hats and furthermore you do not even need 

customers.

Now stop doing tangential BS. We are trying to fix this game they messed up.

the game is fine. skse needed to be updated, as it has needed to be updated after every previous game update. then, all the mods that use skse need to be updated in turn. as they have needed to be after skse is updated. seen it before, many, many times and will see it again in the future. same old, same old.

it has nothing at all to do with bankruptcy of bethesda and some sort of revenge mission which is what you aluded to above.

i don't work for microsoft, bethesda, or nexusmods. all i did was correct your idiotic conspiracy theory with actual fact. not my problem you can't handle that.

maybe educate yourself a bit more so you don't come over as a complete idiot, and show a bit of patience as people update their mods during the holiday season, and next time, set your steam to prevent your game from auto updating? hope this helps.

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BTW, there is a post on making SkyUI work with 1.6.1130 at the SkyUI mod page here on the Nexus.  I sent the author (Wolfpack49) a kudos.

Quote

5 December 2023, 7:03AM

SkyUI 5.2 can work just fine with .1130 with the following caveats:

  1. SKSE must be updated to version 2.2.5
  2. You will need the SkyUI SE - Difficulty Persistence Fix to address Bethesda updating the menu structure of the game
  3. You will need to update any dll-based SKSE plugins to .1130 versions. Mods that have not been updated need to be disabled.
  4. If you are using Engine Fixes (or any other SKSE plugin that requires Address Library), you will need the .1130 update to Address Library
  5. If you are using Engine Fixes, you will need to adjust settings in EngineFixes.toml to address the fact that Bethesda did not include Steam integration with its update. Set to false:

    • EnableAchievementsWithMods
    • SaveAddedSoundCategories
    • SaveScreenshots

 

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11 hours ago, 1ae0bfb8 said:

the game is fine. skse needed to be updated, as it has needed to be updated after every previous game update. then, all the mods that use skse need to be updated in turn. as they have needed to be after skse is updated. seen it before, many, many times and will see it again in the future. same old, same old.

it has nothing at all to do with bankruptcy of bethesda and some sort of revenge mission which is what you aluded to above.

i don't work for microsoft, bethesda, or nexusmods. all i did was correct your idiotic conspiracy theory with actual fact. not my problem you can't handle that.

maybe educate yourself a bit more so you don't come over as a complete idiot, and show a bit of patience as people update their mods during the holiday season, and next time, set your steam to prevent your game from auto updating? hope this helps.

We may be moving to standalone mods and this is not the same old skse fix up. I said "may be" but hope it can be hybrid. I like Nexus skse plugins.

I am not in need of a conspiracy theory nor the author of the one you describe. I wondered about the lack of empathy and can care less about the money end. Have you expressed thoughts about lack of empathy? How about telling me about that?

I was invited by Nexus support to join this community, I am relatively new.  I am not here to be an educated expert, I am here to talk freely where I am at and either help others or get help. I am not going to worry about impressing you in the process or look for your approval. I too am well enough off to just go somewhere else if it comes to that. I am not bankrupt either, big deal... still need to be solvent and carry the weight

Lack of empathy... that is a big deal.

The best Steam setting is update on game start and keep Steam offline, make the Skyrim folder read only... 

I had Steam in offline mode. I was concentrating on using xLODGen got an output and thought to use CK to make .bsa files. CK needed an update,  I look and see I cannot do that until Skyrim is updated. So I am just thinking about getting things done go online and I activated that update to what turned out to be v 1.6.1130.0.8 so my LODs project met its end.

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Currently I can load and run Skyrim every time. BUT I select load and I get saves with my character name followed by [MODDED]. Those work every time. Thing is I do not know when they were generated because I had not seen them before. Anyone know? I had gone to Creations for a simple free jump mod oh and I guess I got smart enough to select current load order after adding a mod.... but there it is I can play predictably now when I want using saves flagged or tagged maybe bagged with [MODDED]  <Character Name> [MODDED]

So after leaving Creations I had to activate the plugin in Vortex, yes I use Vortex. Then select that particular subset of saves under one of my [MODDED] saves then when asked HEY... your save has a different load order do you want it or the current and wow I answered the silly question, current.  then informed, as usual, SKSE64 is not running and neither is SkyUi > OK then it tells me Racemenu error blah blah >OK then I can play. Lots of good things still work, LOTS!!!

The MCM mods that I have load but of course you get what you get... you can not tweak them in the MCM, no one is home there. Toccata? you can still call her from Magic. I need to play more to say more about how well they run getting what you get without MCM tweakabiliy.  I miss SkyUI and did not finish my LODs project but this will work for now and I can get more familiar with the new Skyrim because I can get it to run every time.

I am still writing here because it is about starting with Pickysaurus' solution... however I am not sure how I differ from others after that in getting skyrim to run.

Who is getting SKSE64 to run? Pretty sure no one is.

skse.png

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There is a lag, a noticeable wait before container contents are displayed.

Looking in chests, corpses, your inventory, all of it.

In game, system menu saves can appear corrupt/ labeled and rainbow colored but are not and work fine returning to the game.

I ran for hours without crashing, or those wtf type surprise crashes. It's fun just to walk around in there, always has been.

Got my fix! 

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wr2.png

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The (Modded) notation results from Beth neglecting to tie in Steam as it had previously, so the mods that enable achievements no longer work.  Last word I saw was that another update might by Beth might take care of that.  And yes, ppl are getting SKSE64 to run, but ALL of the SKSE-based mods you want to run must match, as well as the Address Library for them.  Any that do not match, you have to remove, which is why I am still on 1.6.640.

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Who is getting SKSE64 to run? Pretty sure no one is.

  :Shrug:  I am. 

Some mods still need updates.  But most are OK at this point.  Bethesda still needs to add back the STEAM wrapper.  That can be worked around.  Plenty of solutions to other common issues have been posted. 

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