polearbair Posted February 26, 2024 Share Posted February 26, 2024 (edited) From LOOT "SkyUI_SE.esp v5.2 Another mod seems to be overwriting one of this mod's essential files. Please ensure you're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available. BSAs known to include files from an older version of this mod: ConfigureCommentaryRate.bsa, SofiaFollower.bas and Thunderchild - Epic Shout Package.bas" I'm running Skyrim SE 1.5.97 and using Vortex as my mod manager. Of those three BSAs the only one I have installed is SofiaFollower. I've set a rule in LOOT to Load SkyUI after Sofia but beyond that I have no idea how to "ensure you're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available." Edited February 26, 2024 by polearbair Fixing a typo Link to comment Share on other sites More sharing options...
scorrp10 Posted February 26, 2024 Share Posted February 26, 2024 Sofia (even the loose files version) overrides the the Scripts/ski_playerloadgamealias.pex file from SkyUI. However, at one point I decompiled the Sofia version of it and it is exactly the same as in SkyUI 5.2 itself. So I would not worry too much about it. Link to comment Share on other sites More sharing options...
polearbair Posted February 26, 2024 Author Share Posted February 26, 2024 Okay, well thanks for ruling that out for me. I'm still having some SkyUI problems that apparently are being caused by something else. It's only ever a temporary problem but I sometimes encounter some interface lag. Frame rate is fine but opening chests or menus gets laggy and sometimes the MCM menu just won't load at all. I've been ignoring the Sofia thing for years but I've been spending this past month or so trying to get all the kinks out of my load order before starting my next play through so I figured I should try and fix what LOOT is complaining about first and see if that clears it up but if that's not the cause than I'm back to scratching my head. Oh well, it's gotta be something else then. Link to comment Share on other sites More sharing options...
scorrp10 Posted February 26, 2024 Share Posted February 26, 2024 Can't help with lag issue, but I did notice something that appears to have worked before, but no longer works that way. I could be wrong though. A typical MCM script extends SKI_ConfigBase, which in turn extends SKI_QuestBase. And SKI_QuestBase declares an OnGameReload() event which is actually triggered via that SKI_PlayerLoadGameAlias. And the comments in SKI_QuestBase make it look like it is a 'helper' hook for mod author to add an 'on game loaded' handler to their MCM. Thus, in your MCM script, you could define 'Event OnGameReload()' that runs when game is loaded. And I think that it how it used to be - again, could be wrong. Problem is, now if your MCM script includes this event, your MCM will just fail to register and will not even show up. I suspect that registering MCM via OnPlayerLoadGame is a secondary option, and the primary one just no longer works. So, SKI_PlayerLoadGameAlias basically just has: event OnPlayerLoadGame() (GetOwningQuest() as SKI_QuestBase).OnGameReload() endEvent And if it actually calls OnGameReload in SKI_QuestBase, the MCM registers. But if a mod author defines OnGameReload() in their MCM script, that gets called instead, and MCM does not register. The way to handle this: Say, in your MCM script, you define an 'Event OnSaveGameLoad(). Then, in the MCM Quest, you define a player alias and attach to it a custom script: Scriptname MyPlayerLoadGameAlias extends ReferenceAlias event OnPlayerLoadGame() (GetOwningQuest() as SKI_QuestBase).OnGameReload() ; replicates ski_playerloadgamealias functionality (GetOwningQuest() as MyMCMQuestScript).OnSaveGameLoad() ; calls your own endEvent Link to comment Share on other sites More sharing options...
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