AxelKr0ss Posted October 16 Share Posted October 16 The title is probably a bit confusing so let me explain, so when I first installed SkyrimVR I imported one of my custom armor mods that I made myself in the creation kit from the SE to the VR, it worked perfect, the crafting recipe was there, it worked perfectly and everything, but I had some problems with other mods and I completely reinstalled SkyrimVR and Vortex mod manager, but now it doesn’t even matter what custom mods I import, whether it’s unreleased or the mod is up on the nexus website! None of MY mods that I made myself in the creation kit work anymore, weird. In my mod there was of course, a crafting recipe for the armor, and also a chest near Riverwood, the mod works perfectly with the normal PC version, (Aka SSE) and something even weirder is that others mods work perfectly fine, it’s just my mods that don’t. I import them into vortex mod manager, and it says it’s enabled but when I boot up the game, it’s like the mod doesn’t even exist. No crafting recipe, no chest with the armor, nothing. Hell, I even went inside every .ini file I could to make sure the mod was enabled and I also made sure it was in the correct file location, yet it doesn’t work. I’ve tried deploying the mods, I’ve tried completely deleting and reinstalling vortex, I’ve tried uninstalling and reinstalling the creation kit, I’ve tried uninstalling Skyrim SE, but nothing works. Could anybody please help? I have a feeling it might have something to do with my creation kit but idk what it is. Please, anyone help me. Link to comment Share on other sites More sharing options...
SirCadsimar Posted October 17 Share Posted October 17 If those mods are ESL they won't work in VR. Link to comment Share on other sites More sharing options...
scorrp10 Posted November 2 Share Posted November 2 Do not forget that Vortex creates hardlinks for files, does not actually copy files, but that means game must be installed on same physical drive as Vortex staging directory. Did you by any chance reinstall SkyrimVR on a different drive? As to ESL under VR: https://www.nexusmods.com/skyrimspecialedition/mods/106712 Link to comment Share on other sites More sharing options...
AxelKr0ss Posted November 23 Author Share Posted November 23 On 10/17/2024 at 4:23 PM, SirCadsimar said: If those mods are ESL they won't work in VR. Well my files are marked as esp, plus they worked before so.... Link to comment Share on other sites More sharing options...
AxelKr0ss Posted November 23 Author Share Posted November 23 On 11/2/2024 at 8:15 AM, scorrp10 said: Do not forget that Vortex creates hardlinks for files, does not actually copy files, but that means game must be installed on same physical drive as Vortex staging directory. Did you by any chance reinstall SkyrimVR on a different drive? As to ESL under VR: https://www.nexusmods.com/skyrimspecialedition/mods/106712 I did actually reinstall it on another drive, I deleted all of the data on that drive. I'll reinstall it on the right drive and get back to you and tell you if that works. Link to comment Share on other sites More sharing options...
coinagnostic Posted December 13 Share Posted December 13 On 10/17/2024 at 4:23 PM, SirCadsimar said: If those mods are ESL they won't work in VR. What does ESL mean? Is the VR mod compatible with all Skyrim DLC? I'd like to select specific ones and possibly install a mod pack from Wobojack to play Skyrim in VR. Link to comment Share on other sites More sharing options...
scorrp10 Posted December 13 Share Posted December 13 ESL generally means any plugin with an ESL flag in the header to indicate that it is a 'light' plugin. Skyrim's plugin indexing system allows only for 256 (0x00 - 0xFF) 'full' plugins. Thus, index 0xFE has been reserved to house 'light' plugins, and for those, indexing goes from 0x000 to 0xFFF for a total of 4096 light plugins allowed. Within a full plugin, FormIDs can range from 0x000000 to 0xFFFFFF, which means about 16.7 million entities per plugin. In a light plugin, FormIDs have to range from 0x800 to 0xFFF, allowing for 2048 entities per plugin. Light (ESL) plugins categorize into 'light masters' which have a .esl extension, and into 'ESP-FE', which have an .esp extension, same as regular plugins, but are small and have an ESL header flag. .esl files load right after the main .esm master plugins. ESP-FE can reside anywhere within the load order, which makes them especially well-suited as patch files. Skyrim VR is NOT a Mod. It is a 100% separate game title, with an entirely different executable. There is a dedicated version of SKSE64 for it, and any SKSE (.dll) plugin needs a dedicated VR version in order to work (i.e. RaceMenu VR) Although, plugins that rely on Address Library, can be platform/version independent. However, regular mods for SSE are compatible with SVR, which is why on Nexus, SVR shares mod space with SSE. However,because of the above stated reason, I would be EXTREMELY wary of using modpacks, unless they have been specifically compiled for SVR. VR version was forked from SSE prior to light mod support addition, so that upon launch, SVR would not support light (ESL) plugins. You could install light plugin mods, and they would work just fine, but they were not recognized as 'light' and they would occupy a full plugin index. However, a fairly recently introduced mod for SVR added full ESL support. Being an SSE fork, SVR does include the three original DLC (Dawnguard, Dragonborn, Hearthfire) With respect to AE: there are four CC mods included in SSE 1.6.* (what is typically called 'AE' in modding community), and in order to support them, Update.esm has been changed. I am not sure if CC mods included in AE could be made to work in VR. Link to comment Share on other sites More sharing options...
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