BlueGunk Posted September 28, 2017 Share Posted September 28, 2017 Thanks for the update and info! Is that the notorious Skyrim SE Creation Club version? (eek!) Link to comment Share on other sites More sharing options...
ianpatt Posted September 29, 2017 Author Share Posted September 29, 2017 SKSE64 2.0.4 alpha for 1.5.3 beta runtime: 7z archive This fixes a crash on save that I missed in testing. A value that used to store the number of loaded mods changed format with the Creation Club update, and I didn't notice because of the likelihood of the new value being stored there being zero. Oh well. 2.0.4: - fix DataHandler layout changes from Creation Club - fix occasional crash on save - proper reporting of current beta/release runtime version You only need this version if you've opted in to the 1.5.3 beta runtime. Otherwise, continue with 2.0.2. Link to comment Share on other sites More sharing options...
Zanderat Posted September 29, 2017 Share Posted September 29, 2017 Thank you. Link to comment Share on other sites More sharing options...
Akulakha Posted September 29, 2017 Share Posted September 29, 2017 Thanks, ianpatt!! You guys are amazing! :D Link to comment Share on other sites More sharing options...
MaximilianPs Posted September 29, 2017 Share Posted September 29, 2017 Still crash with SKyUI, Inmundano's "DIsable SetSaveDisabled" plugin works just with <2.0.2 and he will not fix it until Skyrim SE still in beta.Any chance that SKSE team can fix SkyUI CTD ? :huh: Link to comment Share on other sites More sharing options...
TheMagician16 Posted September 29, 2017 Share Posted September 29, 2017 Still crash with SKyUI, Inmundano's "DIsable SetSaveDisabled" plugin works just with <2.0.2 and he will not fix it until Skyrim SE still in beta.Any chance that SKSE team can fix SkyUI CTD ? :huh: Schlangster (Author of SkyUI) has done a port of SkyUI, however most likely waiting for SKSE64 to leave ALPHA stage. And the current status of SKSE64 (it being alpha) is not about getting SkyUI to work with SSE, that comes later. Link to comment Share on other sites More sharing options...
MaximilianPs Posted September 29, 2017 Share Posted September 29, 2017 I'll search for the SkyUI port, btw SkyUI it's really important 'cause MCM and there are a lot of modders that wait for it (MCM) to start working on SKSE64, me included :) Link to comment Share on other sites More sharing options...
TheMagician16 Posted September 29, 2017 Share Posted September 29, 2017 You won't find the port. It is not public. It will be public after SKSE64 is launched for general use. Link to comment Share on other sites More sharing options...
nightscrawl Posted September 29, 2017 Share Posted September 29, 2017 I'll search for the SkyUI port, btw SkyUI it's really important 'cause MCM and there are a lot of modders that wait for it (MCM) to start working on SKSE64, me included :smile: If you're a modder and all you want to do is have a testing build to start working on porting your own mods, you can port SkyUI yourself for use with SKSE64 alpha. For example, Gopher did that in order to work on the Immersive HUD port. Schlangster is waiting for a stable release of SKSE64 in order to release SkyUI for SSE because it's the responsible thing to do. The general public doesn't need to be downloading an alpha build of SKSE64 just to use SkyUI, which is exactly what would happen. Link to comment Share on other sites More sharing options...
Nimarus Posted September 29, 2017 Share Posted September 29, 2017 Just when I thought I'd never see Script Extender for Special Edition, I see this. I know getting the Script Extender to work with Skyrim Special Edition was a lot of work. Some may take all the hard work for granted and say nothing. But, thank you for all the hard work. Link to comment Share on other sites More sharing options...
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