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SKSE64 Alpha What will work now


strawbqwerty

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I have after installing SKSE64, Disable set save disable and Skyui 5.1 found the following mods to have a MCM function. Mods with dll files will have issues.

Wet and cold.

Adventures and travelers

Camp fire

Deadly mutilation

F.C.O

Immersive amrors

I need

Open Citties

Ordinator

Populated roads paths

Run for your lives

Sofia.

So this was just what I had installed. So I will be checking out some other mods. What is the worst that can happen? Mod won`t work?

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In my case I have zero notification messages in the gane now, and no stamina or magicka indicator bars. Are yours normal? Do you get normal notifications on the upper left side of screen?
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The worst that can happen is topics like this spreading missinformation that shiz is working from clueless people

 

IanPatt has already stated that the ALPHA is only for mod authors to test

 

https://forums.nexusmods.com/index.php?/topic/5983603-wipz-skyrim-script-extender-skse64/page-1

 

And requested feedback from people with experience of skse functions to the developers in that topic is what is needed

 

You could probably link that in the first post so that any valuable information gleened from lemmings jumping off the cliff could find its way to being useful, and have this topic serve as a buffer/filter for the general populace trying daft things

Edited by Guest
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What's funny is all the people adding mods that require .dll to their game, and then saying "oh hey, it worked", when no skse plugins will work at all (they have to be recompiled for 64bit at the bare minimum, and depending on whether they actually inject any code need to be totally re-engineered just as skse itself was).

 

Just because the game loads doesn't mean the mod is working, guys. Maybe one day people will figure that out...

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Ahhhh can you please enlighten me on the save breaking bug? Is it 100 percent always? What causes it?

I would like to know this as well, and incase it is possible to rescue the said save file before its to late. And waht sort of a breaking bug it would be in this case.

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I've found an important bug. Co-save files aren't being generated when the game is saved by calls from Papyrus. That means a save made by mods like "Alternate Start - Live Another Life" will lose all of the SKSE-based registrations and other goodies stored in the co-save files. If a player loads one of those things will break and the player probably won't notice, will overwrite other saves, and eventually end up with a bunch of broken mods that depend on that co-save data.

 

In any case, as has been said, unless you're a mod author and are testing for bugs, you shouldn't be using SKSE64 until it's at least in beta (unless you're happy to lose your save, anyway).

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