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patch 1.5.26 on steam: help please!


siegmeistercastelo

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Just figured my problem out. Had to remove scriptdragon from my skyrim folder. If anybody has scriptdragon just remove it. ;)

 

Yep, that was it. Script Dragon was the culprit. :(

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It has been repeating at each patch, it is not someone's guilt, plugins like Script Dragon and SKSE directly refers to the engine (the main game's executable) and then need to be updated every time the engine changes. It's not all, the plugins to those injectors (that is what they actually are) need to be updated too, at least most of them.

 

In the case of SKSE, it will just send a message but still allow the game to continue or be launched directly... just itself will not be active and then none of it's plugins, something to take into account if going ahead and playing and "saving" the game. Dragon Script needs to be indeed disabled (to what is enough to disable the dll it hooks onto (the dinput8.dll, if I recall it's name).

 

Someday the game will be stabilized enough and this patching phase will be gone... till then, be aware of the above when installing such mods, you must decide if going to wait for their update or going ahead and disabling the mods in between patches, remember that in this case, the plugins behind them may cause loss of data in your save games; be it on the character's stats or items.

Edited by nosisab
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OOOuuuffffff!!!!, i am happy you have find the responsible, when i have view this error i have never view i have make a research on it, in most country, russian, japennes, german, an i found all the same answer, it's like a mental problem the people are completly crazy, so WHAT IS THIS!!!! a computer they are becoming completly crazy ????, pffff! Ha Ha Ha, i know they have more crazy people but crazy computer it's the fist time i have view this Ha Ha ha..., ok so it's a mod they make this, it's the thing i have thinking but to know which mod, now i know...

 

oh!, and the same time, remember when an update come, neer all the mod neer a fix, so if you use 90 mod, you canl wait long time, because when an update change an id or a string or data of something, the mod they use the data of the vanilla follow the patch but keep her valor, by exemple a weapon, if you have a weapon they make 25 of damage, and you have a mod they modifie this string to 50 (x 2), if the patch change the string to 50 in the vanilly, the mod will put this value to 100 or more, it's for this a little change in vanilla can make big modification whit mod, so now you are supposed to give a little dommage of more but whit the mod it's possible you give a slap to an ennemi and they are to the moon, so it's not the fault to anybody, bethesda try to correct the game but people use mod so moddler they have make good work, now her work are only s*** and they need to fix it, but i recognise it's frustrating...

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Repeating, the way Bethesda devised the mods they aren't that much sensible to patches changes but all injectors are a lot more (if not for another reason because they need to match the exe version for security reasons). So, sometimes the utility need just to be recompiled with the new version number without changing anything else, awkward but necessary.

 

To date only 3 utilities use that injection technique, namely SKSE, Script Dragon and ENB series/Post Process injector (4 if counting the chaining of this last two).

 

The ways they hook to the game are different:

 

SKSE launches the game upon itself - It's working philosophy is not yet implemented, it is not meant to have plugins although allows them. It's concept is based on hooking into the CK too and having script functions that are all in all like the vanilla and are compiled the same way the vanilla mod is and generate the same esp vanilla does. When it get to that point it's mods do not need to be redone at each patch although SKSE itself still needs. The same does not applies for some it's plugins (what is all that exist to it by now and will be until SKSE does the mentioned hook to the CK).

 

Script Dragon (SD) hooks itself to a modified dll the game picks at the game's main folder if one exist there instead the normal one residing in the Windows system structure. This approach forces the plugin concept and this makes not only SD vulnerable to patches as practically all it's plugins too.

 

ENB series acts the same as SD, just uses a different dll. The main difference is it does not affects the engine directly and since the dll itself is hardly changed, it is a lot more robust to patch changes.

 

Notice SD, although using the same concept as ENB and as such has not it's dll changed, it Must check the game version for security reasons since it actually patches the engine in memory much like SKSE does and so do it's plugins. To SD, the dll itself is meant to start it so it can start it's third party scripts. ENB on the other hand becomes the DLL itself.

 

The reason to hammer over this is because I have seen most newbies aren't totally aware yet of how mods and utilities and the utilities plugins act over the game so these new users hopefully will not be caught by surprises all the time (and again) when a new patch comes.

 

In time: Although not directly related with the issues and yet blamed sometimes for them are the cases of the Mod Managers, like NMM, Wrye bash and BOSS to name a few. None these last are meant to be "active" while playing, they just makes changes in the way the mods are installed ans/or their load order and in the case of Wrye's to create a bashed patch meant to reduce internal mods conflicting issues.

 

These utilities where caught by surprise because of changes on the load order mechanics but other than this they can't affect the running executable in any other way. Their responsibility stops the moment they define the load order and that load order is "respected" by the game.

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