TechAngel85 Posted December 9, 2021 Author Posted December 9, 2021 Added v2 specific instructions (just changed the file downloaded to support AE)
Mercury71 Posted December 14, 2021 Posted December 14, 2021 Mod updated for latest game version. 2.1.4 support for 1.6.342 fix Game.GetCurrentConsoleRe
Mercury71 Posted January 7, 2022 Posted January 7, 2022 Mod updated for latest game version. 2.1.5 support for 1.6.353 fix RemoveEventSink_Internal (fixes MCM keybindings) link users to address library if needed and missing fix plugin lookup before PostLoad (fixes SKSEMessagingInterface::RegisterListener among others
z929669 Posted January 7, 2022 Posted January 7, 2022 On 1/7/2022 at 6:14 AM, Mercury71 said: Mod updated for latest game version. 2.1.5 support for 1.6.353 fix RemoveEventSink_Internal (fixes MCM keybindings) link users to address library if needed and missing fix plugin lookup before PostLoad (fixes SKSEMessagingInterface::RegisterListener among others Expand yep, I'm keeping up to date, even though nothing but SKSE and Address Lib is updated last I checked. just waiting around for months I guess.
Mercury71 Posted January 7, 2022 Posted January 7, 2022 On 1/7/2022 at 2:43 PM, z929669 said: yep, I'm keeping up to date, even though nothing but SKSE and Address Lib is updated last I checked. just waiting around for months I guess. Expand Things get updated very quick atm when they release new game versions i think. Sheson has already put up a new dll for DynDOLOD. These mod authors are amazing. https://modding.wiki/en/skyrim/users/skse-plugins
DoubleYou Posted September 17, 2022 Posted September 17, 2022 2.2.0 support for 1.6.629 fix returning arrays of booleans plugin developers: please note the changes to SKSEPluginVersionData required by the structure size updates in 1.6.629+
CorneliusC Posted September 21, 2022 Posted September 21, 2022 Updated to 2.2.2 for game version 1.6.640
ButchDiavolo Posted October 9, 2022 Posted October 9, 2022 (edited) SKSE64 has been updated to version 2.2.3. EDIT: apparently with this new version there is no longer a need for the skse_steam_loader.exe? release notes: 2.2.3 - detect and report that the Epic Store version is unsupported - remove need for skse64_steam_loader, also improves plugin compatibility for GOG version - better reporting for often-misread plugin names Edited October 9, 2022 by ButchDiavolo included release notes
z929669 Posted October 10, 2022 Posted October 10, 2022 On 10/9/2022 at 2:30 PM, ButchDiavolo said: SKSE64 has been updated to version 2.2.3. EDIT: apparently with this new version there is no longer a need for the skse_steam_loader.exe? release notes: 2.2.3 - detect and report that the Epic Store version is unsupported - remove need for skse64_steam_loader, also improves plugin compatibility for GOG version - better reporting for often-misread plugin names Expand Looks like there is no dependency on skse_steam_loader.dll is all, so no difference to the end user AFAIK. On upgrade, you should remove this file from previous version.
Jarda Posted October 15, 2023 Posted October 15, 2023 Hello everyone, it's been a long time. It always bugged me why STEP encourage the user to install SKSE executable manually on SSE root folder intead of editing SSE executable on MO2 and making use of "Force Load Libraries" forcing SkyrimSE.exe to load skse64_X_X_X.dll . Correct me if I am wrong but wouldn't this make skse64_loader.exe completly redundant for the guide?
Mousetick Posted October 15, 2023 Posted October 15, 2023 (edited) On 10/15/2023 at 3:53 PM, Jarda said: It always bugged me why STEP encourage the user to install SKSE executable manually on SSE root folder intead of editing SSE executable on MO2 and making use of "Force Load Libraries" forcing SkyrimSE.exe to load skse64_X_X_X.dll . Correct me if I am wrong but wouldn't this make skse64_loader.exe completly redundant for the guide? Expand In both cases, the user still needs to install files manually in SSE root folder, and edit the executables in MO2. So no difference in convenience or difficulty of installation and setup. Configuring "Force Load Library" is actually more complex (involves more steps and is more error-prone) than creating a new executable entry for SKSE. Making SKSE a separate executable makes it clear it's SSE + SKSE. Plain SSE remains available as its own executable in the menu, if needed. I reckon plain SSE is of limited value, but it may still be useful for certain vanilla-like testing profiles or for troubleshooting. Edit: Although it's not relevant to the STEP Guide: the NGIO Grass Precacher plugin for MO2 specifically looks for and launches skse64_loader.exe. So removing or omitting it is a bad idea for the grass precaching use case and possibly other use cases. Edited October 15, 2023 by Mousetick 2 1
Jarda Posted October 15, 2023 Posted October 15, 2023 (edited) On 10/15/2023 at 5:40 PM, Mousetick said: In both cases, the user still needs to install files manually in SSE root folder, and... ...Although it's not relevant to the STEP Guide: the NGIO Grass Precacher plugin for MO2 specifically looks for and launches skse64_loader.exe. So removing or omitting it is a bad idea for the grass precaching use case and possibly other use cases. Expand I was taking into account the use of root plugin on MO2 and prioritizing an untouched game folder, but ofc I got you. Thanks for clarifying. Edited October 15, 2023 by Jarda
Mercury71 Posted December 5, 2023 Posted December 5, 2023 Game update today so SKSE will have to be updated.
z929669 Posted December 6, 2023 Posted December 6, 2023 On 12/5/2023 at 3:04 PM, Mercury71 said: Game update today so SKSE will have to be updated. Expand Strange that Nexus isn't tracking this with their SKSE stack tracker.
ButchDiavolo Posted December 6, 2023 Posted December 6, 2023 Oh dear god... Just earlier today I was thinking "I am glad Bethesda is preoccupied with Starfield, so no sudden updates to Skyrim"... I jinxed it. Sorry everyone, my bad. 2
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