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  • 4 weeks later...
Posted

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
Posted
8 hours ago, 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

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.

  • 8 months later...
Posted

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+
  • 3 weeks later...
Posted (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 by ButchDiavolo
included release notes
Posted
11 hours ago, 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

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.

  • 1 year later...
Posted

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?

Posted (edited)
2 hours ago, 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?

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 by Mousetick
  • +1 2
  • Like 1
Posted (edited)
4 hours ago, 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. 

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 by Jarda
  • 1 month later...

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