Skyrim Special Edition

File information

Last updated

Original upload

Created by

Linthar

Uploaded by

Linthar

Virus scan

Safe to use

1263 comments

  1. Linthar
    Linthar
    • premium
    • 188 kudos
    Locked
    Sticky
    Version 1.2.0 is released. The biggest change is an update to the base library, to now use a NG branch of CommonLibSSE. This means that the dll is now version independent. The same file will work for every version of the game as long as you have the correct version of address libraries installed. This is probably the biggest change I've made to the code base in a while so it's possible there is an error I've missed, but I've done testing in version 1.5.97 1.6.640, 1.6.1170 and in VR and everything appears to be working.

    Other then that I've thrown in a number of additional minor bits of information that I've needed while modding my own game. NPCs now display information on whether or not they respawn, as well as their classes and combat styles. Cells show their lighting templates and acoustic spaces. The world space mode now also shows a list of all active image spaces, which should be helpful for debugging saves with stuck image spaces.

    The world data mode can also show information about landscape textures when you are in an exterior. The cell entry will show a list of all landscape textures in the current cell. Additionally if you have an object selected the main world view data will show what landscape texture is placed under said object. This specific feature is a little bit finicky at the moment, but it should still be useful.
  2. TKHBMVP
    TKHBMVP
    • premium
    • 93 kudos
    Is there any option to set STRG/CTRL key as the default instead of SHIFT to move through the parts and scroll up and down?
    1. Linthar
      Linthar
      • premium
      • 188 kudos
      Unfortunately there is not. The control key is actually programmed to function the same as the shift key, but Bethesda made a change to the engine in the most recent version that broke that, so assuming you are running the most recent release, shift is the only key that works at the moment.

      Is there any particular reason you want to change the keybinding?
    2. TKHBMVP
      TKHBMVP
      • premium
      • 93 kudos
      Yes, the Windows Experience pops up everytime you use the SHIFT key too fast and like to support your to advance your supporting experience ... but, to be honest, this is contraproductive ...
    3. Linthar
      Linthar
      • premium
      • 188 kudos
      That's really easy to fix. Just do a quick google search for how to disable sticky keys. You just need to change a single setting and it will stop the pop up from ever occurring again.
    4. vvk78
      vvk78
      • member
      • 80 kudos
      I would also recommend the Media Keys Fix SKSE plugin that disables annoyances such as Windows key when the game is active.
    5. Shrimperator
      Shrimperator
      • premium
      • 213 kudos
      <ignore>
  3. abelyo
    abelyo
    • member
    • 13 kudos
    Sometimes when I try to identify some NPCs it says unknown and I cant tell what mod its from. Anyone know if theres a solution to this?
    1. Linthar
      Linthar
      • premium
      • 188 kudos
      If it says unknown that means the npcs were spawned after the game started usually by some sort of script. Unfortunately the game doesn't actually keep track of the source of such NPCs, and just groups them all in the FF formid space, so there really isn't anything the mod can do to show the source.
  4. DarknessRadio
    DarknessRadio
    • member
    • 3 kudos
    Awesome mod! Really helping me pinpoint the last few issues in my modlist, or whether or not they are actually issues at all or just things acting as normal!
  5. Djlegends
    Djlegends
    • supporter
    • 13 kudos
    think we could get a starfield port would be soo useful
    1. Linthar
      Linthar
      • premium
      • 188 kudos
      That would require a massive rewrite of pretty much all of the code of this mod, assuming that enough reverse engineering has even been done to find the memory locations necessary for all of the different parts of this mods functionality. I personally have no interest in Starfield, so I'm not going to devote a large chunk of my time to try and create a port, but this mod is open source so anyone interested in creating a similar mod for starfield that has the necessary experience in developing skse type plugins is welcome to use the code as a starting point.
    2. Djlegends
      Djlegends
      • supporter
      • 13 kudos
      ight
    3. kalub092
      kalub092
      • premium
      • 0 kudos
      I was hoping to find a Starfield version but I understand your reasoning. I love this mod for Skyrim. 
  6. promitroy
    promitroy
    • member
    • 9 kudos
    I've ported the Extended UI mod from Oldrim, there's a conflict with it specifically the console.swf file, is a patch needed?
    1. Linthar
      Linthar
      • premium
      • 188 kudos
      Yes a patch would be needed, and it would not be a simple patch to make. Both of the mods make edits to the scripts for the console menu, so you would need to merge the changes to the script together then recompile the file. 

      What functionality specifically do you want to use from Extended UI? Checking the mod page for that mod there is a few bits of functionality that are unique to that mod, but those bits seem very niche. The most useful changes like the ability to make the fullscreen mode for the console or getting the name of the cell the player is in, are stuff my mod already covers. 
    2. promitroy
      promitroy
      • member
      • 9 kudos
      I'm mostly using it for the skills menu and all the features that comes bundled with that particular aspect of the mod. So do I just overwrite that file with your mod then?
    3. Linthar
      Linthar
      • premium
      • 188 kudos
      Yes, if all you care about is the skill menu then just overwrite Extended UI with my mod. This mod doesn't touch the skill menu so you'll still have all of the changes for that added by Extended UI. The only thing you will really be missing are a few very specific console commands added by Extended UI, and as I already mentioned in my first post, they are all pretty niche, so you're unlikely to have a need for them in the first place.
    4. promitroy
      promitroy
      • member
      • 9 kudos
      Thank you for the clarification and prompt replies. Much appreciated! 
  7. Cruor34
    Cruor34
    • premium
    • 11 kudos
    Amazing mod. Helps me make sure my own mods are working, and lets me see what the culprit is when see something wrong. Why doesn't the game come like this? 
  8. Drawinox
    Drawinox
    • member
    • 6 kudos
    I found an older comment from (17. december 2023) you and you said:

    The new version I'm working on will be using the CommonLibSE-NG library so it should support every version in a single download. Right now the
    functionality between the different releases is identical so there is
    nothing to update the older versions with until I finish development on
    the new version.

    The new file description says:

    Supports versions 1.5.9,7 1.6.640, 1.6.1170, and VR

    So I'm wondering if I can use the new update with my v1.6.353 ? 🤔

    1. Linthar
      Linthar
      • premium
      • 188 kudos
      It should work with v1.6.353 in theory. The mod does now use CommonLibSE-NG and 1.6.353 should be similar enough to 1.6.640 that the code handling the later can handle the former as well. But I'm not going to offer any official support for that version. I already need to put a lot of time into testing and fixing issues across the four most commonly used versions. I just don't have the free time to try and fully support every single version of the game.
    2. Drawinox
      Drawinox
      • member
      • 6 kudos
      Allright. I tested the new version and it works. Many thanks! :)
  9. sabrio204
    sabrio204
    • premium
    • 53 kudos
    Hi, idk if you're taking requests (if you aren't, feel free to ignore this), but would it be possible to show the encounter zone an actor/container reference is linked to ? Thank you.
    1. Linthar
      Linthar
      • premium
      • 188 kudos
      I'm not currently planning any more additions to this mod, but I did make a note to look into this, if I ever decide to resume development.
  10. brelyn96
    brelyn96
    • premium
    • 0 kudos
    Incompatible with Playstation 4 Button Icons for SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/28825
    as both mods use console.swf and it won't allow you to use tab to get more info from the console.  
    If you use EDGE UI, it has its own Playstation button integration anyway so it's unneeded. 
    1. Linthar
      Linthar
      • premium
      • 188 kudos
      You should be safe just overwriting that mod with mine. I'm not sure why it even includes a copy of console.swf. The console doesn't have any button prompts to replace, so you wouldn't be missing out on anything by overwriting that mod with mine.
    2. brelyn96
      brelyn96
      • premium
      • 0 kudos
      Great! Thank you. Good to know.
  11. GrimFalcon746
    GrimFalcon746
    • member
    • 0 kudos
    Is the alias function from the better console mod no longer compatible? I added the config file from that mod and tried it and have no luck. Not sure if it isn't compatible or if its something I am doing.

    Edit: Nevermind, was a conflict with one of my other console mods.