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  1. TKHBMVP
    TKHBMVP
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    Is this not needed anymore for the new version of the game? As it is not supported for game 1.6.1170 and SKSE v2.2.6.
    1. TKHBMVP
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      Background from SKSE team about issues with SAE 1.6.1170 and SKSE 2.2.6 see link

      SSE 1.6.1170 or MO2 Now Making Skyrim.INI Folder? - General Skyrim SE Support - Step Mods | Change The Game
    2. Nuascura
      Nuascura
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      FYI your linked thread isn't relevant. It's basically fear-mongering for anyone who doesn't bother to actually read into what's happening. You don't need to worry about where the SKSE dll outputs its log - this has nothing to do with how the dll itself functions in-game. The Skyrim.ini/SKSE location output is only an aesthetic bug. ASRF NG should work just fine.
    3. TKHBMVP
      TKHBMVP
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  2. Seallv
    Seallv
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    Quote: "OVERVIEW

    Updated Animated Static Reload Fix with support for SSE, AE, and VR in one DLL.

    This SKSE plugin is compatible with SSE, AE, and VR thanks to commonlibsse-ng.

    This offers no benefit to SSE users over the original."

    Thats good, but what does the mod do? Shouldnt it be included in description?
    1. MandingoDrew70120
      MandingoDrew70120
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      From the original mod page: https://www.nexusmods.com/skyrimspecialedition/mods/53761
      Issue Description:

      The vanilla game engine has a bug that will cause some movable static
      objects stopped playing their gamebryo animations after load saved game.
      As the description in this site: Water Mill Stopped Rotating Animation

      Therefore you may meet issues likes: static objects likes waterwheel suddenly
      stopped rotating, banners stopped swing, Blackfall mushroom stopped
      moving... all those happened right after you reload the saved.

      This issue is due to the game engine forget to save the animation states of
      these animated static objects into the game saved, so the game will
      forget to reactivate their loop animation, which caused they stop
      moving.

      This SKSE Plugin fixed the bug by re-saving the animation states of those
      static objects that with activing loop animations into the saved. Now
      moveable static objects will reactivate their animation normally after
      reload a save.
  3. HadToRegister
    HadToRegister
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    This would need an update for the GOG 1.6.659 version, it doesn't load
    1. ChocMoc
      ChocMoc
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      I'm now on 1.6.1179 by necessity (thank USSEP decision making in us not having access to 1.6.659 patch anymore) and I'm not even noticing what the point of this mod is ...can someone remind me please cos it was recommended but I'm ignorant to the fixes


      EDIT: I reloaded a save and found the issue even with 37 other fixes this is deffo needed! 
    2. ShabbiTabbi
      ShabbiTabbi
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      you can access the archives for older ussep versions if you need in the future.
  4. ChristopherC71
    ChristopherC71
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    This SKE uses 'Address Library for SKSE Plugins' and as such if you have the latest version of Address Library and SKSE you should be good. I just launched this in new game of Skyrim AE v. game 1.6.1170 with no errors.
  5. xenaroadwarrior
    xenaroadwarrior
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    Would be nice if the page for the original mod had a link to this one.

    There is a link there which specifies "For AE users" but it takes you to the Unofficial Skyrim Special Edition Downgrade Patcher.

    Not sure if it's a very coincidental error, or the author is expressing their views on AE. Funny either way lol.
    1. Knuxie
      Knuxie
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      There needs to be a case study on mod authors. Even the most NEET of nerds dont behave that way. 
  6. Sidea
    Sidea
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    Thank you for this! <3
  7. Skinjack
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    Hey Doodlezoid, I've been meaning to ask... do all of the NG versions you've made also work with 1.5.97?

    I have updated to the free AE version with the 4 extra esm/esl's, but I have the Skyrim.exe actually downgraded back to the 1.5.97 version. I suppose it was in preparation for Bethesda basically "forcing" you to upgrade if you didn't want getting online to update the game every time, but fortunately people figured a way around their "business model". So I haven't needed to do a total AE update (as I really don't want to), but I have this long list of your NG mods loaded and not enabled yet in MO2.

    I had thought they worked with both SE and AE, and I know you don't really need them if you are 1.5.97. But as I am somewhat "in-between" that (and may eventually update completely to AE someday) I wanted to make sure they would still work for me so I can replace the original versions with yours. My load order is waaay too big to keep starting new load orders. I'm not that patient. Sorry this is convoluted. It's never good to jump right on your computer after you wake up...
    1. doodlum
      doodlum
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      compatible with all versions
    2. Skinjack
      Skinjack
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      Alright, thank you. I was just concerned when I read "You do not need with 1.5.97"... Time to clean up my new mods list. Been sitting on these disabled mods too long.
    3. LanceDragonsbane
      LanceDragonsbane
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      yes!!! thank you!!! 
  8. PlasticDoll1
    PlasticDoll1
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    would this possibly work on 1.6.353?
    1. deleted168259723
      deleted168259723
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      Assuming i dont get any loot or adress library and skse plugin error warnings and Doodlezoid is saying ''Compatible with all versions'' on a November comment. It should be.
  9. mattski123
    mattski123
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    Woo keep 'em updates a comin'!
  10. GrajowiecPL
    GrajowiecPL
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    Any chance for one click power attack?
    1. doodlum
      doodlum
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      what it is used for?
    2. GrajowiecPL
      GrajowiecPL
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      Allows to power attack by just pressing a chosen button instead of holding default attack
    3. doodlum
      doodlum
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      why would you need that though?
    4. Djlegends
      Djlegends
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      mco/abr has a way in which you cannot power attack at all without this plugin and most combat mods require it
    5. AbandonedByArkay
      AbandonedByArkay
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      Use Elden Power Attack