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.
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.
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!
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.
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...
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.
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.
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SSE 1.6.1170 or MO2 Now Making Skyrim.INI Folder? - General Skyrim SE Support - Step Mods | Change The Game
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?
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.
EDIT: I reloaded a save and found the issue even with 37 other fixes this is deffo needed!
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.
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...