Another update may be coming soon

Another update may be coming soon

From their Twitter comments: https://i.imgur.com/tRV4wA5.png

They mention putting out a hotfix for the console issues. It is possible they might only push out an update for console versions and leave the PC version alone, but just a heads up for everyone trying to do quick updates that it may be best to wait a little bit.

u/jamesmand — 8 hours ago

Skyrim Update - August 20

https://elderscrolls.bethesda.net/en-US/news/skyrim-update-august-20

As expected based on the FO4 update the other day this is mainly changes related to creations. Only real benefits are to console users.

SKSE has been updated: https://www.nexusmods.com/skyrimspecialedition/mods/30379

UPDATE: Address Library has been updated: https://www.nexusmods.com/skyrimspecialedition/mods/32444

Something to be aware of though which was posted by meh321:

>There are also other changes made to game code that require plugins to update CommonLib and recompile! So also watch out for individual DLL plugin updates in addition to this and SKSE64 update.

So it looks like all SKSE mods will require updating for the latest version.

reddit.com
u/jamesmand — 17 hours ago

FO4 Update and what it might hint at for Skyrim

Fallout 4 updated and there is a list of the latest changes here:

https://fallout.bethesda.net/en-US/news/fallout-4-update-august-18th

What stands out is that there appear to be a bunch of changes to the Creation Kit including better support for PlayStation. Most likely they will be carrying over these changes to Skyrim as well. Other than that though, it appears that there were only minor changes to fix a handful of bugs.

Basically it appears that the upcoming update for Skyrim will mainly be for the benefit of creations and we probably shouldn't expect much other than the fact SKSE will need to be updated for the minor changes in the game executable.

u/jamesmand — 3 days ago

ENB License Updated

While looking to do some comparison between Effects 11 and the latest ENB out of curiosity, I noticed this on the news page of the site: http://enbdev.com/news.html

>The ENBSeries License Agreement has been legally updated under US/UK IP statutes to safeguard our ecosystem and community creators. This revision establishes formal boundaries against malicious technical extraction, unfair competition, and unauthorized brand exploitation, defining clear legal liabilities for non-compliance.

Looking at the details at http://enbdev.com/license_en.htm I saw this:

>The specific naming conventions, parameter structures, variable identifiers (including but not limited to unique tokens such as "AmbientLightingIntensityNight"), and the internal logic arrangement of the ENBSeries configuration files constitute the unique software architecture and intellectual property specification of the Author. Third-party developers are strictly prohibited from developing, distributing, or utilizing automated software, scripts, parsers, or conversion utilities designed to programmatically map, extract, or translate these proprietary parameter names for use in competing, alternative, or open-source software environments. This restriction does not apply to individual Asset Authors who choose to manually adapt, rewrite, or convert their own original configuration values for alternative platforms.

Since the news page mentioned US law (not sure about UK law) this pretty much is invalidated by Google LLC v. Oracle America, Inc. which says this type of thing is allowed. Not going to go any further into discussion over this, but figured I would point it out as people may be developing their own tools to make tweaks to ENB presets that may behave differently when using Effects 11. You should be in the clear for fair use but might potentially get Boris trying to tell you otherwise.

reddit.com
u/jamesmand — 15 days ago

Latest update from Nexus about download filenames

https://forums.nexusmods.com/topic/13539100-changes-to-downloaded-file-names/page/32/#findComment-130572238

>Hi all,

>Quick update on one of the most-raised points in this thread: getting from a downloaded file back to its mod page.

>If you'd rather not go through a hash lookup, you can now use the unique suffix in the filename to jump straight there. Just take the slug at the end of the name and put it after /mods/:

>https://www.nexusmods.com/mods/{slug}

>For example, a file called PawnCompanion_1.34_9AOxMAVK5.zip has the slug 9AOxMAVK5, so:

>https://www.nexusmods.com/mods/9AOxMAVK5

>That takes you straight back to the mod page.

Instead of going back to the way things were, they are using this as a workaround for getting the mod page for a file that was downloaded.

reddit.com
u/jamesmand — 2 months ago

Whiterun Museum - A Light Alternative To LOTD

https://www.nexusmods.com/skyrimspecialedition/mods/162802

I have had this on my radar for a little while but the author just released version 1.0 so I will likely be adding this to my game now. As indicated by the title, it adds a museum to Whiterun where you can display all sorts of various things you collect in the game. It definitely isn't expansive as LOTD, but that is good in many ways as it is just a museum on its own, nothing more. It does not add quests that might interrupt things which can get annoying if you restart your game every once in a while. It also doesn't add new things to the world other than its entrance so it won't require all sorts of patches to fix object placement and stuff like that. There are separate pages to add content for Creation Club items as well as patches for some other mods as well. Definitely worth checking out for anyone looking for an alternative to LOTD.

reddit.com
u/jamesmand — 2 months ago

I made a tool to fix filenames for files downloaded using MO2

EDIT: Someone made a MO2 plugin to do this around the same time I posted this. Probably better to use that instead: https://www.nexusmods.com/skyrimspecialedition/mods/182713

Nexus recently made a change where filenames no longer contain extra information to help identify things like the mod number and version number. Before it would look like this:

ModName-123-4-5-678.zip

Now files download with this as the name:

ModName.zip

This makes it pretty hard to manage downloads. Hopefully they fix this soon but in the mean time I created a tool which I posted the source code for in another thread but figured I would share a little better. Here is the download for the tool itself:

https://limewire.com/d/fR1nV#vsIEGjum5z

Source code:

https://pastebin.com/UWbLp9Lr

You can add it to Mod Organizer to run and fix files in your downloads folder by adding it as follows:

https://imgur.com/CSsZmGT

Obviously change the folder paths for your own system. This only renames files that simply have "ModName" only in their filename and won't touch older downloads that have all the extra information. Just run this after you download a bunch of files and it will fix anything it finds.

The above download link only lasts for a week which by that time hopefully Nexus will have fixed the problem. Feel free to share on other places if you like. This only works for downloads for Mod Organizer and not manual downloads since it reads the details from the metadata Mod Organizer keeps. No idea if it works for Vortex since I don't use that, I am guessing probably not.

u/jamesmand — 2 months ago

Nexus Download Problem

I was downloading some updates to mods and some of them don't have the extra numbers at the end like the version number and stuff. I thought it was a MO2 problem so I tried downloading manually and it is still missing the extra numbers. Is this happening to anyone else or is it just me?

reddit.com
u/jamesmand — 2 months ago