Skyrim Game Version

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Carlota Sproul

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Aug 4, 2024, 2:46:41 PM8/4/24
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Thatis the version that I have still installed with my non-upgraded install of SSE. But I cannot speak to your issue as I haven't even played the game in some time. Furthermore, I was never one to re-enter the race menu to make changes mid-game. I always made my character and left it at that.

I suspect that RaceMenu was designed to apply color changes, overlays and what not when using the character menu. I do not think it was designed to know that there was a previous application of colors, overlays and what not when the character menu is opened. The player character is completely stock when going into the character menu for the first time. Presets were probably the easiest solution to allow users to re-apply lost changes on additional uses of the character menu as well as to load the same character appearance for a new playthrough.


0.4.16 is the best option for 1.5.97 as it's the most up to date version before AE. However I recommend using this fix. RaceMenu 0.4.16 Memory Leak Hotfix (SE) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)


When we play our characters and when our game-save file reaches about twenty games, we go into Race Menu, make a small tweak to eye color, then back to the original eye color, and exit, and save, and now we are at a new Game Save 1, no flashing, till our list hits game-save 20.


I'm getting a "DynDOLOD.DLL papyrus scripts are the wrong version" message when loading my latest save game. I recently ran through the 2.2.0 guide and noticed a new mod in there...DynDOLOD DLL SE. I haven't re-run my LOD setup yet since adding this mod. Will this message go away after running through the LOD setup?


Revisit the 2.2.0 guide to get the correct versions of all mods. You may need to disable DynDOLOD in that save via MCM. The instructions for updating LOD are in the DynDOLOD MCM too. Then once you have saved indoors with DynDOLOD unloaded, remove your TexGen and DynDOLOD outputs, and regenerate them. Then reactivate those plugins, sort with LOOT, and load that save.


That's what I spent the last few hours doing. When I disable DynDOLOD DLL SE, I don't get that 'wrong version' message. The only mod that is not the latest version, is DynDOLOD DLL SE since the guide link is to an archived version.


You may need to disable DynDOLOD in that save via MCM. The instructions for updating LOD are in the DynDOLOD MCM too. Then once you have saved indoors with DynDOLOD unloaded, remove your TexGen and DynDOLOD outputs, and regenerate them. Then reactivate those plugins, sort with LOOT, and load that save.


The guide link points to the correct version. As I mentioned, if you are using 2.2.0 with all other dependencies updated per the guide, then you should be fine. You will need the latest DynDOLOD Alpha 111


The LOD generation is the only part I haven't completed yet. Running through it now. I do have DynDOLOD Alpha 111. All my installed mods are the latest unless the guide specifically points to a different version (such as DynDOLOD DLL SE).


Usually these messages are related to dependencies being wrong version in the SKSE stack. DynDOLOD should be redone if the mod list changes. See the 2.2.0 changelog introduction for instructions on making a clean save and a new MO instance, and verify that you are running 2.2.0 in it's current form. Once released, our guide mod list never changes in any way but for mods updating (which we can't control).


Seems I can't load a save and create a new save and then load that new save however. When I do, the game crashes. If I start a new game, no issues. Guess I'll just start a new character. Probably better anyway since so many mods were updated, added, removed, etc.


I should add that I didn't try starting a new game when I was getting that 'wrong version' message. So it probably wasn't specific to my save. Probably would have occurred no matter what until my LOD generation was re-run.


So, apparently the reason I was getting the "DynDOLOD.DLL papyrus scripts are the wrong version" message is because I was using an older DynDOLOD output (before Step implemented the "Large Reference Bugs Workarounds" check box) while DynDOLOD DLL NG was installed.


I have skyrim version 1.1 (Very old I know but can't update) and every mod I have tried installing has not worked, even though there is no version requirement on the mod page. These are some of the mods I installed that didn't work:


Generally, mods require the latest version of Skyrim, some are fine with the previous version (1.8.?). the thing is, if your internet connection is that slow, you aren't going to being doing much modding either; those have to be downloaded too :)


Generally, mods require the latest version of Skyrim, some are fine with the previous version (1.8.?). the thing is, if your internet connection is that slow, you aren't going to being doing much modding either; those have to be downloaded too :smile:


I suppose it depends on what kind of mods you are looking at. If it's something simple like armor and weapons, you're probably ok. Anything more complicated, and you're on yoiur own. The updates are primarily bug-fixes, so any mod that relies on a version without one of those bugs will probably not work correctly. You can always try the mod and see what happens, the only downside to that is the problem might not show up right away, and it really sucks to have to give up a savegame that's 10, 20, 50 hours in because of a bugged mod.


If you're wanting to make a patch for my high poly conversion, you MUST get permission from the mod author of the mod you're wanting to patch as well as davoker who made this mod this conversion was done for.


If you are using the latest version on Steam, download the AE build. The older build supporting 1.5.97 is still around to support people who have downgraded their installation or otherwise prevented updates.


SKSE will support the latest version of Skyrim available on Steam, and only this version (currently 1.9.32 with any other numbers following). It is extremely unlikely that any future non-SE Skyrim updates will be released.


Having crashes on startup after a game patch? Remove the files from Data/SKSE/Plugins and try again. Mods using plugins probably need to be updated.

Before contacting us, make sure that your game launches properly without SKSE first. Also, attach skse.log, skse_loader.log, and skse_steam_loader.log (found in My Documents/My Games/Skyrim/SKSE/) to any support requests.

Entire Team





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The game is set 200 years after the events of Oblivion and takes place in Skyrim, the northernmost province of Tamriel, a continent on the planet Nirn. Its main story focuses on the player's character, the Dragonborn, on their quest to defeat Alduin the World-Eater, a dragon who is prophesied to destroy the world. Over the course of the game, the player completes quests and develops the character by improving skills. The game continues the open world tradition of its predecessors by allowing the player to travel to discovered locations in the game world at any time, and to ignore or postpone the main storyline indefinitely.


Skyrim was developed using the Creation Engine, which was rebuilt specifically for the game. The team opted for a unique and more diverse open world than Oblivion's Imperial Province of Cyrodiil, which game director and executive producer Todd Howard considered less interesting by comparison.

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