Ihad this very same error with a different plugin (reST). The problem the error was caused by was that I had run it from the command line when a virtual environment was active. For this reason Python3 did not use (and find) the system libraries.
Solution: I ran gedit just normally from the GUI (or after deactivating the virtualenv in the Terminal), and the editor and the plugin just loaded fine. Double-check if you have a similar cause.
I've encountered essentially the same problem today, though with the code-comment plugin. In my case, the issue only showed up when gedit was executed from the command line, similarly to @Peterino (though no virtual environment had actually been explicitly set up). Everything was fine otherwise.
The reason why this happened seems to be linked to the fact that I have set up my $PATH in .bashrc in such a way that python3 corresponds to a local anaconda/miniconda installation. An unwanted side effect is that, when launched from the terminal, gedit then actually picks the local miniconda install instead of /usr/bin/python3.X. (Checked by temporarily moving the miniconda folder elsewhere or login-in as another user).
Address Library for SFSE Plugins, like I said twice before, is fully updated. So, BakaKillMyGames.dll and ConsoleCommandRunner.dll, who are both up to date, shouldn't be up on this list. Though the CCR mod is updated with Console Command Runner Updated mod.
I have no clue about what mod DEF_TOLS.dll is for. po3_HoldToEquip.dll, shouldn't be up there, because I deleted that mod from MO2. I don't know why po3_SimpleOffenseSuppression.dll is up there because Address Library is updated and so is the Simple Offense Suppression mod.
SFPluginsTxTEnabler.dll is up there for some reason that I don't know. Don't we need the Plugins.txt Enabler mod. Same with sfse_plugin_console.dll. I am not sure, but wouldn't the plugin console be with the Plugins.txt Enabler mod?
When I play the game and then exited, the ConsoleCommandRunner.log only showed the version number as 1.3.0.0 and I loaded the Console Command Runner Updated mod which is version 1.3.1. This was corroborated when I checked the console Command in the game and there was nothing put there from CCR.
3) OK, I looked at the explorer page of the Address Library and found these files in both Starfield/Data/SFSE/Plugins and MO2 folder mods/Address Library for SFSE Plugins/SFSE/Plugins. Here they are in order:
For your game version, you need to make sure the file "versionlib-1-8-86-0.bin" is in your SFSE/Plugins folder as well (or wherever the actual SFSE plugins, the .dll files are. I'm not familiar with MO2).
As you can see that a lot is gone from the first version of this error. I have noticed a problem with my MO2. I checked the version of the ConsoleCommandRunner.dll. The version of that .dll file is 1.3.0.0, the version of the original CCR mod. However, in the mod folder of the CCR Updated, the version is 1.3.1.0. It seems that MO2 isn't updating the mods. MO2 version is up to date, so I don't know what is going on.
I don't know why MO2 doesn't update them but I've never used it myself to be honest. You'll need to update these plugins for game version v1.8.86 to make this error message disappear. Manual download and copy paste to the folder where "versionlib-1-8-86-0.bin" is should fix it. Many of the plugins are "v1" according to the plugin handler which are probably for earlier game versions.
By the way, many SFSE plugins have a hardcoded version control like RUNTIME_VERSION_1_8_86, 0 to prevent earlier/later/simply other game versions from loading them to avoid breaking things. When a new game version is released, memory addresses (that acts as a reference point at the minimum) change and plugins need to be updated. SFSE plugins that rely on the Address Library may or may not need to be updated, it depends on how the plugin was coded.
(I make mods, both .esm and script extender (SE) plugins and they require frequent manual activation-deactivation, custom script and build environment, etc.. a mod manager would slow down the process. I'm not alone with this I'm sure ).
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The Plugin Loader is an easy way to install and load plugins and mods on the Space Engineers client. The Plugin Loader and plugins themselves still carry risk. However, plugins have value because they can edit game functionality in ways mods simply cannot. This means plugins offer gameplay possibilities that are otherwise impossible.
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Once installed, plugins can be configured from the main menu of Space Engineers using the plugins button. The game may take some extra time to start when Plugin Loader is installed, so expect the splash screen to be up for longer.
I've been away from Skyrim and modding for a little over a year and noticed that there have been some significant updates to the STEP guide so I figured I'd give it another go. I just finished installing all the mods in the list up to the game test right before installing any post-processing mods. When I launch skse64_loader through MO2, I'm getting the following error box:
I've confirmed I'm running version 1.6.640 of SkyrimSE.exe (with the AE upgrade). I've followed the STEP guide to the letter up to this point (with the exception of choosing a handful of higher quality textures than recommended). In my novice opinion, this appears to be an issue with the SSE Engine Fixes item early in the Extenders section of the guide, or something dependent on it. I installed the recommended versions from NexusMods:
The "smoke test" advised in the guide didn't run into any issues before I hit the "don't load the game again until instructed" message. Can anyone out there help me figure out what I'm missing to get this to load correctly so I can continue setting up my game? I'd like to not have to nuke my installation and start from scratch, but I will if I really have to.
Double check to be certain you have downloaded and installed the correct version of the Part 1 Engine Fixes main file. If you installed the top main file, it only works with Skyrim SE game versions 1.5.39 - 1.5.97.
Thanks for the suggestion! I may have had a brain malfunction and misread the version number on the SKSE file. I downloaded the Part 1 file under the "old files" section that's labeled "For Skyrim SE 1.6.xxx versions before 1.6.629". But I'm running 1.6.640, so clearly I downloaded the wrong one. I'll redownload files for the correct version and update the thread with what happens.
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