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188 comments

  1. Zebrina
    Zebrina
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    Sticky
    If anyone who uses this mod knows how to use Visual Studio and compile c++ projects and is willing to update this mod whenever a new version of creation club is released, let me know. I can give permission to upload files to this mod page and help with instructions on how to compile, but you should at least have some visual studio and c++ experience.
  2. Baddy63
    Baddy63
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    Hi. Because of other mod compatibility, I choose to stay in skyrim ver. 1.5.73 - SKSE64 ver. 0.2.0.15. (same problem of dorafumingo, 1 june). Can't install your mod: I've tried different downloads but they do not work. Any tip for me if I would try to compile a specific version?
    1. Zebrina
      Zebrina
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      Did you try version 1.0.9?

      If you can get the source for the SKSE64 you have and you know how to compile skse plug-ins it should be very simple. I don't think you even need to make any changes to the plugin code. I think there is an archive with older skse distributions on the skse website.
  3. mcbarker
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    Mod needs to be updated for the latest SKSE. Thanks.
    1. DarkaiHensenWong
      DarkaiHensenWong
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      +1
    2. Chrishopper
      Chrishopper
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      +1
    3. Eido118
      Eido118
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      +1
  4. kingjnl1
    kingjnl1
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    "Unsupported runtime version..." when starting skyrim with mod organizer 2.
    Game crashs instantly :)
    Definitly this mod and shouldnt be a conflict with any other mod. Used the esl version.
    Game should be at the newest version but didnt check it before writing this comment.
    1. Augurey
      Augurey
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      I am having the same problem and I can't seem to remove the mod to get rid of the problem. Has anybody figured out how to fix this?
    2. Neferet
      Neferet
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      I'm having the same issue. Removing the mod doesn't seem to work, since it just behaves as if it's still installed. I use NMM to manage my mods. Ran LOOT and found out other mods such as ENB's were adding to the compatibility issues, but even after unninstalling them my SKSE won't start and I keep receiving the same message ending with "may or may not work." from this mod.
  5. dorafumingo
    dorafumingo
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    the mod doesn't work for me with 1.5.73 and skse 2.0.15. nothing no MCM menu and no recharge

    by changing the .esl to .esp and placing it last in the load order the MCM menu showed up but still no recharge
  6. Hazolp
    Hazolp
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    Hey ! I'm having trouble making the mod work with the latest SkyrimSE version (runtime 1.5.73). I see the MCM menu in-game, but the weapon does not recharge over time. I'm using MO, and it gives me an error saying the mod is not compatible with latest SKSE.
    This is the exact error code :• Couldn't load PassiveWeaponEnchantmentRecharging.dll (Passive Weapon Enchantment Recharging - Enchanted Weapons Recharge Over Time). The last error code was 193.
    Are you missing an update to latest SKSE ? Or is it an issue on my end ?
    1. Zebrina
      Zebrina
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      The description of that error says "%1 is not a valid Win32 application." and is a result of a call to the Windows API function LoadLibrary. LoadLibrary loads a dynamically linked library (which all SKSE plugins are) into the current process.

      Things you can do:
      - Check if PassiveWeaponEnchantmentRecharging.dll is corrupt.
      - Test if it works without Mod Organizer.

      https://docs.microsoft.com/en-us/windows/desktop/debug/system-error-codes--0-499-
      https://docs.microsoft.com/en-us/windows/desktop/api/libloaderapi/nf-libloaderapi-loadlibrarya
    2. Hazolp
      Hazolp
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      No, actually, my message is this one :
      "You have one or more script extender plugins which failed to load!

      If you want this notification to go away, here are some steps you can take:
      • Look for updates to the mod or the specific plugin included in the mod.
      • Disable the mod containing the plugin.
      • Hide or delete the plugin from the mod.

      To refresh the script extender logs, you will need to run the game and/or editor again!

      The failed plugins are:
      • Couldn't load PassiveWeaponEnchantmentRecharging.dll (Passive Weapon Enchantment Recharging - Enchanted Weapons Recharge Over Time). The last error code was 193."
    3. Zebrina
      Zebrina
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      Error code 193 is a Windows (operating system) error code also known as ERROR_BAD_EXE_FORMAT with the description "%1 is not a valid Win32 application.".

      Before I replied I looked at the SKSE source code and the message you posted is triggered by a failure of a call to the c/c++ function LoadLibrary which is part of the Windows API.

      There seems to be something wrong with the plugin file on your hard drive since Windows cannot load that dll file. Before my first reply I also tested running Skyrim through Mod Organizer and I don't get this error.
  7. JoseSnake
    JoseSnake
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    No ESP version? Disappointing, was looking forward to use this MOD.
    1. Zebrina
      Zebrina
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      What's wrong with esl?
    2. JoseSnake
      JoseSnake
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      ESL loads as master files, and after the masters, before normal ESPs (unless ESP masters are specified).

      So it can cause compatibility issues, they useful for people that have huge load orders, and they fine for small mods, but overhauls are better off with ESP. The ESL load order benefit can easily be used with ESP files, by simply changing the plugin flags to ESL (although CK conversion is recommended).

      I meant no offense whatsoever though, I respect your choices, was just a cry for attention to see if you can make an optional ESP version.
    3. Zebrina
      Zebrina
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      None taken, I was just curious. You can use the esp from the older versions if you want. Nothing has changed since the last release that included an esp.

      But, this mod will not conflict with any other mod (at least not any conventional mod) and it's position in your load order should not matter.

      One last thing. I could be wrong but it sounds like you could just rename the plugin if you still want the esl flag set.
    4. JoseSnake
      JoseSnake
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      Thanks for taking the time to answer me, I'll try the ESP version in my next save.

      As for getting an ESP file to work as ESL, first you need to compact it in CK then you change the flag to ESL with xEdit (SSEEDIT).
    5. ratrace
      ratrace
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      The esl just calls for the scripts within this mod, so there should be no compatibility problem with other mods. In my load order (138 mods and even more esp and esm files) the position of that mod wouldn't matter at all.
  8. Michaaaellll
    Michaaaellll
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    The mod doesn't seem to be working for me. I had a version and the MCM menu was there but the weapons were not charging, when I downloaded the latest version the menu was gone and the mod wasn't working. I've got the latest SKSE and Skyrim SE update. I'm not sure how to fix this.
    1. JoseSnake
      JoseSnake
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      Cause the MOD is now loading before SkyUI (but it requires SkyUI for the MCM), was caused by the file being converted to ESL instead of ESP, which I explained in my previous comment to the mod author.

      Try to make the MOD load after SkyUI, but doubt will work, as ESL are considered masters.
  9. fushigiblade
    fushigiblade
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    sadly wont work for me
    i´m running sse vr with skyui-vr v1.0-beta.4
  10. Spongeman131
    Spongeman131
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    Appreciate the ESL.
    1. badkrma
      badkrma
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      +1 and Thank you for the update
  11. Uthuriel
    Uthuriel
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    This needs an update.
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