No, this mod will not work with Skyrim VR. I have no plans to purchase VR gear or the VR copy of the game. I am aware of a console "fix" for the issue but I can assure you that it will break things. There are extensive changes made in VR to the chargen quest that would require access to the updated plugins and script files. The expense of buying all of this simply isn't worth it since I'd never actually play it in VR. Call me a dinosaur or whatever, but I have zero interest in VR in its current state.
Bethesda has also made it crystal clear that VR does not support mods. The code was forked from an old SSE branch that doesn't even have the latest changes incorporated into it so there's absolutely no way any mod author can say for certain that their mods will work in VR at all. As a result, no support will be offered to anyone attempting to use this mod on the VR version of the game. Any further posts on the matter WILL be deleted as this is simply NOT the place to discuss it.
The console workaround that is being thrown around is not a solution. Your game WILL break if you follow that advice. You may not realize it right away, but it will, and that's not limited to just this mod. ANY alt-start mod will have the same issue.
People, this isn't your personal sounding board to b&@*$ about the anti-console command system and whine about how you should be allowed to break your game and blame the mod authors for it because console commands are normal or some other horseshit like that.
They are NOT normal, and you should NEVER have a legitimate reason to assume you know better than the mod's author whether some pile of rocks is supposed to be there or not. The scripting for that was not added for my health. It was added so you don't completely and utterly fubar your game by second guessing a mod's content and assuming you know everything.
Any further posts on this subject will be summarily deleted with no response and any repeat offenders who think they have the right to yell at me about this will be blocked from all of my content.
This mod has updates, but due to ongoing Nexus policy decisions, no further updates to this mod will be uploaded here.
You will need to obtain the updates from one of the listed mirror sites. Especially if you're running into problems trying to use the mod with the Skyrim 1.6 updates.
Bethesda borked the Steamworks integration in the 1130 update. This integration is responsible for a number of things, like achievements. Some things which the SSE Engine Fixes mod addresses.
To fix this, update SSE Engine Fixes to the 6.2 version on their page for SSE 1.6.1170. Make sure you get BOTH PARTS. Do not take bad advice to downgrade your game. That way lies madness. And dragons.
You will also need to check the MaxStdio setting in the EngineFixes.toml file. By default this value is set to 512. Raising it to 2048 should solve the problem for most people. If not, raise it again to 4096. If THAT proves to still not be enough, try 8192. 8192 is the highest this value is allowed to go and should not be necessary unless you're one of the mythical people with a 4000 mod load order.
In the event this somehow isn't the reason, make sure you aren't using outdated versions of any of the following:
ENB Input Disabler [This is not an exhaustive list - check your other DLLs too and report any that also contribute to the problem]
If you are on XBox, you're probably screwed if you have too many mods until Bethesda sees fit to raise the file handle limits. Sorry, but there's nothing modders can do for you in this case.
I installed the AL-LAL mod, but it didn't work. I also installed SSE Engine Fixes and got the both parts, it still didn't work. But something popped out says "SKSE/Trampoline.h(187): Failed to handle allocation request", when i clicked "OK", it didn't start the game.
God damn it. It wasnt working, this is the second day I am trying to fix it. It was working before with no problem, I didnt do much stuff just added some UI items, then it stopped working. After reinstalling the game, after reinstalling Engine Fixes, after tweaking the MaxStudio (or whatever its called), after reinstalling the mod itself, decided to read the troubleshooting - "Make sure mod is on in the plugins"...... like, no way, the solution was literally under my nose.
Are you on mo2? See when i install a mod, i always activate to see conflicts and then add in specific groups to manage everything. I got groups for dlls, for npc, pc, for male, armor, textures, mods that should take priority so on so on. Im sure you know about this, but many actually dont. You are the third person today that said this "forgot to activate" Take care of your modlist it will save you soooo much time later on trust me. I used to be on vortex but man is mo2 so much better to handle stuff like this.
same problem here. i've installed AL-LAL, and alson reinstalled it. but somehow, it didn't work. everytime i launched a new game, i always encountered that treacherous bastard Ralof. I checked the plugins, also USSEP. what could go wrong?
Likely due to a landscape conflict. Probably from something like Landscape Fixes for Grass Mods. Make sure those load before this mod, and preferably before anything like village or town mods too.
Thanks for the clue. In my case the culprit was the "landscape and water fixes - lffgm - water for enb patch.esp" plugin from the SLaWF mod. Disabling it fixed the problem for me.
Whenever I start a new game with AS-LAL installed I hear the sound queue that the game should be loading but the loading screen does not show up. The main menu just stays and the game does not load. I have followed the steps with the MaxStdio setting in the .toml file of SSE Engine Fixes and have it set all the way to 8192. If I disable AS-LAL starting a new game works as intended.
I've been fumbling with the loadorder but that didn't work. Turns out LAL was being overwritten bij two mods Moved those mods up in MO2 and now it starts as intended.
The "shipwreck" start is broken as there's no way to exit the shipwreck itself. The only exit is blocked by broken timbers. I was only able to escape using TCL. LMAO Sad.
Hello, Im new to Skyrim but not new to modding. I installed this properly, and it works like a charm. However, isnt there supposed to be a main quest of some sorts? Or do I have to explore around to get quests? Sorry for the stupid question
Has anyone fixed the issues involving marriage, where I start alternate live as owning breezehome in whiterun and after marrying, I do not have the option of asking my spouse to move in with me.
6173 comments
No, this mod will not work with Skyrim VR. I have no plans to purchase VR gear or the VR copy of the game. I am aware of a console "fix" for the issue but I can assure you that it will break things. There are extensive changes made in VR to the chargen quest that would require access to the updated plugins and script files. The expense of buying all of this simply isn't worth it since I'd never actually play it in VR. Call me a dinosaur or whatever, but I have zero interest in VR in its current state.
Bethesda has also made it crystal clear that VR does not support mods. The code was forked from an old SSE branch that doesn't even have the latest changes incorporated into it so there's absolutely no way any mod author can say for certain that their mods will work in VR at all. As a result, no support will be offered to anyone attempting to use this mod on the VR version of the game. Any further posts on the matter WILL be deleted as this is simply NOT the place to discuss it.
The console workaround that is being thrown around is not a solution. Your game WILL break if you follow that advice. You may not realize it right away, but it will, and that's not limited to just this mod. ANY alt-start mod will have the same issue.
They are NOT normal, and you should NEVER have a legitimate reason to assume you know better than the mod's author whether some pile of rocks is supposed to be there or not. The scripting for that was not added for my health. It was added so you don't completely and utterly fubar your game by second guessing a mod's content and assuming you know everything.
Any further posts on this subject will be summarily deleted with no response and any repeat offenders who think they have the right to yell at me about this will be blocked from all of my content.
You will need to obtain the updates from one of the listed mirror sites. Especially if you're running into problems trying to use the mod with the Skyrim 1.6 updates.
Bethesda borked the Steamworks integration in the 1130 update. This integration is responsible for a number of things, like achievements. Some things which the SSE Engine Fixes mod addresses.
To fix this, update SSE Engine Fixes to the 6.2 version on their page for SSE 1.6.1170. Make sure you get BOTH PARTS. Do not take bad advice to downgrade your game. That way lies madness. And dragons.
You will also need to check the MaxStdio setting in the EngineFixes.toml file. By default this value is set to 512. Raising it to 2048 should solve the problem for most people. If not, raise it again to 4096. If THAT proves to still not be enough, try 8192. 8192 is the highest this value is allowed to go and should not be necessary unless you're one of the mythical people with a 4000 mod load order.
In the event this somehow isn't the reason, make sure you aren't using outdated versions of any of the following:
ENB Input Disabler
[This is not an exhaustive list - check your other DLLs too and report any that also contribute to the problem]
If you are on XBox, you're probably screwed if you have too many mods until Bethesda sees fit to raise the file handle limits. Sorry, but there's nothing modders can do for you in this case.
I installed the AL-LAL mod, but it didn't work. I also installed SSE Engine Fixes and got the both parts, it still didn't work. But something popped out says "SKSE/Trampoline.h(187): Failed to handle allocation request", when i clicked "OK", it didn't start the game.
any idea what could go wrong?
fyi, my skyrim version is 1.6.1170
Im sure you know about this, but many actually dont. You are the third person today that said this "forgot to activate"
Take care of your modlist it will save you soooo much time later on trust me. I used to be on vortex but man is mo2 so much better to handle stuff like this.
When I start in the forest "Camping in the woods" (near Helgen), the camp flies a few steps in the air.
Is there any way to fix this?
I've been fumbling with the loadorder but that didn't work.
Turns out LAL was being overwritten bij two mods
Moved those mods up in MO2 and now it starts as intended.