Skyrim Special Edition

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Progman

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missouridrifter

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104 comments

  1. WhoNose
    WhoNose
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    I just copied this from the "Bugs" tab and pasting it here for the halibut...(sounds fishy to me)


    "Hi, it DOES work in AE for me:  1.6.318 and SKSE642.1.2.

    I couldn't enchant something because all the enchantment choices were all greyed out.  I installed this and it let me enchant it!!

    Now the bad news, it never got updated to SSE form 44, So Wrye Bash nails it as an old form 43 plugin from LE.

    So even though I can fix that problem using the steps from here:
    "How to convert an esp of LE to SSE"
    https://www.nexusmods.com/skyrimspecialedition/mods/40496?tab=description

    ...I'm gonna uninstall it and keep looking.  (But if I can't find one, I'll convert it for my own use and let everyone know how it went)

    *EDIT*  dammit Jim, I couldn't find one...gonna start my conversion...

    *EDIT2*  Done!  working perfectly!!  And "Wrye bash" is now happy!  :)

    If anyone is interested in the versions I used with the instructions in the .pdf from the site I referenced, here's what I have:

    1)  Creation Kit - Couldn't find the damn version, but you have to set up "Bethesda.net Launcher"  that mine says:
    About Creation Kit: Skyrim
    Requires PC version of skyrim special edition
    release date September 8, 2016
    (when you hit "play", it opens up "Creation Kit")

    2) SSEEdit 4.0.4

    3) xTranslator(x64) - Skyrim SE - v1.3.7 - [Mode None]"
    1. TheSinfulWishmaker
      TheSinfulWishmaker
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      couldn't you just upload the fix?
    2. DAVIDINTEL
      DAVIDINTEL
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      2nd this!
    3. KommKayriel
      KommKayriel
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      Upload it.
    4. damvcoool
      damvcoool
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      Would it be possible to upload the updated files so that it works well with the latest release. 

      Please. 
  2. diablo112383
    diablo112383
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    I have given up on nexus to find a solution to this mod being outdated and frustrated with the lack of clarity or accuracy in directions and links shared by people. i found this mod and will be trying it out. I will let you all know how it works out or if its just another failed attempt.

    https://www.moddrop.com/skyrim-special-edition/mods/491920-simple-enchant-restrictions-remover
  3. CivilBindle
    CivilBindle
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    For anyone interested in a more up-to-date mode like this, try out No Enchantment Restriction SKSE Remake.
    1. Almborg
      Almborg
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      Many thanks, have a great day sir!
    2. UlasRapon
      UlasRapon
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      Thanks man
    3. WarAcez
      WarAcez
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      up
    4. Coming0w0
      Coming0w0
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      :3
    5. Rookmaister
      Rookmaister
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      • 1 kudos
      Thank you!
  4. nichsy
    nichsy
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    https://www.nexusmods.com/skyrimspecialedition/mods/19797

    For everyone looking for a version that's already updated, there's one in this Mod.
    1. killersassist
      killersassist
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      You are a hero, thank you!
    2. Sandorx87a
      Sandorx87a
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      so thank you very much :D 
  5. BlazeStryker
    BlazeStryker
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    Occurs to me this needs reposting back on Oldrim...
    1. lilfoxtrot
      lilfoxtrot
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      No doubt.  I love Oldrim....if you mod safely, it's still the best...and visually stunning.
    2. boomerbile20
      boomerbile20
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      It's not but hey, two each their own.
  6. XepherXV
    XepherXV
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    just saying this esp is in form 43 when it should be in form 44, if you do not have SSE i have converted the mod and can send it to you
    1. MardukNT
      MardukNT
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      I personally don't like using the Creation Kit, so the way I was able to fix this issue was to open the Enchanting Freedom.esp in SSEEdit 3.2.1 and apply a script called Update records form version.pas.
      Now, I did need to modify a value beforehand. I changed the FV_Set value from 43 to 44, saved my changes and then ran the script.
      Afterwards, no more form errors from Wrye Bash.

      Hope that helps.
    2. XepherXV
      XepherXV
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      i just opened it in SSCK and saved and it seemed to do the trick
    3. acidfan
      acidfan
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      XepherXV could you send it to me please? [email protected]
    4. XepherXV
      XepherXV
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      i cant, sorry, i was talking to the original uplaoder who seems MIA, i dont want to break any rules and risk getting banned because mods are super anal about that kind of stuff, sorry
    5. FuhrerHeisen
      FuhrerHeisen
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      I also don't wish to use Creation kit, but I'm new to using SSEEdit. How do I change the FV_Set value and is Wryebash necessary? I appreciate any help
    6. XepherXV
      XepherXV
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      personally, ive heard mixed resaults about using xedit to change the value, the most consistantly working way ive found is just to bite the bullet and convert it with sseCK
    7. FuhrerHeisen
      FuhrerHeisen
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      I understand. I hate to ask for more spoon feeding, but could you tell me how to save in CK properly? Again any help greatly appreciated, really want to use this awesome mod.
    8. XepherXV
      XepherXV
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      no problem, its really as easy as it sounds

      open up CK, go over to data and find the esp, check it and click active, then you should just be able to save. simple as that
    9. MaxWilder
      MaxWilder
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      The Creation Kit sure does load a lot of stuff when I picked this esp. Is it loading all of my mod data from every mod I have installed? I guess I shouldn't complain, it worked! Downloading Creation Kit for Special Edition was an awful process, but it payed off.
    10. Cinnaspice
      Cinnaspice
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      @ MaxWilder, only select the mod (and required masters such as the official DLCs) you want/need to resave in your mod manager. I use MO2 and have a profile set up for these sorts of occasions. It only has the official DLCs and each time I need to, I select the mod I need to change, so only these items load in the CK. You may also want to get the mod SSE CreationKit Fixes as it offers some improvements to the CK that may come in handy in your modding endeavors.
    11. nexus763
      nexus763
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      God damn thank you for this ! I can bear anything but getting the CK is out my reach.
    12. PrimeSapphire
      PrimeSapphire
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      What do you mean by out your reach?
    13. naruto2693
      naruto2693
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      out of your reach? don't let the infinite warnings discourage you, disableall warnings by putting this in creationkit.ini in your base folder.

      [Messages]
      bBlockMessageBoxes=1
    14. VulcanTourist
      VulcanTourist
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      THANK YOU for describing this process. It was necessary not only for this mod but several others that I had.
    15. RavenMind
      RavenMind
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      FYI, most of the modding greats are heavily against using xEdit to alter the Form version. My understading is the CK does some things behind the scenes when saving a plugin that you don't get in xEdit. I don't know what precisely those are. However it's easy enough to just open the plugin in the CK, click save, then close. Boom Form 44. That does not necessarily mean that everything in the mod is compatible with SSE. To make sure you should run Cathedral on it. You can read Arthmoor's write up about the changes from LE to SE here
    16. DanielADAPPaull
      DanielADAPPaull
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      For a Quick and easy spoon fed info (that's reviewable) navigate to, "Mods of Christmas Past! || Saturalia in Skyrim SE || 4of 5 (Michael of GamerPoets)"--there's a little extra fluff; But GamerPoets is Awesome!--and he quickly teaches how to use the Cathedral Assets Optimizer tool before Using the SSE Creation Kit (which he quickly teaches as well).  And, if you ever need to convert anything more complicated there are Tutorials like--and--Including“[SSE …] Guide Ep10 –Converting Basic Mods [a Bit Outdated] (by Cal of Dirty Weasel Media)” —(where you learn to use the SSE Nif-Optimizer on HEAD-PARTS FIRST)... 
      ?Anyway; thanks guys; because until now we did NOT know this mod was form 43!  
      Question; After converting this esp to form 44; will the patches still work with it?
    17. erymelttes2
      erymelttes2
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      the simple process of adding set as active was very helpful, thx a ton
    18. RevanFanMan
      RevanFanMan
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      Late to the party, could you send it to me please?
  7. SenseiMewtwo12345
    SenseiMewtwo12345
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    Form 40 plugin. Mod doesn't work. Need an update, badly.
  8. Turbulence28
    Turbulence28
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    Does this work with Perk overhauls, like Ordinator?
  9. Anonpyrate
    Anonpyrate
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    This plugin has a header version of 0.94, which is less than the game's minimum supported header version of 1.7.
    This mod truly needs to be updated
  10. VulcanTourist
    VulcanTourist
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    There's a programmatic (via SKSE and Address plugin) approach to this now that is more flexible and can work with items from both vanilla *and* mods both now and in the future, with no mod-specific patches:

    https://www.nexusmods.com/skyrimspecialedition/mods/34175

    Are there downsides to this programmatic approach, possibly in terms of game overhead? It's an alternative to consider, at least.
    1. nightscrawl
      nightscrawl
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      The problem is that, according to the comments on that mod, it no longer works with the current version of SKSE, so players who are keeping their SKSE updated will have to wait for that author to update his mods. In the meantime, this mod is fine for those of us who use the vanilla enchants.
    2. VulcanTourist
      VulcanTourist
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      That's amusing, because I'm using it just fine, and whoever left those comments (I didn't see them) was an idiot: the entire point of the SKSE Address Library plugin that mod requires is to make it independent of any specific version of SKSE. And it is. It works with the current version of SKSE just fine.