Skyrim Special Edition
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  1. spartanspud
    spartanspud
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    Hi. My normal launcher is working but the SKSE one isn't. The message below is the only thing that I have come across that has indicated why it may be but it doesn't pop up every time. A little error message pops up saying:

    BugFixesSSE.dll

    Addresslibrary.cpp(98,31): Identifier not found, 205803


    I believe the number at the end was different when it first happened but I don't remember right now. I think it was 400??? but I don't know what the number is referring to.

    Any idea what is causing it? Is it just coincidental? I have to admit I am not too sure what it means specifically beyond a guess that some type of file is missing. 

    I validated my steam files and they were all there. I reinstalled SKSE, Address Library and then this. It still has a CTD but the Steam launcher starts up fine. All the plugins are disabled in Vortex aside from this and Address Library.

    I am sorry to ask because I am not sure if this is something I have done wrong with either SKSE, Address library or Bug Fixes. But I thought I would start here since it says Bug Fixes SSE on the error message.

    I have SKSE 2.1.5 and SSE 1.6.353. Just the free Anniversary edition. Not the paid upgrade. 
    I got the recommended AIO Address library file and installed with Vortex as it suggests. Versionlib-1-6-353-0.bin is in the Data/SKSE/plugins folder which I assume is the file the address library nexus page is referring to. 

    Apologies if I have missed anything and also for the wall of text. The issue started on Monday and I didn't have time to come back to look at the issue so I have likely forgotten the specific order of some events but have tried to include whatever may be relevant.

    Thanks for any help you are able to give. Even if it's just pointing me in the right direction.
  2. korythielen
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    Hi there! Hoping for a response. 

    I have downloaded SKSE through Nexus. Running fine and confirmed installation in game. 
    Also have Address Library installed.
    Have confirmed C++ installation multiple times.

    However, I still cannot get "Descending Light" from Ordinator to work. Any ideas? Much appreciated in advance. 
    1. KernalsEgg
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      How does this problem relate to Bug Fixes SSE?
    2. korythielen
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      Magic Effect Conditions. Perk was working for awhile, now isn't. 
    3. KernalsEgg
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      This suggests that you either don't have Bug Fixes SSE installed correctly or you don't have the magic effect conditions fix enabled.

      When you launch the game, the settings that you have enabled and the settings that were installed will be logged. Make sure that the magic effect conditions fix is enabled, and that it was installed. You will also want to confirm that the time and date match when you launched the game. If you don't know where the Bug Fixes SSE log file is located then please read the description.

      It is also worth noting that this bug only stops magic effects from updating after approximately 3 days (72 hours) have elapsed, at which point it will skip the occasional update. Only after hundreds of days have passed will the conditions stop updating altogether. These are real hours, not in-game hours. However, time is also simulated when fast travelling for example. If this sort of time hasn't passed since taking the Descending Light perk, this suggests that you're encountering a different problem.
    4. korythielen
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      Hey there, I have checked the log and it’s updated and showing enabled. That was one of the first things I checked :/
    5. korythielen
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      I just auto installed the bug fixes mod through nexus. Think there might be an issue from that? 
    6. KernalsEgg
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      If the log file is updating when you launch the game and it is showing that the magic effect conditions fix was installed then you are likely encountering a different problem
    7. korythielen
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      It is. Damn. Wonder what it could be 
  3. axio922
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    sry noob question how do I install this ?
    1. KernalsEgg
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      What are you specifically having trouble with?
  4. RobinMX
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    this mod needs Microsoft Visual C++ Redistributable for Visual Studio 2019 x64 as a requeriment, but new nemesis needs x86 to work, how can i install both
    1. KernalsEgg
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      Well, you install one, and then you install the other, they're not mutually exclusive
    2. RobinMX
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      but they dont need the exlusive version to work? or just for install?, thank you for the message
    3. KernalsEgg
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      Install both the x64 and x86 versions if they are both requirements for mods you have installed
  5. Sevrick
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    I get an error when starting Skyrim VR
    AddressLibrary.cpp(116,31): Failed to open [Skyrim data folder directory here]\SKSE\Plugins\version-1-4-15-0.bin

    I have updated Address Library and Address Library VR, still comes up.
    1. Oberhigo
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      +
    2. jamieandnici
      jamieandnici
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      Same here. I've just unselected it for now until a 'fix' or update is created. 
    3. KernalsEgg
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      DLL plugins must be specifically written to target any given version of the game, and while there are versions of Bug Fixes SSE that support Skyrim SE (game version 1.5.97.0 or earlier) or Skyrim AE (game version 1.6.318.0 or later), Bug Fixes SSE does not support Skyrim VR.
    4. jamieandnici
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      Will there ever be an update to accommodate Skyrim VR? as a great number of mods are reliant on it. It would be a shame for us VR users to be missing out.
    5. KernalsEgg
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      If you have a few thousand dollars gathering dust somewhere then let us know, but otherwise it's going to be difficult supporting Skyrim VR without a VR headset, a VR capable system, and a copy of Skyrim VR
    6. CrystalFalls1987
      CrystalFalls1987
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      The error could be with address library. I know the AE version is not working currently for many, myself included. Game will not start with most up to date Address Library. Without it the dlls won't load making the game unplayable. You can create a character, but you cannot interact with anything
    7. KernalsEgg
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      Like I said, DLL plugins need to be specifically written for each version of the game. It is not simply a matter of using the correct version of the Address Library, there are many more differences between the Skyrim VR executables and the Skyrim SE executables than there are differences between the Skyrim SE executables and the Skyrim AE executables.

      If you are having problems with the Address Library then you do not have it installed correctly, or another mod that depends on it. I am not aware of there being any problems with it.
    8. FunkyVibrato
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      That great and all, but how do you uninstall your mod then ? I've waited all week to play and now i'm unable to launch the game because than darn BugFixesSSE.dll is just... still here ? I intalled uninstalled, deleted all traces of that dll and it's still throwing me that "AddressLibrary.cpp(116,31): Failed to open [Skyrim data folder directory here]\SKSE\Plugins\version-1-4-15-0.bin" error when I try  ! 
    9. KernalsEgg
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      There is no trick to uninstalling Bug Fixes SSE. You simply remove the files that you installed. If you are having trouble finding these files then I suggest that you download the archive again to see which files are installed and where.
  6. BreeBeeler
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    Will the rounding fix correct mods like Violens that stop working around save 300?  Or is that something different entirely?  I realize this is not your mod but figured you may have insight.
    1. KernalsEgg
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      I can't comment on VioLens because I haven't used it myself before. The magic effect conditions fix addresses a bug that gradually prevents magic effect conditions from being evaluated, which usually starts after a magic effect has been active for 72 hours.
    2. BreeBeeler
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      Thank for taking the time to reply I appreciate it and thanks for all your awesome work :)
  7. ZgamerZone51
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    Thanks for working on this mod. I want to report you an other Skyrim bug.
    Skyrim Archery Training Bug.
    Somehow, Skyrim always consider the bow that was in the NPC inventory when you stated the game and forget any new bow you give to a NPC during the gamepaly.

    Typical example:
    NPC Niruin 
    ThievesGuildTrainingArcheryTrRoom14x4 [0010384C]

    If you give Niruin a Glass Bow from the Start of the Game this package work great.

    Now if you take Karliah and give her the same package with a Glass Bow or any other Type of Bow she struggle executing her archery package trying to find her Non-Playable Nithingale Bow. She start trembling trying to find a bow that was removed from her inventory.

    Karliah is not the unique NPC having this problem.
    I gave DBInitiate1 an "Imperial Bow" from the start of the game and an archery training package. Same issue, if you change his imperial bow with other bow type, he start trembling when trying to execute his archery package.

    Update
    Sound like Bethesda themselves were struggling with this package while in development phase. This explain why they added a script equip/unequip to the package. Todd Howard don't do that for other games ..!!
    1. KernalsEgg
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      I'll have to pass on looking into this bug for now, but I might at some point in the future.

      I would need you to provide me with more information. Are you saying that all ranged weapon packages only look for items that NPCs start the game with, and not items that they pick up while in-game? If so I can guess what might be causing the problem, but not where this problem exists and why.

      Does this not affect other combat packages? Does it affect all NPCs? How are you giving NPCs packages? I need you to be as specific as possible because I am unfamiliar with this bug and it sounds time consuming to identify the problem and any possible solutions. If the base game already works around this problem, then there isn't much point in me taking the time to fix it.
    2. ZgamerZone51
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      I can confirm that the training package bug is due to game engine looking for the bow in the base ID of the NPC first.
      (the bow found in your inventory when you start the game)

      To avoid this bug remove any bow from the NPC BaseID inventory and add it later by script or inventory item of the NPC Alias in a quest.

      That's what I have done for Karliah: I removed the Nightingale Bow from her game base ID and added it as inventory item of her alias in the quest TG05 (speaking with Silence).
      At the end of the thieves guild main quest (TG09post completed) she was able to do her bow training package with any bow I give her.
  8. Feiko1991
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    • Added the Movement Speed fix

    please tell me if this will work with :
    Realistic Humanoid Movement Speed SSE
    ?
    Movement Behavior Overhaul
    1. KernalsEgg
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      I have never used these mods, but I don't see why they wouldn't be compatible
    2. Feiko1991
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      Thank you for your reply and great mod! =)
  9. fadingsignal
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    Do I still need binkw64.dll?  I have some conflicting notes...
    1. KernalsEgg
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      From what I can see, that file is distributed by the DLL Plugin Loader, which Bug Fixes SSE no longer depends on because it is now a SKSE64 plugin. So, unless you require the DLL Plugin Loader to load another plugin, or binkw64.dll is similarly distributed by another mod that I am unaware of, then it is unnecessary.

      Edit: It appears that the most recent version of Bug Fixes SSE that you have downloaded is version 3, which is instead a .NET Script Framework plugin. The .NET Script Framework does require either the DLL Plugin Loader or the SKSE64 Preloader that is distributed on the SSE Engine Fixes mod page. My statement above applies to version 4+ of Bug Fixes SSE.
  10. totov4389
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    Hello
    I'm reporting a bug related to the engine.
    Skyrim has a Spellsword style of follower combat bug.
    This bug only occurs with followers.
    (ex Serana)
    If the combat style of the follower has magic cast on his left and right hands, and if he takes out a nearby sword and attacks, the battle status lasts indefinitely even after the battle is over.
    When bugs occur, followers normally use magic in long-range combat, but in close combat, they do not use weapons or magic in their right hand, but only the magic in their left hand.
     
    This bug is not caused by an additional mode and is a problem with the Skyrim engine itself.
     
    For example, in the case of Serana,
     
    From a long distance, use ice magic with both hands, and when close, use a knife in your right hand and drain magic in your left hand.
     
    When a bug occurs, do not pull out the right sword from the proximity (the right hand is empty hand), and use only life drain magic on the left hand.
    When the battle is over, even if you don't have an enemy, you'll use a life drain forever.
     
    I think the engine bug between magic and sword change is the cause.
     
    To fix a bug, click on the buggy follower in console mode and disable-enable it.
    (The 'resetai' will only end the battle, but it will not be a fundamental solution)
     
    To test the occurrence of a bug, you can make the follower fight in the 'karthspire camp'.
    If a follower kills all the forceworns, a bug will occur with a high probability.
    (For the bug test, apply the mode on the link below, set Serana to level 50 or higher, and try to fight alone
    https://drive.google.com/file/d/1KPENycioppRJX57xx-qWz71DfgW64Yrz/view?usp=sharing
    )
     
    I would appreciate it if you test the bug and appreciate it if you could add a function to ENGENE FIX.
     
     
    The YouTube link is a recording of a bug outbreak and you can refer to the last part.
    https://youtu.be/ThpOBvM4Kf8
    https://youtu.be/Cp5D8NAzWy8