Skyrim Special Edition
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meh321

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368 comments

  1. Nebulous112
    Nebulous112
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    If I wanted to set FixAbilityConditionBug.Enabled = False in order to use the version from Scrambled Bugs, would I also need to set FixAbilityConditionBug.ForceAccurateCheck = False
    ?

    Or does FixAbilityConditionBug.Enabled = False
    supersede the other, because it turns off the fix? Does it even matter if FixAbilityConditionBug.ForceAccurateCheck = True
    when the main fix is off?
    1. Chimer11
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      A month and a week later.. Disable both
  2. majesticginger
    majesticginger
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    so to be clear, we download the mod, active in mo2, then open the file and manually move the DLL in .netscriptframework?
    1. MisterFlames
      MisterFlames
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      No need. It already is in the right folder if you use a mod manager.
  3. Licanpro
    Licanpro
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    It seems like everyone comes here to find that "FixAbilityConditionBug" needs to be disabled in order to run the game with the mod. The mod creator might as well shall include a BugFixesSSE.config file with it already disabled in the downloads.
    1. MisterFlames
      MisterFlames
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      Only need to deactivate it if you use Scrambled Bug Fixes, because it would overlap otherwise.
  4. AngryBogle
    AngryBogle
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    Having an error pop up whenever I try and launch SKSE64 from Vortex and this is the log. Can anyone help me out? I can provide more info if needed.
    Spoiler:  
    Show
    1. sarrai
      sarrai
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      I reinstalled this mod and got the same error. Remembered that I have to adjust the config file just now.
      Try disabling FixAbilityConditionBug in BugFixesSSE.config.txt. I assume you're trying to use Scrambled Bugs at the same time.
  5. BarBeerianJim
    BarBeerianJim
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    This helped me  with an issue in  Ordinator of  not  being able to  remove my  advanced Grindstone.   Thanks
  6. OlivierDoorenbos
    OlivierDoorenbos
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    I tried v3 but it still does not work with Player Headtracking SE
    1. LordMala
      LordMala
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      Have you tried setting these options in the Bug Fixes config file?

      FixAbilityConditionBug.Enabled = False
      FixAbilityConditionBug.ForceAccurateCheck = False
    2. OlivierDoorenbos
      OlivierDoorenbos
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      Ah, I forgot that, thanks for reminding me, it works now.
      The v3 changelog mentioned headtracking, but it seems this workaround is still needed.
    3. LordMala
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      Try downloading the mod called Scrambled Bugs.

      https://www.nexusmods.com/skyrimspecialedition/mods/43532

      It has a fix for Active Conditions too though said to be sort of different but very similar at the same time and see if it works with Player Headtracking SE. Install that, leaving everything default on with Scrambled Bugs but keep the ability conditions bug fixes in Bug Fixes SSE turned off. Let me know if it works.

      The Active Conditions bug fix in Scrambled Bugs is set to true by default. Keep it on and tell me if it is working.

      Don't disable all of Bug Fixes though. Keep the other 2 features such as the speed fix and that other fix on.
    4. OlivierDoorenbos
      OlivierDoorenbos
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      Thanks for the suggestion. I tried Scrambled Bugs, and yes, on initial testing it seems to be working well with the headtracking mod.
    5. Herowynne
      Herowynne
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      I can also confirm that Bug Fixes version 3 still breaks Player Headtracking SE.

      EDIT: Finally a solution!

      I can confirm that Player Headtracking SE works with the combination of Scrambled Bugs version 3 + Bug Fixes version 3 + the following change to BugFixesSSE.config.txt to set these values to False:

      FixAbilityConditionBug.Enabled = False
      FixAbilityConditionBug.ForceAccurateCheck = False
    6. LordMala
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      I'm glad you got it fixed with Scrambled Bugs. Another person is having CTDs with active effects as he reported his issues in the bugs section for this mod. I hope this fix gets fixed up soon as I respect and support Meh and and KernalsEgg.
    7. OlivierDoorenbos
      OlivierDoorenbos
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      I've had frequent random freezes on game exit (requiring process termination in task manager or PC restart) with Scrambled bugs installed. I also realise I may have experienced a similar random bug back when I was using the active effects fix in this mod (bug fixes sse) but that was years ago so I'm not sure. So, for me at least (due to a mod conflict or something else) if I use the the active effects fix from either one of these mods (not at the same time), it causes my game to randomly freeze on exit.

      Since the active effects bug is minor and can be periodically resolved by using the ingame wait menu, I've decided to keep this fix disabled in Bug Fixes SSE, and not use Scrambled Bugs for now. There have been no freezes on game exit since.
  7. cupcakeninja64
    cupcakeninja64
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    Bug Fixes 3.0 seems to be causing a problem. I've collected some logs and warnings. I also have Scrambled Bugs and Papyrus
    Log: 
    Spoiler:  
    Show


    Warnings: 
    No valid segment found! SrtCrashFix64 patch cannot be applied. It may happen due to incompatible runtime version or some other plugin already made changes to the patching segment. 
    Initialize() crashed on Data\DLLPlugins\NetScriptFramework.Runtime.dll. This means there's a problem in the plugins DLL file. Contact the author of that plugin. 
  8. Glanzer
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    Thanks for the speedmult update. I've seen that a few times myself when testing areas with 'player.modav speedmult 400' or something like that where I've had to sprint to get the new speed to kick in. Also, it's funny how many times I've seen mod authors having to add .01 to someone's speed in a script and then immediately reduce it by .01 in order to get around this bug. Encumbrance mods do that a lot.
  9. 911Guy
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    Hello,

    LOOT brought me here via this link:  Link and I'm getting the error (Link)

    I have SSE Fixes and the .Net Script Framework installed.  I tried setting the two settings mentioned elsewhere in this thread to "false" and that did not fix it.

    So, what did I do wrong?  If I disable this mod (Bug Fixes) then it works fine.

    Thanks for the help.
    1. Glanzer
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      Your links don't work so we have no idea what the error is or what problem you're having.
  10. Murielkai
    Murielkai
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    Eh, LOOT brought me here but this mod has 6 bug reports, .NET Framework has 55 bug reports, and DLL Plugin Loader has 14 bug reports. So...

    Does this actually fix more bugs than it causes? I'm not being sarcastic, I just want a stable game and this looks sketchy.
    1. Ryannathan01
      Ryannathan01
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      .NET Framework has crash logs so there will be lots of bug reports
    2. DarkDominion
      DarkDominion
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      Murielkai ,
      Does this actually fix more bugs than it causes? I'm not being sarcastic
      Could have fooled me

      Have you taken the courtesy to actually read these 6 "bugs" ?
      Please do so and report back please ?
      Thank you
    3. KratosSon1
      KratosSon1
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      Every big mod has lots of bug reports, and most are caused by user error or imcompatibility with some other mod