I've noticed that this mod seems to show be invalid whenever installing from MO2.
The fix is extremely easy. All you have to do add a folder named SKSE in the Data directory (the same one as the Platform folder, they should be side by side). In the SKSE folder, just create an empty text file with the name SkyrimPlatform.txt and boom, repack everything and reinstall.
Skyrim Platform seems to be a bit tricky when it comes to MO. Took me a few tries to get it working, but it does it quite well. Sadly, I didn't document those tries xD
I don't know how to not come off as frustrated here, and you guys don't deserve to deal with it so I am conflicted about making this comment. I am in the common situation where you don't understand instructions to such a degree that you can't even ask a definitive question to clarify it without writing a novel. Don't feel obligated to answer all my questions, and I totally expect no response. What data folder? What do you mean side by side? The answer to those questions will probably make what we are supposed to repack (I assume, using 7zip). The last step is to reinstall, so I imagine this data folder is within one of the mods we are installing, or else we'd be reinstalling the entire skyrim game...
@Randomis1 After installing the mod. Open it in the file explorer and Create an new folder named SKSE. Create an empty file in the SKSE folder and go back up to the mods folder, select everything and compress it. Copy the zip file to somewhere else and install the compressed file.
Randomis1: It would be easier to explain this using images, but these comments don't lend themselves too well to insert images. Oh, well...
I'll assume you are not using any mod manager for the sake of simplicity.
Skyrim loads all data it needs from a folder named "Data". There you will find the vanilla game assets, plugins... Your mods go there as well, because that's the only folder in your PC Skyrim cares about (at least, when it comes to mods and game data in general).
That folder is inside your Skyrim installation folder. It's usually something like "C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data".
What arhamirfan was saying is that inside that data folder there's a folder named Platform (which is created by Skyrim Platform) and if you don't have it a folder named SKSE by it's side, you need to create it.
These would be the paths to both folders: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Platform C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE
So, the text file you would need to be creating is: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\SkyrimPlatform.txt
Hope this gives you a better overview on that process.
I have some custom arrows equipped. As soon as I equipped them a pop-up window appeared saying they were not recognized and asking me what type of ammunition they were. I specified arrows and it works like a charm!
I don't think this could be faster than a dll. After all, it goes through a dll itself.
What I can assure is that it's at least 600 times faster than the same script using Papyrus. More so than other mods, because this doesn't do useless calculations each second.
And yes: you can safely uninstall it mid game because Skyrim Platform plugins are more like DLLs than your usual Papyrus + esp mods.
ESL flagged and as my post says in the thread its the only one that works with Becoming and Bard and the Wearable Lute as all other mods want to hide the Lute.
Also once you learn to use Mors Arrows you can have different bows equip with different arrows.
I meant no offense to the author, appreciate the adoption of new technology. I just suspected he didn't know that a SKSE plugin exists, so I posted here.
I thank you in fact for making me know a more feature complete for this mod exsists (as I said, I would have never done this if I knew that plugin existed).
Still, I won't delete this plugin because it will help users and modders to know Skyrim Platform exists.
As I said somewhere else, Skyrim Platform brought to us, the unwashed masses, the kind of power only demi-gods that know how to make C++ dlls had before; an even more if you use its HTML+CSS capabilities.
I meant no offence either by posting the other mod. Like you I'm an older player was just personal opinion and that mod works for me, but totally get where you coming from about the new mod and showcasing Skyrim Platform.
As a mod user I have total respect for all mod authors that create for the benefit of the community and share with us mere mortals :)
Thank you for making these mods, I had to ditch Auto Hide Ammo at some point since it just decided to hide quivers permanently, then Unequip Quiver SE featured arrow bugs (like the ones shown on the mod's post section) so looking for one that just doesn't bork after some time.
Always good to have options. What bug for Unequip Quiver SE are you talking about? This one? https://www.nexusmods.com/skyrimspecialedition/images/98794
I have to ask, there might be another 5 mods which main objective is the same "player unequips ranged weapon, ranged ammunition auto unnequips"... why is this better?
Well.. has anyone ever compared all the "unequip ammo" mods and got into the technical parts to make a decision on which one is better and why? The only reason I could come up with why this one is better is - Barney's rule! :) Hard to give another reason
Hey unequip quiver make from SKSE and it count toward the SKSE limit .your mod is better if it not .because of skse limit so i much use the esp version . but with this maybe this will be the better one of all right now
SKSE limit is total nonsense. Not all mods are using trampolines (you can see it in skse64.log) and even if trampoline pool offered by SKSE is limited in size there are alternative ways how you can achieve the same result without using SKSE trampoline pool. For example, you can allocate your own pool or you can use long 64-bit jumps/calls.
It's marvelous technology that enables Skyrim to do things weren't possible before (like making it a multi-player game).
Right now, we modders are in the process of adopting it and discovering how to use it, that's why you have only seen really basic plugins (all made by me). But one year from now you will see a revolution in all kinds of awesome mods.
This will do to game mechanics what Nemesis did to animations.
54 comments
The fix is extremely easy. All you have to do add a folder named SKSE in the Data directory (the same one as the Platform folder, they should be side by side). In the SKSE folder, just create an empty text file with the name SkyrimPlatform.txt and boom, repack everything and reinstall.
Skyrim Platform seems to be a bit tricky when it comes to MO.
Took me a few tries to get it working, but it does it quite well.
Sadly, I didn't document those tries xD
It would be easier to explain this using images, but these comments don't lend themselves too well to insert images.
Oh, well...
I'll assume you are not using any mod manager for the sake of simplicity.
Skyrim loads all data it needs from a folder named "Data". There you will find the vanilla game assets, plugins...
Your mods go there as well, because that's the only folder in your PC Skyrim cares about (at least, when it comes to mods and game data in general).
That folder is inside your Skyrim installation folder.
It's usually something like "C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data".
What arhamirfan was saying is that inside that data folder there's a folder named Platform (which is created by Skyrim Platform) and if you don't have it a folder named SKSE by it's side, you need to create it.
These would be the paths to both folders:
C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Platform
C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE
So, the text file you would need to be creating is:
C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\SkyrimPlatform.txt
Hope this gives you a better overview on that process.
Didn't even think about that xD, but I suppose it won't be too hard to add.
Are you thinking about followers or any NPC?
Wait for next update in a few days.
Double post.
Thanks a bunch.
I don't remember having programming that xD :S
After all, it goes through a dll itself.
What I can assure is that it's at least 600 times faster than the same script using Papyrus.
More so than other mods, because this doesn't do useless calculations each second.
And yes: you can safely uninstall it mid game because Skyrim Platform plugins are more like DLLs than your usual Papyrus + esp mods.
Unequip Quiver SE
Mors Arrows Be Gone at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
ESL flagged and as my post says in the thread its the only one that works with Becoming and Bard and the Wearable Lute as all other mods want to hide the Lute.
Also once you learn to use Mors Arrows you can have different bows equip with different arrows.
But yeah, Unequip Quiver has more features than this plugin.
I thank you in fact for making me know a more feature complete for this mod exsists (as I said, I would have never done this if I knew that plugin existed).
Still, I won't delete this plugin because it will help users and modders to know Skyrim Platform exists.
As I said somewhere else, Skyrim Platform brought to us, the unwashed masses, the kind of power only demi-gods that know how to make C++ dlls had before; an even more if you use its HTML+CSS capabilities.
I meant no offence either by posting the other mod. Like you I'm an older player was just personal opinion and that mod works for me, but totally get where you coming from about the new mod and showcasing Skyrim Platform.
As a mod user I have total respect for all mod authors that create for the benefit of the community and share with us mere mortals :)
Thank you for making these mods, I had to ditch Auto Hide Ammo at some point since it just decided to hide quivers permanently, then Unequip Quiver SE featured arrow bugs (like the ones shown on the mod's post section) so looking for one that just doesn't bork after some time.
I thought the first one would be more popular because I think there's no equivalent to it :P
If I did, I wouldn't have wasted my time :P
TBH, it's better done than any other mod of this type I've used.
But I didn't know about Unequip Quiver, otherwise I would't have made this.
Not all mods are using trampolines (you can see it in skse64.log) and even if trampoline pool offered by SKSE is limited in size there are alternative ways how you can achieve the same result without using SKSE trampoline pool.
For example, you can allocate your own pool or you can use long 64-bit jumps/calls.
Skyrim Platform is the best thing that ever happened to Skyrim modding.
I honestly don't care if you question my reasons for doing this mod or if you guys fight about SKSE plugins.
As far as you and other modders know Skyrim Platform exists, WE ALL ARE WINNING.
Right now, we modders are in the process of adopting it and discovering how to use it, that's why you have only seen really basic plugins (all made by me).
But one year from now you will see a revolution in all kinds of awesome mods.
This will do to game mechanics what Nemesis did to animations.
I can easily do that if required, though.
Regards
Have you installed Skyrim Platform and JContainers?
Those are the only requirements for this to work.
Folder structure is ready for MO, since that's what I use for mod management.
There are people working on their own plugins, but I had the honor of releasing the first one.