The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

データを表示:
You have one or more script extender plugins which failed to load!
I'm using MO2. I've had most of these mods for a year and didn't have any problems with them at all. Now out of no where I'm getting this:


You have one or more script extender plugins which failed to load!

If you want this notification to go away, here are some steps you can take:
• Look for updates to the mod or the specific plugin included in the mod.
• Disable the mod containing the plugin.
• Hide or delete the plugin from the mod.

To refresh the script extender logs, you will need to run the game and/or editor again!

The failed plugins are:
• AchievementsModsEnabler version 1 (AchievementsModsEnablerLoader.dll, Achievements Mods Enabler) loaded correctly (handle 1).
• ActivationMenuFix version 1 (activationmenufix.dll, Go to bed) loaded correctly (handle 2).
• BetterJumpingSE version 1 (BetterJumpingSE.dll, Better Jumping SE) loaded correctly (handle 3).
• CBPC plugin version 4288 (cbp.dll, CBPC - CBP Physics with Collisions) loaded correctly (handle 4).
• Classic Sprinting Redone version 2 (ClassicSprinting.dll, Classic Sprinting Redone (SKSE64)) loaded correctly (handle 5).
• DisplayEnemyLevel version 1 (DisplayEnemyLevel.dll, Display Enemy Level) loaded correctly (handle 6).
• Couldn't load DP_Extender.dll (Complete Alchemy and Cooking Overhaul). The last error code was 1114.
• EngineFixes plugin version 5 (EngineFixes.dll, SSE Engine Fixes (skse64 plugin)) loaded correctly (handle 7).
• example plugin version 1 (ExATKDataPlugin.dll, Complete Alchemy and Cooking Overhaul) reported as incompatible during query (handle 8).
• GamepadEvents version 1 (gamepadevents.dll, Go to bed) loaded correctly (handle 8).
• GoToBed version 1 (gotobed.dll, Go to bed) loaded correctly (handle 9).
• hdtSSEPhysics version 1 (hdtSMP64.dll, HDT-SMP (Skinned Mesh Physics)) loaded correctly (handle 10).
• InsertAttackData64 plugin version 1 (InsertAttackData.dll, Ultimate Combat SE) loaded correctly (handle 11).
• JContainers64 version 4 (JContainers64.dll, JContainers SE) loaded correctly (handle 12).
• Couldn't load MagExtender.dll (Complete Alchemy and Cooking Overhaul). The last error code was 1114.
• papyrusutil plugin version 2 (PapyrusUtil.dll, Campfire - Complete Camping System (Supports Skyrim VR)) reported as incompatible during query (handle 13).
• Player Blink plugin version 1 (PlayerBlink.dll, Player Eyes Blink Fix) loaded correctly (handle 13).
• Quick Loot SE plugin version 3 (QuickLootSE.dll, Quick Loot SE) reported as incompatible during query (handle 14).
• RememberLockpickAngle version 1 (RememberPickAngle.dll, Remember Lockpick Angle) reported as incompatible during query (handle 14).
• SchlongsOfSkyrim version 300004 (SchlongsOfSkyrim.dll, Schlongs of Skyrim SE) loaded correctly (handle 14).
• skee version 1 (skee64.dll, RaceMenu) loaded correctly (handle 15).
• SkyrimUncapper version 1 (SkyrimUncapper.dll, Skyrim Skill Uncapper) loaded correctly (handle 16).
• TKPlugin version 1 (TKPlugin.dll, TK Dodge SE) loaded correctly (handle 17).
• UltimateCombat64 version 1 (UltimateCombat.dll, Ultimate Combat SE) loaded correctly (handle 18).


and this :

You have one or more form 43 plugins. They are:

• Animated Enchantments.esp
• Disciplinary-Switch_2.0.esp
• DreamBurrowsRegalHuntsmanArmor.esp
• EnemyCaptives.esp
• Scriptfreeshipsailing.esp
• SnowWhaleBones.esp

Form 43 plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly.

To be converted, these plugins simply need to be opened and saved with the SSE Creation Kit but their presence can be an indication that a mod was not properly ported to SSE and so can potentially have additional issues.

Online guides can have more information on how to correctly convert mods for Skyrim SE.


I'm 100% these all worked before and the majority of these mods are for SE. Why am I getting this? Please help.

Thank you in advance.
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1-15 / 17 のコメントを表示
First, when was the last time you played? Have you updated SKSE64 since then? Do you even have SKSE64 installed, and is the game set to launch using it? If SKSE64 was updated, did you check to ensure that those mods have also been updated to the latest version to work with the newest SKSE64? Did anything else change? Was MO2 updated at some point?

It would probably be a good idea to check some of the guides for troubleshooting problems. Start with this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2266129651

As to the Form 43 issue, Form 43 MAY potentially cause issues in the long run - or may not. Regardless of what anyone has stated - it has NOT been proven - though some (Arthmoor included - who, by the way, is adamant that it DOES cause issues), have reported that there is the potential for problems. On the other hand, I have run over 350 Form 43 mods in builds of over 1100 plugins (no .esl files) for over 600 total hours and have not once run into an issue - which, given the number of Form 43 mods, the total number of plugin mods, and the number of hours, should have almost certainly resulted in a problem were form 43 an issue. So, as far as that statement by MO2 "this usually results in parts of the mod not working correctly" that is an absolutely wrong and misleading statement on the part of MO2 and its developers - the proper statement should say it "this MAY result in issues". Indeed, in all my time helping in the forums, every single case of a CTD can be directly traced back to user error, a poorly made mod, mod incompatibility, or some other none form error - there has not been one instance - not one - of my having seen an issue attributable solely to Form 43. And, as to testing, I consider my testing in my game to be much more complete and thorough and of longer duration, with a greater number of mods and a greater possibility of producing an issue, than any testing done by those stating that it does cause issues.

That being said, considering it is easy enough to fix, a person may as well fix it - like in any superstitious ritual or taking of a panacea, it may not actually do anything, but it can set the mind at ease without doing any harm - and, perhaps if there is indeed an issue associated with Form, doing so will avert it.
smr1957 の投稿を引用:
First, when was the last time you played? Have you updated SKSE64 since then? Do you even have SKSE64 installed, and is the game set to launch using it? If SKSE64 was updated, did you check to ensure that those mods have also been updated to the latest version to work with the newest SKSE64? Did anything else change? Was MO2 updated at some point?
Yes. I had the newest version of SKSE64. It was working perfectly with the mods I had running. (They are popular mods which aren't poor made and they are updated to the latest version) same as SKSE64. I didn't play for a week and was modding Fallout 4 with MO2 (It doesn't interfere with Skyrim I'm sure.) I'm sure it's not an SKSE64 problem it runs perfectly without the mods.
Last night I used FNIS but noticed it being strangely short. It used to take at least 1 minute to finish with the amount of animation mods I had but now it just takes 5 seconds. Here's the log:



FNIS Behavior V7.6 11/2/2020 3:22:51 PM
Skyrim SE 64bit: 1.5.97.0 - D:\Steam Client\steamapps\common\Skyrim Special Edition\ (Steam)

Skeleton(hkx) female: XPMS2HDT (126 bones) male: XPMS2HDT (126 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"
Patch: * tktk1's "TK Dodge / Ultimate Combat" (CTD:0.3%)
Patch: * DServant's "Archery Gameplay Overhaul SE" (CTD:0.1%)

Reading FNISBase V7.6 ...
Reading FNISCreatureVersion V7.0 ...
Reading FNISSpells V5.0.1 ...
Reading XPMSE V7.2 ...

All Anim Lists scanned. Generating Behavior Files...
2 GENDER modifications for Animations\male
11 GENDER modifications for Animations\female
Alternate Animation mods: 1 sets: 16 total groups: 30 added file slots: 170 alternate files: 164

Create Creature Behaviors ...

262 animations for 4 mods successfully included (character)


0 possible consistence issues



It seems like none of my animation mods are working because it is only reading FNIS Base, Creature, Spells and XPMSE. There's something wrong with the mods I have installed. I want to reinstall all my mods to see if that fixes the issue but there are 200 mods and that takes a lot of time...
And when I run loot it detects every single plugin but doesn't give me any Red Errors. Just some warnings for patches which aren't necessary because I was fine without them.
I also read that guide you mentioned and the skse trouble shooting for MO2. I'm doing everything right but it just won't open.
These mods are clearly not for LE since I downloaded them from Skyrim Special editon nexus page and they were running without issues.
Thank you for your concern. I really appreciate it.
Edit: Some grammar fixes.
最近の変更はDespairが行いました; 2020年11月2日 4時10分
Unfortunately I do not use MO2 so cannot comment on how it works. And yeah, reinstalling all mods is an absolute last on the list as it is a PITA - especially once you get into the 100's as far as mods go.

Those messages in your initial post, I take it, are being generated by MO2? (I really should have asked that to start with.)
最近の変更はsmr1957が行いました; 2020年11月2日 4時53分
Yes they are.
I will re install my mods later maybe that would fix the issure. The mods that are causing this issue are not that important to me. The essentials are still working fine.
Thanks again for the detailed replies.
Good luck! I am subscribed so will see any posts. Keep us all informed as to progress, and perhaps one of the other forum regulars will pop in with some ideas.
You can turn off the warning for Form 43 but for your other DLL warnings, you need to update those mods that have issues. Or you simply miss this mod.
https://www.nexusmods.com/skyrimspecialedition/mods/32444

You need to start to READ on the modders pages about the DLL files
Hey Uncle64 thanks for the reply.
I found someone with the same script extender problem I'm running into and unlike me, they are not using MO2.
Here's the link to the mod page forum (one of the problematic mods) Their name is AgentSabre : https://www.nexusmods.com/skyrimspecialedition/mods/18533?tab=posts
And here's their screenshot: https://prnt.sc/v22sup

I'm still searching for a fix though. I'm sure all my mods are updated and compatible with my script extender version.
Seems like the problem is with skse64.log
最近の変更はDespairが行いました; 2020年11月2日 6時27分
Error code 1114 probably means you don't have the Address Library installed/enabled:
https://www.nexusmods.com/skyrimspecialedition/mods/32444

Here's a bit more info on oldrim plugins:
https://www.reddit.com/r/skyrimmods/comments/bur1u7/script_extender_log_reports_incompatible_plugins/
Quote from the Display Enemy Level mod.
"Address Library for SKSE Plugins required."
Do you have that mod installed properly?
Wolfpack の投稿を引用:
Error code 1114 probably means you don't have the Address Library installed/enabled:
https://www.nexusmods.com/skyrimspecialedition/mods/32444
I do have that. I had that installed via MO2 but now deleted it and installed it manually. Seems to be working.


Wolfpack の投稿を引用:
Here's a bit more info on oldrim plugins:
https://www.reddit.com/r/skyrimmods/comments/bur1u7/script_extender_log_reports_incompatible_plugins/

Well sure I have the same problem but the difference is that I'm actually using SE mods. They are converted by the owner of the mod not me. They didn't give me errors before so why now?
I'm sorry if I sound like a total ♥♥♥♥♥♥... I don't know my way around mods and modding.
Uncle64 の投稿を引用:
Quote from the Display Enemy Level mod.
"Address Library for SKSE Plugins required."
Do you have that mod installed properly?
Yes.
okbakashinji の投稿を引用:
Uncle64 の投稿を引用:
Quote from the Display Enemy Level mod.
"Address Library for SKSE Plugins required."
Do you have that mod installed properly?
Yes.
Triple check that it's enabled/checked in MO2. Many folks seem to forget that step. Are you using the all-in-one version of Address Library? 90% sure that Address Library is your problem.
最近の変更はWolfpackが行いました; 2020年11月2日 7時20分
Wolfpack の投稿を引用:
okbakashinji の投稿を引用:
Yes.
Triple check that it's enabled/checked in MO2. Many folks seem to forget that step. Are you using the all-in-one version of Address Library? 90% sure that Address Library is your problem.
Yes that's the only version I've ever used.
最近の変更はDespairが行いました; 2020年11月2日 7時27分
okbakashinji の投稿を引用:
Wolfpack の投稿を引用:
Triple check that it's enabled/checked in MO2. Many folks seem to forget that step. Are you using the all-in-one version of Address Library? 90% sure that Address Library is your problem.
Yes that's the only version I've ever used.
Don't install it manually. Install it with MO2, and make sure it's enabled/checked.
最近の変更はWolfpackが行いました; 2020年11月2日 7時37分
May also be your AV that blocks the DLL files from loading, where do you have MO2 installed and your game.
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投稿日: 2020年11月1日 22時10分
投稿数: 17