Внимание исправление памяти skse не активно в вашей игре
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Warning skse memory fix is not active on your game что делать
SKSE stands for Skyrim Script Extender. It is additional software and alternative launcher for Skyrim, expanding the script library and functions for the game. This software can be downloaded from link below.
Version 1.7.+ includes support for important memory tweak and minor adjustments.
The main tweak changes the memory usage, by allocating more memory for initial processes in Skyrim. This will aid with long/stuck loading screen and crashing immediately after save load. It is recommended that always run SKSE with administrator rights.
This guide was made after the initial release of my post. I recommend using it. You can still refer to this post for extra information.
The memory tweak replaces following mods. There is no need to use them.
To avoid the confusion, Skyrim already supports 4GB memory. You do not need any tweak, even this, to patch that.
— Download SKSE
— Install SKSE
— Open Notepad. Copy memory parameter section there.
— Use «Save as. » to save the file and select «All files» from dropdown list.
— Save file as SKSE.ini. Remember to remove «.txt» extencion, or your file will not get properly created.
— Store the file to . SteamApps/Common/Skyrim/Data/SKSE
For 2K and 4K textures:
Activates the crash diagnostics for your game.
(1) Shows which masterfile is missing when the game CTDs on startup.
(2) Lists the missing files in the removed content dialog when loading a save.
I recommend using this, instead of Papyrus diagnostics. Only use Papyrus tweak from Skrim.ini, if mod author or one of forum regualrs especially requests a Papyrus log from you.
You can replace the Memory value for higher values for 2K and 4K textures.
MO does not require any special attention. However, it is possible to upload SKSE.ini as a separate mod, with separate settings, for different profiles.
This would make sense if you are using iTintTextureResolution and it messes up overlays in your beast character play, but looks good in your other character playtroughs.
The old way to activate original memory fix was to use line GiveFirstBornToSheson. This was a credit for Sheshon, who found the original memory tweak. You do not need to use that line with current SKSE memory fix.
If you are experiencing rare slowdowns or CTDs with ENBoost and SKSE memory tweak combined, then try the following.
"warning> skse memory fix is not active on your game! make sure "data/skse/skse.ini has defaultheapinitialallocmb=768 or higher under [memory] if using mod organazier try adding - forcesteamloader to skse startup options. you can disable this warning from 'data/skse/plugins/crashfixplugin.ini' by setting 'warnsksemmemorypatch' to 0"
I went inside the DAta/Skse/ but there is no SKSE.ini plugin
I also saw a fix that said "Another, better solution is to open CrashFixPlugin.ini (located in Data\SKSE\Plugins) and change the "UseOSAllocators=0" to 1."
How do i set the memory higher? Im lot. I also could not find this "forceSteamLoader" to the SKSE options or mods, i dont know what it does or mean.
Create a SKSE.ini file using this settings. Note that the memory fix implemented by SKSE is overwritten by the memory management system intuduced by Crash fixes anyway (by using the UseOSAllocators=1 setting). It's highly recommended that you use Crash fixes instead( You can keep the SKSE.ini settings as they are, they'll just get ignored). Just follow the instructions on it's modpage.
I added the ini file per your instrucions in step 3, i did not do step 2 as i do not know where this "archive file is".
I followed the basic crash fixes and the game ran ok, cept for some minor bugs like clipping on my character's ass and some really weird ass Arm placements when they are bound. Also the weapon drawn animations are really weird e.e Pretty sure i did something wrong in the Dual Sheaths Patch.
Im still getting a warning for "JContainers version is incompatible with creature framework, or you dont have jcontainers at all. Things will be very broken!"
You wouldent happen to know about this would you? No crashes but it left me worried. I have both updated version of the listed mods, i uninstalled Jcontainers and got the same warning :/
Weird ass animations and clipping aside, everything seems to be running smoothly.
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About this mod
Fixes some of the crashes in Skyrim.
File information
Mods requiring this file
Mod name | Notes |
---|---|
Requiem - The Roleplaying Overhaul - French | Optionnel mais vivement recommandé |
Skyrim Romance VOSTFR |
Last updated
Исправления движка Skyrim SE | SSE Engine Fixes (skse64 plugin)
Данный плагин предназначен для исправления различных проблем с движком игры Skyrim SE.
ПРИМЕЧАНИЕ:
* Этот плагин включает такие же исправления, которые включены в плагины SSE Fixes и Double Perk Apply Fix. Вы можете использовать мой плагин вместо них, если у вас уже установлены эти 2 плагина, то удалите их.
* Включены также исправления из Bug fixes LE.
Обновление:5.6.0
* Обновлены обе части мода (Part 1) до 5.6.0, (Part 2) до 2020.3 (обновлен tbb дистрибутив), не забудьте при обновлении обновить обе части.
* В файле настроек EngineFixes.toml переработан патч MemoryManager и перемещен из секции [Experimental] в секцию [Patches] и включен по умолчанию.
* В файле настроек EngineFixes.toml добавлен патч ScaleformAllocator в секцию [Patches]. Заменитель распределителя scaleform.
* В файле настроек EngineFixes.toml добавлен патч SafeExit в секцию [Patches]. Предотврашает зависание игры при выключении.
* В файле настроек EngineFixes.toml удален экспериментальный патч UseTBBMalloc из секции [Experimental].
* В файле настроек EngineFixes.toml добавлено исправление GlobalTime в секцию [Fixes]. Исправляет игровые системы, на которые влияет игровое время, а не реальное время.
* В файле настроек EngineFixes.toml опция CleanSKSECosaves в секции [EngineFixes] теперь отключена по умолчанию.
Журнал изменений:
* Список изменений всех предыдущих версий читайте в текстовом файле Changelogs.txt в архиве.
Исправления:(все эти опции находятся в файле EngineFixes.toml)
* у опций есть значения false (значит отключено) и true (значит включено), если вы хотите включить или отключить какие то опции, то просто меняйте эти слова у нужных вам опций.
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«SKSE memory fix is not active» Help
i run my modded skyrim through vortex but Whenever i try to start a game it says
«Warning: SKSE Memory Fix is not active on your game! Make sure «Data/SKSE/SKSE.ini» has defaultheapinitialallocMB=768 or higher under [Memory]. If using mod orgnizer try adding- Forcesteamloader to skse startup options. You can disable this warning from «data/SKSE/plugins/crashfixplugin.ini» by setting «warnSKSEmemorypatch» to 0″
Does anyone know a way how i might fix this?
Awake at stupid o’clock
Do you have SKSE.ini in your » data/SKSE/plugins/» with your other skse plugins and ini files?
No, I just have it in my SKSE folder.
I can move it though
Awake at stupid o’clock
No, I just have it in my SKSE folder.
I can move it though
Yes, try moving it to the plugin folder
my plugins folder doesn’t have the ini. and my skse simply says that vortex manages this folder. now what?
I’m in this exact situation. The file does not exist anywhere, apparently. Creating it in any of the mentioned locations has no effect. Help please?
Awake at stupid o’clock
my plugins folder doesn’t have the ini. and my skse simply says that vortex manages this folder. now what?
You don’t have SKSE installed correctly, follow the installation instructions included in the SKSE 7z file
I’ve installed Skyrim. Skyrim is stable. I’ve installed Requiem. Requiem is stable. I ran the SKSE executable and since you mentioned following the 7z instructions, I’ve additionally created a blank skse.ini where directed and copied the pex files. Still the message persists.
Per other instructions, I’ve now added the following text to the ini file, still the error message persists:
[General]
EnableDiagnostics=1
ClearInvalidRegistrations=1
[Display]
iTintTextureResolution=2048
[Memory]
defaultHeapInitialAllocMB=1024
scrapHeapSizeMB=256
Please disregard the above post. I’ve solved this issue. First of all, the SKSE data I posted was incorrect, the variable names were not written case-sensitive as they should have been. Additionally, what made this work was adding -forcesteamloader to Vortex SKSE Command Line. That’s all it took.
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Увелечение используемой оперативной памяти для Скайрима
Все таки я не понял:
У меня легендарное официальное издание Скайриме в стиме. 64х операционная система с 4 гигами оперативки
Скай 32 битный, а значит не может пользоваться полноценно 4 гигами, ну или чуть меньше.
И все вроде понятно, но в обсуждениях наткнулся на такой параметр как:
Теперь второй вариант расширения используемой памяти для ская:
Этот способ я нашел благодаря моду RCRN, а точнее команде разрабов, которая на своем сайте разместили пост об настройках ская через ini файл ( а про эту статью узнал, благодаря моду на фикл болчных теней и лагов с
другого сайта ).
Пишут они примерно следующее:
Bethesda выпустила «4gb патч» более 8 месяцев назад, но он не имеет большого значения, так как это было просто LAA исправление в целях обеспечения правильной обработки памяти под 64-битных систем. Но это не обязательно означает, ваша система будет автоматически использовать более 4 Гб оперативной памяти!
Для того, чтобы принудить Skyrim использовать правильный объем системной ( оперативной ) памяти, вы должны применить следующий твик:
Откройте Skyrim.ini, который, как правило, находится по пути: C:\Users\Имя Пользвателя\Documents\My Games\Skyrim и найдите строку в разделе [Papyrus]:
Затем измените значение с пометкой «*******» на значение, соответствующее количеству вашей оперативной памяти в системы, путем консультаций на вкладку ниже:
(если строки там нет, просто добавьте соответствующую строку)
Эта настройка обычно хорошо помогает, мы обнаружили, что игра становится на 20% более гладкой, когда установлено правильное значение памяти!
Так вот последний вопрос:
3.Вопрос: вы знаете про это? Пользовались? Если да, то что лучше?
Ссылки на источники информации, которыми пользовался при написании данного поста:
Спасибо за внимание!
Вообщем один человек мне ответил:
1. Это уже окончательный вариант, так как именно в SKSE такой параметр как 768 пишется, так нужно,потому что 512 множит ещё прибавку 256 и в итоге
должно быть 768 чтобы по сути было 512, 256 не изменять!
3. Это уже не актуально, так как сам SKSE 1.07.00 и выше делает тоже самое только по другому, но принцип тот же, так что это не нужно.
Раз такая ситуация, то интересно по-пробывать связку:
SKSE без настроек для оперативы + настройки от RCRN.
Желательно в сравнении с решением от SKSE
У меня skse вылетает с ошибкой из-за строчки
Запуск через сам стим, не запускает версию Ская с SKSE.
Решил свою проблему следующим способом:
1. Переименовал TESV.exe в Skyrim.exe
2. Переименовал SKSE_loader.exe в TESV.exe
3. Создал в skse.ini следующую строку:
P.s.: Долго мне пришлось догадываться, почему не работает. Как работает стим со Скаем:
Вот и все. Наконец то.
Спасибо за внимание))
Привет. У меня есть проблема. После добавления в skse.ini строчек:
Появляется лого, а меню нет. Т.е. там нет «начать новую игру» и т.п. Но! Если вместо 768 поставить 512 (или вообще убрать эти строчки), то всё становится нормально. Что с этим делать?
Оперативной у меня 10г, по диспетчеру если смотреть, то он особо и не «жрёт»
Привет. У меня есть проблема. После добавления в skse.ini строчек:
Появляется лого, а меню нет. Т.е. там нет «начать новую игру» и т.п. Но! Если вместо 768 поставить 512 (или вообще убрать эти строчки), то всё становится нормально. Что с этим делать?
Оперативной у меня 10г, по диспетчеру если смотреть, то он особо и не «жрёт»
Оказалось что проблема была не в патче, а в модах. Порядок не тот был. Но как-то странно, когда я ещё не поставил патч, то он запускался спокойно, но когда поставил, тогда и появилась проблема. Но, в общем, я решил уже проблему.
У меня skse вылетает с ошибкой из-за строчки
Запуск через сам стим, не запускает версию Ская с SKSE.
Решил свою проблему следующим способом:
1. Переименовал TESV.exe в Skyrim.exe
2. Переименовал SKSE_loader.exe в TESV.exe
3. Создал в skse.ini следующую строку:
P.s.: Долго мне пришлось догадываться, почему не работает. Как работает стим со Скаем:
Вот и все. Наконец то.
Если вы хотите, чтобы все было как у меня, то просто следуйте моей инструкции. Только одно но: после это замены все автоматические сортировщики начнут путаться и не изменять списки модов, поэтому применяем переименовывание только в конце сборки нужных модов.
а вот мне пишет типа при добавлении этих строк skyui начинает лагать
This mod does not have any known dependencies other than the base game.
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This plugin is meant to fix some common crashes AFTER you have followed STEP guides and sensible modding rules! It does not fix problems that come from modding irresponsibly or conflicts between mods.
How to use the memory allocator patch?
1. Open CrashFixPlugin.ini and find "UseOSAllocators=0"
2. Change it to "UseOSAllocators=1"
3. Download and install SKSE Plugin Preloader
4. Start game, if you get an error saying that memory patch could not be applied read the message for help, otherwise you're good to go.
(5.) Causes game to crash and you use ENB? Set ExpandSystemMemoryX64=false in enblocal.ini
(6.) Causes game to crash more frequently (especially with UNP RaceMenu sliders)? Try AlignHeapAllocate=1 in CrashFixPlugin.ini
Tips for additional stability:
(These are things I've observed and Not 100% fact!)
If you don't have some lines listed below in your INI it means they are set to default value.
- Set DefaultHeapInitialAllocMB:Memory to 768. If you are using a lot of mods or higher uGrid than 5 then set 1024. Helps with CTD during save load, especially if you can load the save after qasmoke. Max value is 1280. If you are using ENB you may get CTD on startup with higher value than 768 and ExpandSystemMemoryX64 true in enblocal.ini!
- Set ScrapHeapSizeMB:Memory to 256. Game can't use more than 256 of this and setting higher serves no purpose.
- uExterior Cell Buffer:General - setting this too high causes crashes more, especially when game wants to unload many cells at once. If you set 0 or just remove it from your INI then game decides this and that's the best way.
- bPreemptivelyUnloadCells:General - setting this 1 will mean game purges cell buffers and unload cell whenever it is possible. Default is 0 which means keep cell in memory until we need the space for other cells. I find 0 to be better, there's no reason to unload cell immediately, the buffer was implemented for a reason.
- fPostLoadUpdateTimeMS:Papyrus - setting higher will cause longer loading. Mine is 500, seems to work well for me. You can try 750 or even 1000+ if you have a lot of script-heavy mods.
- fUpdateBudgetMS:Papyrus - remove (this sets to default 1.2). If you have a lot of script heavy mods and a good PC you can set higher for example 2.0, however this can reduce your FPS when a lot of things are happening.
- fExtraTaskletBudgetMS:Papyrus - remove (this sets to default 1.2). See above.
- bEnableLogging:Papyrus - set 0. There's no reason to log papyrus unless you are developing a mod. Writing to file constantly is not good for performance. Papyrus logs have nothing to do with finding causes for crashes, although you can use this to find misbehaving mod scripts which can be helpful, I'd recommend to disable it for normal gameplay though.
- bEnableTrace:Papyrus - set 0. See above.
- Any other papyrus setting - delete. Changing the papyrus from default will just cause instability or lagged scripts.
- iPresentInterval:Display - VSync enabled or disabled. You shouldn't need to change this as default value is 1 and that's good.
Stable uGridsToLoad:
Don't use this. It causes memory corruption and does nothing unless you are changing your uGridsToLoad setting in INI often (I don't know why you would).
ENB:
I'm not an expert in ENB, but these two I recommend in enblocal.ini:
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
Bashed Patch:
You should make this. It helps resolve a lot of conflicts between mods, especially related to leveled lists which can be a big problem. If there are no conflicts this doesn't really do any harm but even a small mod list usually has some.
LOOT:
LOOT can be a good tool to help resolve issues with ordering, but it is not perfect, sometimes it places mods incorrectly, use your best judgement. LOOT can also warn you about other potential problems with mods.
TES5Edit cleaning:
Do this! LOOT can tell you which mods need cleaning.
Playthrough:
Don't install or uninstall mods (with ESP files) in the middle of playthrough. Even changing the order can be very bad, especially if you use bashed patch or anything with SkyProc (requiem, perkus maximus). This of course applies to ESP files! Graphics mods and pure SKSE plugins are fine most of the time.
Common issues:
UseOSAllocators=1 and crashing when touching sliders in character creation or otherwise.
Set AlignHeapAllocate=1 in CrashFixPlugin.ini, downside is increased load time and increased memory usage.
UseOSAllocators=1 and crashing on game startup or loading save or shortly after.
Set ExpandSystemMemoryX64=false in enblocal.ini
Game says message box "running out of memory" and crashes.
Set ReduceSystemMemoryUsage=true in enblocal.ini
Ground textures flickering weird.
Set ExpandSystemMemoryX64=false in enblocal.ini
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Updating these instructions for 5.3.3+:
BASE REQUIREMENTS: This is an SKSE64 plugin. Therefore, you need to have the correct version of SKSE64 installed to use this mod. If you are playing the Special Edition (1.5.x), you will need the latest SE version of SKSE64. If you are playing the Anniversary Edition (1.6.x), you will need the latest preliminary AE build of SKSE64. If you don't have SKSE64 installed or don't know what SKSE64 is, STOP. DO NOT attempt to install this mod until you know what the hell you are doing. Go learn what SKSE64 is and why you might want it here. Recent installation instructions video here. Come back once you are better educated and have SKSE64 properly installed.
(1) RECOMMENDED: Completely remove all files and uninstall any previous installations of SSE Engine Fixes prior to starting.
(2) DO a fresh download, install and enable/deploy of the required all-in-one Address Library for SKSE Plugins with your mod manager. You will need to install the latest Special Edition (1.5.x) OR Anniversary Edition (1.6.x) version of the Address Library depending on which version of the game you are playing. If you're getting error 1114 or 617, it's probably because you don't have the Address Library installed or properly enabled.
(3) DO download and install the latest x64 version of the required Microsoft Visual C++ Redistributable for Visual Studio 2019 (on the linked page, it's the download that reads x64: vc_redist.x64.exe). Install it even if you think you already have it installed. Yes, it's a Windows install. Double click the downloaded file, follow the prompts, and yes you'll need to reboot. If you're getting error 126, it's probably because you don't have the C++ Redistributable installed.
(4) DO a fresh download, install and enable of Part 1 of SSE Engine Fixes with your mod manager. You will need to install the latest Special Edition (1.5.x) OR Anniversary Edition (1.6.x) version of Part 1 depending on which version of the game you are playing. EngineFixes.ini has been replaced with EngineFixes.toml in 5.3.3+. Open the UTF-8 encoded .toml file in Notepad to make your setting changes. You can delete the old EngineFixes.ini.
(5) DO NOT install Part 2 of SSE Engine Fixes with your mod manager. Instead, download it manually and EXTRACT the Part 2 zip, then copy and paste the 3 dll files from there directly into /steamapps/common/Skyrim Special Edition/. DO NOT simply place the zip file in that directory. DO NOT create a folder with the 3 files in that directory. DO NOT place the extracted files in your /Data directory. Part 2 is compatible with both the Special and Anniversary editions of the game.
OPTIONAL: If you are using Vortex, you can download and install Part 2 using the Mod Manager Download, but before deploying, double click the item in Vortex and change the Mod Type to Engine Injector. Then enable/deploy Part 2.
DO NOT RENAME your skse64 executables. If you have already done so, you will need to CHANGE THE FILE NAMES BACK to the original skse executable names. That means skse64_loader.exe and SkryimSE.exe. Skyrim.exe and adding an INI, as several obsolete guides tell you to do to get skse launching from Steam, WILL NOT WORK. SSE Engine Fixes needs the original skse64_loader.exe and SkyrimSE.exe file names and files.
If you want to launch from Steam, add skse64_loader.exe as a Non-Steam Game. If Steam is open you can also launch skse64_loader.exe from a shortcut or from the mod manager and still get achievements in your Steam SSE Library and the overlay. The original Steam SSE page will always execute the standard launcher, but you can still see your achievements and screenshots there if you launch via skse64 using one of these other methods.
If you are getting Error 193, you are running an Oldrim plugin and need to uninstall it and find the SE version.
If you want to verify that Engine Fixes is running ok, open your d3dx9_42.log in your SSE game folder. It should look something like below when Engine Fixes is running properly. Don't worry about the line reading "failed to search dll plugin directory" - this just means you don't have other plugins that use the \Data\DLLPlugins directory installed.
skse64 plugin preloader - d3dx9_42
exe path: X:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe
loaded into SkyrimSE.exe or SkyrimVR.exe, proxying SkyrimSE d3dx9_42 funcs and registering preload hook
success
hook triggered, loading dll plugins (meh's loader)
failed to search dll plugin directory
DLLPlugin loader finished
hook triggered, loading skse plugins
found plugin "EngineFixes" for preloading
attempting to load found plugins
attempting to load "X:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\EngineFixes.dll"
loaded successfully and Initialize() called
loader finished
Александр,
Из за чего иконки бафоф ( заклинания , зелья и т.д.) могут не всегда отображатся как у тебя?
Xandr_TV, подскажи, че за ХР? это мод какой-то или что? более года не играл в скурим и, соответственно, за модами не следил
Мод на экспу. Как в классических рпг: убил моба/выполнил квест/прочитал книгу - получил опыт, за который можешь прокачать навык
Может кто-то видел мод чтобы можно было пройти квесты клана волкихар не становясь лордом вампиров , а остаться обычным вампиром )
Ярослав, это не ошибка, а предупреждение связанное с использованием памяти, а также способ отключения предупреждения. Предупреждение: исправление памяти SKSE не активен на игре ! Убедитесь, что " Data / SKSE / SKSE.ini " имеет DefaultHeaplnitialAllocmb = 768 или выше в [ памяти ] . При использовании Mod организатор попробуйте добавить - forcesteamloaderto опции запуска SKSW . Вы можете DIABLE это предупреждение от "Data / SKSE / Плагины / CrachFixPlugin.ini " , установив " WarnSKSEMemoryPatch " 0.
Александр,
спасибо за помощь, но проблема решилась уже сама собой. Установил другой репак и последнюю версию сборки, и все заработало без ошибок.
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SKSE memory patch not working
I’m not sure if this is the cause of my random in-game freezes, but seeing as the memory patch is not working I’d at least like to make it work to see if this will fix it. Basically, I have SKSE installed, but checking memory log it seems to suggest that the memory patch is not working. My SKSE.ini has this
Your settings in SKSE.ini look correct. There are additional settings you may want, but nothing else necessary for the SKSE memory patch to work.
I assume you have SKSE installed directly into the Skyrim folder and you are launching the game through SKSE or it wouldn’t be working at all.
Your SKSE.ini is in your
\Skyrim\Data\SKSE folder, correct? You may have to create the SKSE folder because it is not created by default. If it is in
\Skyrim\Data it will not work. You can install the SKSE.ini (but not SKSE itself) through Mod Organizer if you use that but I personally prefer to manually create it. Some people seem to have issues with getting it to work when it is in Mod Organizer even though it should theoretically work perfectly fine.
I’ve written up a bit more info on SKSE settings here. I don’t think any of it is directly relevant to your issue but you may find it helpful.
P. S. Are you the same MarshalN who is a tea blogger?
Your settings in SKSE.ini look correct. There are additional settings you may want, but nothing else necessary for the SKSE memory patch to work.
I assume you have SKSE installed directly into the Skyrim folder and you are launching the game through SKSE or it wouldn’t be working at all.
Your SKSE.ini is in your
\Skyrim\Data\SKSE folder, correct? You may have to create the SKSE folder because it is not created by default. If it is in
\Skyrim\Data it will not work. You can install the SKSE.ini (but not SKSE itself) through Mod Organizer if you use that but I personally prefer to manually create it. Some people seem to have issues with getting it to work when it is in Mod Organizer even though it should theoretically work perfectly fine.
I’ve written up a bit more info on SKSE settings here. I don’t think any of it is directly relevant to your issue but you may find it helpful.
P. S. Are you the same MarshalN who is a tea blogger?
And yes, I’m the tea blogger.
Hrm, I hope you can recover your save games. checking my notes that seems to be most often caused by the save game missing a plugin (in which case you’d get a warning, and it even if you get the warning it’s usually fine) or by plugins that are corrupted or have really serious conflicts. Sometimes even very popular mods can have these issues so even though your load order is short this is still a possibility.
You can check for plugins that have corruption/errors by using TES5edit. Launch it through MO and make sure your full load order is selected (it should be by default), then select all the plugins (except the base game ones) with shift, right click, and «check for errors.» It will take some time to find all the errors and even more time for you to sort through the log and figure out which plugins have issues, but it might help you narrow down where the issue is. This will also pop up any deleted records or navmesh errors that can cause serious issues. TES5edit can automatically clean and fix deleted records, but other errors require manual fixing. Deleted Navmeshes must be fixed in the Creation Kit and are a massive pain to fix. I try to avoid mods that have deleted navmeshes, although they shouldn’t cause the issue you have right now they can cause crashing when other mods try to reference the navmesh.
It can also be caused by the save itself being corrupted which can happen slowly over time with certain mods. or even with bugs in the base game. but I don’t have much experience with fixing that. I know one trick is to start a new game, kill your character, then load the old save. Or something along those lines. If you can’t start a new game at all it’s definitely an issue with your mods.
I’ve learned a ton from your blog and I’d like to return the favor if I can. If you have any other issues with modding feel free to PM me. I’ve got a lot of experience modding Skyrim at this point (although not nearly as much as you have with drinking tea).
Hrm, I hope you can recover your save games. checking my notes that seems to be most often caused by the save game missing a plugin (in which case you’d get a warning, and it even if you get the warning it’s usually fine) or by plugins that are corrupted or have really serious conflicts. Sometimes even very popular mods can have these issues so even though your load order is short this is still a possibility.
You can check for plugins that have corruption/errors by using TES5edit. Launch it through MO and make sure your full load order is selected (it should be by default), then select all the plugins (except the base game ones) with shift, right click, and «check for errors.» It will take some time to find all the errors and even more time for you to sort through the log and figure out which plugins have issues, but it might help you narrow down where the issue is. This will also pop up any deleted records or navmesh errors that can cause serious issues. TES5edit can automatically clean and fix deleted records, but other errors require manual fixing. Deleted Navmeshes must be fixed in the Creation Kit and are a massive pain to fix. I try to avoid mods that have deleted navmeshes, although they shouldn’t cause the issue you have right now they can cause crashing when other mods try to reference the navmesh.
It can also be caused by the save itself being corrupted which can happen slowly over time with certain mods. or even with bugs in the base game. but I don’t have much experience with fixing that. I know one trick is to start a new game, kill your character, then load the old save. Or something along those lines. If you can’t start a new game at all it’s definitely an issue with your mods.
I’ve learned a ton from your blog and I’d like to return the favor if I can. If you have any other issues with modding feel free to PM me. I’ve got a lot of experience modding Skyrim at this point (although not nearly as much as you have with drinking tea).
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