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  • 1 month later...
Posted
Hello.

Is SKSE.ini still advisable?

 

[General]

EnableDiagnostics = 1

ClearInvalidRegistrations = 1

 

[Display]

iTintTextureResolution = 2048

 

[Memory]

defaultHeapInitialAllocMB = 1024

scrapHeapSizeMB = 256

 

It seems to work, but I'm not sure.

Posted

I run with this skse.ini for SE. Dont remember where i got it from though. :confusion:

 

[Display]
iTintTextureResolution=2048
[General]
ClearInvalidRegistrations=1
EnableDiagnostics=1
[Memory]
DefaultHeapInitialAllocMB=1024
ScrapHeapSizeMB=256
[Debug]
WriteMiniDumps=1

Posted

I run with this skse.ini for SE. Dont remember where i got it from though. :confusion:

 

[Display]

iTintTextureResolution=2048

[General]

ClearInvalidRegistrations=1

EnableDiagnostics=1

[Memory]

DefaultHeapInitialAllocMB=1024

ScrapHeapSizeMB=256

[Debug]

WriteMiniDumps=1

The memory portion I don't think is valid anymore in SE.

  • 7 months later...
Posted

In Root Files Installation at 3.:

"Keep this archive open for the for the next steps."

double for the.

I cant change it in the forms, as it is greyed out for me, so you have to do it :cool:

This should be fixed now. Thanks

 

Posted (edited)

Hi,

 

I'm trying to make my first moded playthrough of Skyrim special edition using MO2. Every time I try to launch SKSE a command prompt shows up and says :shgetFolderpath 00000005 failed (result = 00000005) assertion failed in IDebugLog.cpp(64): Succeded(err) (code = ffffffff80070005 (-2147024891))

 

I searched everywhere and nothing worked 

 

pls help me 

 

edit: I figured it out it was windows defender that was seeing it as a ransomware so I added it as a allowed app. 

Edited by Kerilz
  • 3 weeks later...
Posted

Regarding the instructions for SKSE64 install for STEP 0.3.0b, a couple of small points:

 

SKSE.ini

"

[Display] iTintTextureResolution=2048"

I don't think the space before iTintTextureResolution is necessary.

 

 

"4. STEP recommends renaming from "SKSE" to "SKSE Skyrim Launcher" or similar."

When you do this, the next time Mod Organizer 2.3.2 starts it recognizes the "SKSE" entry is missing and automatically recreates it! So now you have two different SKSE entries.

Posted

I removed the space and added a note about "SKSE" autocreation. Not sure how to stop that behavior, but it places it at bottom of the list, so not a bid deal to just leave the redundancy

  • 1 year later...
  • 1 month later...
Posted

SKSE64 updated. Version 2.1.3 for game version 1.6.323.

  • support for 1.6.323

  • many plugin error messages are now reported from SKSE rather than by loading the plugin

  • fixed scaleform OpenJournalMenu

Second change is very interesting. If you have an outdated .dll SKSE will pop up a message and tell you that and waht mod it is for. Verry nice!

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