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Posted

Maybe we should add to Step Guide to change "CleanSKSECosaves = false" to "true" in the .toml file not to clogg up MO2 saves profile folders with one billion SKSE save files?

(If not changed, when deleting saves in MO2 saves tab, the SKSE save files will remain in the profile folder)

Posted
6 hours ago, Mercury71 said:

Maybe we should add to Step Guide to change "CleanSKSECosaves = false" to "true" in the .toml file not to clogg up MO2 saves profile folders with one billion SKSE save files?

(If not changed, when deleting saves in MO2 saves tab, the SKSE save files will remain in the profile folder)

Can you share a screenshot of your not-removed SKSE saves in the profile? I do have the following change, and I don't see the redundant saves:

CleanSKSECosaves = true # Delete SKSE cosaves that have no matching save

but I'm not certain where they would be otherwise:

%LOCALAPPDATA%\ModOrganizer\{instanceName}\profiles\{profileName}

or

D:\Documents\My Games\Skyrim Special Edition\Saves

 

Posted
55 minutes ago, z929669 said:

Can you share a screenshot of your not-removed SKSE saves in the profile? I do have the following change, and I don't see the redundant saves:

CleanSKSECosaves = true # Delete SKSE cosaves that have no matching save

but I'm not certain where they would be otherwise:

%LOCALAPPDATA%\ModOrganizer\{instanceName}\profiles\{profileName}

or

D:\Documents\My Games\Skyrim Special Edition\Saves

 

That setting was set to false in my SSE Engine Fixes. Therefore MO2 did not clean up the SKSE saves.

Up until version 5.5 of SSE Engine fixes it was True by defaoult, now it is False by default.

The SKSE files is stored with the game save file in the MO2 profile saves folder.

  • Like 1
Posted
8 hours ago, Mercury71 said:

That setting was set to false in my SSE Engine Fixes. Therefore MO2 did not clean up the SKSE saves.

Up until version 5.5 of SSE Engine fixes it was True by defaoult, now it is False by default.

The SKSE files is stored with the game save file in the MO2 profile saves folder.

It looks like I already added CleanSKSECosaves = true on Aug 19 when we released 2.3

  • 10 months later...
Posted

Not possible with MO2 unfortunately you still have to manually place those files. MO2 cant place files in the root directory, it has never happened in the past. Sticky note from Pickysaurus

  • Mod Organizer 2 (Advanced Users only) - MO2 doesn't support applying files outside of the data folder by default. You will need to install RootBuilder if you want to install this with MO2. For simplicity you may want to do the manual installation instead. 
  • Thanks 1
  • 1 month later...
Posted

Version 7.0.10 has been released. Unsure if instructions need updated. Looks like some dll requirements from the Part 2 zip have been removed in the newer version and the config file has been updated.

Posted
8 hours ago, theeternalsw0rd said:

Version 7.0.10 has been released. Unsure if instructions need updated. Looks like some dll requirements from the Part 2 zip have been removed in the newer version and the config file has been updated.

Yeah, we'll likely need to update ouor instructions a bit, but it should be very close still. I'll have a look when I do mod updates tomorrow.

Posted

Mod install recommendations updated. It seems to work fine this way, but see my question on Nexus (likely buried in the recent Posts tab somewhere).

  • 1 month later...
Posted

New version

  • Version 7.0.19

    • add fix bSavedHavokDataLoadInit (default:true) - fixes a bug where havok objects reloading can have invalid motion vectors, causing distortion in TAA and TAA-replacements (DLSS/FSR upscaler, etc)
    • enable MemoryManager bOverrideRenderPassCache by default, if you use CommunityShaders below version 1.4.0 you MUST disable this or you will crash
    • add patch bDisableSnowFlag (default: false) - optional patch added by request that force disables snow flags in LTEX and MATO records
    • add patch bIniSettingCollection (default: true) - ported from Buffout. can provide minor speedup at game launch with heavy modlists.
    • remove bSleepWaitTime and use fSleepWaitTimeModifier as the sole control; changing it from the default of 1.0 enables the patch
    • add MemoryManager bOverrideHavokMemorySystem (default: true) - ported from Buffout. last builtin memory allocator that wasn't overriden. if you encounter new crashes maybe disable this first.
    • make texture load crash display all file paths instead of just some of them
    • add fix bNiControllerNoTarget - fixes a crash when a malformed nif with NiTimeController that has no target is used. will log a warning when such a nif is loaded
    • enable MemoryManager bReplaceImports by default - should be safe now
    • disable parallax fix if CommunityShaders is loaded since it isn't needed and causes a conflict
  • Like 1
  • 1 month later...
Posted (edited)

When I put Engine Fixes in my list on MO2 yesterday and went over everything in the .toml to check with the recommendations in the v2.3 and v2.4 Game Guides.

[Fixes]
SlowTimeCameraMovement = true

I could not find this and I also could not find anything in the Changelogs on Nexus. I did find this in the .toml though so v2.4 might need to be edited to match.

bGlobalTime = true     # fixes game systems that are affected by game time instead of real time, including old slow time camera movement fix

 

Edited by Bushranger
grammar
Posted
On 11/2/2025 at 11:59 PM, Bushranger said:

When I put Engine Fixes in my list on MO2 yesterday and went over everything in the .toml to check with the recommendations in the v2.3 and v2.4 Game Guides.

[Fixes]
SlowTimeCameraMovement = true

I could not find this and I also could not find anything in the Changelogs on Nexus. I did find this in the .toml though so v2.4 might need to be edited to match.

bGlobalTime = true     # fixes game systems that are affected by game time instead of real time, including old slow time camera movement fix

 

The 2.4 guide hasn't been released and isn't supported yet. The 2.3 guide has the correct settings for reference.

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