Silverpanther34 Posted July 7, 2015 Posted July 7, 2015 Additionally I just noticed SKSE -Elys- AltF4 v1 has its .ini in \Pluginswhile SKSE .ini is in \SKSE are both these ok?
pStyl3 Posted July 7, 2015 Posted July 7, 2015 (edited) You can install SKSE 1.7.3 without any doubts, it's working great. Your analysis is correct too, SKSE's two .dll's and the .exe must be placed within Skyrim's game folder (where TESV.exe is). The scripts, as well as the manually created SKSE.ini file, should be managed via MO, because every single file that goes into the ..\Steam\SteamApps\common\Skyrim\Data\.. folder, should be managed through MO. All "SKSE Plugins" (e.g. the ones you mentioned like Cellstabilizer.dll or DCF_Plugin.dll, etc .. and every associated .ini file) should reside within their own "mods" in MO's left pane. Just install those mods normally like every other mod aswell, they will work just fine! For reference, here is what should be written within the SKSE.ini file: [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=2048 This SKSE.ini file should be placed in the folder ..\Skyrim\Data\SKSE\.., therefore if it is installed via MO the .ini file must be packaged just within the SKSE folder (rightclick on the finalized SKSE folder --> "Add to archive"). Edited July 7, 2015 by pStyl3
Silverpanther34 Posted July 7, 2015 Posted July 7, 2015 You can install SKSE 1.7.3 without any doubts, it's working great. Your analysis is correct too, SKSE's two .dll's and the .exe must be placed within Skyrim's game folder (where TESV.exe is). The scripts, as well as the manually created SKSE.ini file, should be managed via MO, because every single file that goes into the ..\Steam\SteamApps\common\Skyrim\Data\.. folder, should be managed through MO. All "SKSE Plugins" (e.g. the ones you mentioned like Cellstabilizer.dll or DCF_Plugin.dll, etc .. and every associated .ini file) should reside within their own "mods" in MO's left pane. Just install those mods normally like every other mod aswell, they will work just fine! For reference, here is what should be written within the SKSE.ini file: [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=2048 This SKSE.ini file should be placed in the folder ..\Skyrim\Data\SKSE\.., therefore if it is installed via MO the .ini file must be packaged just within the SKSE folder (rightclick on the finalized SKSE folder --> "Add to archive").Thank you I could not let it go and had to ask, now the only thing you did not touch was the post just prior to this one. maybe you had not seen it but Since it works I assume that the Skyrim/MO can read the ini even if it is in Plugins.
pStyl3 Posted July 7, 2015 Posted July 7, 2015 (edited) "assume that the Skyrim/MO can read the ini even if it is in Plugins" .. yes. SKSE.ini and .ini files from third party mods do not interfere with each other, they work alongside without a problem (they are intended to do so, in the ..\SKSE\Plugins\.. folder). As I said, you really don't need to pay special attention to so called "SKSE Plugins", just install those mods as you do with every other mod aswell, all will be fine. Edited July 7, 2015 by pStyl3 1
TechAngel85 Posted July 14, 2015 Posted July 14, 2015 For those updating to 1.7.3 here is the currently changelog: 1.7.3:- added SpawnerTask for batch PlaceAtMe with positioning (see SpawnerTask.psc for details)- fixed chance of ModEvent/UICallback instances failing if the game was saved+loaded between their creation and execution- added Spell.GetEffectMagnitudes/GetEffectAreas/GetEffectDurations/GetMagicEffects- added ObjectReference.GetContainerForms/GetReferenceAliases- added WornObject.GetReferenceAliases- added Form.GetKeywords- added StringUtil.Split- added Utility.ResizeArray- added Actor.ResetAI (similar to console function)- fixed ActorBase.GetIndexOf*- fixed Utility.CreateArray initialization with empty Forms/Aliases- added support for skse.ExtendData(true) to enchanting/alchemy/smithing/crafting menus- added Ingredient/Potion/Scroll/Spell.GetIsNthEffectKnown/Magnitudes/Areas/Durations/MagicEffects- added Quest.GetAliasById/GetAliases- fixed Armor.ModArmorRating to disallow underflow- added FormList.ToArray/AddForms- added experimental GameData functions- TreeObject and Flora accept general forms as produce- added diagnostic messages that help detecting the cause of common crashes or problems. (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. Both are disabled by default; to enable them add this to \Data\SKSE\skse.ini: [General] EnableDiagnostics=1 Looks like we have another diagnostic tool to use, but MO does the same thing.
kylhwch Posted July 25, 2015 Posted July 25, 2015 Sorry if I'm being repetitive, but - is it safe to upgrade my skse & skyui while I'm in the middle of a play through, or should I finish this game and then upgrade before starting another?
oqhansoloqo Posted July 25, 2015 Posted July 25, 2015 I'm 'guessing' that those two mods are fine to upgrade during a playthrough. I don't see why they wouldn't be.
kylhwch Posted July 25, 2015 Posted July 25, 2015 Well, I don't know either. That's the thing. I don't really know what goes on inside of skse. I just know that it makes magic, happen. :) So I don't know if swapping the skse functions would be bad for an in-progress game.
EssArrBee Posted July 25, 2015 Posted July 25, 2015 Yes, it's safe to update those to mods. SKSE just adds some functions on top of the current mod, but doesn't affect prior functions. SkyUI has built in version checking and that goodness so it won't mess stuff up.
kylhwch Posted July 25, 2015 Posted July 25, 2015 Hmmm. Preliminarily, it doesn't seem to be working ... I got the "this save requires missing content" warning. Then the MCM didn't load quite right. I need to examine this more closely.
EssArrBee Posted July 25, 2015 Posted July 25, 2015 If you are using MO, then you need to install the scripts in MO again.
kylhwch Posted July 25, 2015 Posted July 25, 2015 Nope - it was user error. I am an ass. Thanks again - and thanks to Team SKSE for making Skyrim better.
BUBISHI Posted January 14, 2016 Posted January 14, 2016 Hallo, I'm about to update my STEP installation from 2.2.9. to 2.2.9.2As far I have updated all the tools but updating SKSE 1.07.1 to 1.07.3 scares my because there are no good informations on updating. I still have a MOD Organiser profile for STEP 2.2.9 running and want to keep it. It uses 1.07.1 and I guess several other mods are dependant on the scripts. Could somebody give me a short instruction I can follow on how to update SKSE without messing my old game, please? I have one SKSE 1.07.01 folder in my Mod Organizer directory including following folders. Scripts, SKSE (contains the SKSE.ini) and meta.ini. In my Skyrim folder there is the skse_1_9_32.dll, skse_loader.exe and skse_loader.dll The new SKSE 1.07.03 download file includes skse_1_9_32.dll, skse_loader.exe and skse_loader.dll but also other files like skse_steam_loader.dll.In the Data folder there is a Scripts Folder. I guess I could overwrite my old skse_1_9_32.dll, skse_loader.exe and skse_loader.dll files in my Skyrim folder with the new ones from SKSE 1.07.03 then overwrite the old Scripts folder in Mod Organizer with the one from SKSE 1.07.03, right?I could keep my old SKS.ini in the ModOrganiser directory[spoiler=SKSE.ini][General]ClearInvalidRegistrations=1[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256[Display]iTintTextureResolution=512[Debug]WriteMinidumps=1[interface]EnableContainerCategorization=1 and the old Meta.ini[spoiler=Meta.ini][General]modid=0version=d2014.7.8newestVersion=category="14,"installationFile=.../Programs Installs/SKSE/SKSE_1_7_1/skse_1_07_01.7zignoredVersion=notes=nexusDescription=lastNexusQuery=endorsed=0[iNI%20Tweaks]size=0 Thanks for helping me.
GrantSP Posted January 15, 2016 Posted January 15, 2016 That's correct. Do exactly as you have described.
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