I followed the instructions and put the file in the Skyrim directory folder. I then tried to launch my game and got this error "SKSE/Trampoline.h(187): Failed to handle allocation request" I set UseOSAllocators=1 I dont know if I did anything wrong. PLease help me fix this.
Do I need this if I already have SSME installed with its own d3dx9_42.dll file? I remember modding the game several times now with both installed and no problems but, funny enough, I'm noticing several mods I install have the same file. Just curious.
edit: Just realized another essential mod I usually get requires this so nevermind. Answered my own question.
@ VinceCZ, GoatBoy11; The root directory or directory is where the game's main files are located. The primary folder containing your game's files would be considered such. So under E:\SteamLibrary E\steamapps\common\Skyrim "Skyrim" would be considered the directory. The directory usually contains the .exe for the game. SkyrimSE.exe (SE) or TESV.exe (LE) are both the same thing for different versions of the game. Just look for the main ".exe" file for your game. Do not install this SKSE plugin under "Data", but here's a brief example of how you would normally install other mods: -
Spoiler:
Show
The "Data" folder in your directory is where you usually want to put your mod files and folders. Extract them using 7zip or Winrar. (Hold right-click on the .zip, drag and drop it where you want it to be extracted, and you're done.)
E:\SteamLibrary E\steamapps\common\Skyrim\Data Extract your mod folder into the "Data" folder in order to manually install it. It's that easy.Yours is probably installed on your C:\ drive under a different name. I am only posting examples. Wherever your Data folder is, that's the target.
*After manually installation, you have to activate your mods in your mod organizer or manually when launching the game afterwards. I hope this helps.
Got this working through MO2 and with Keyzama's Root Builder (Its internally downloaded via MO2's Plugin Finder and is practically backwards compatible with LE) Works wonders and just ignore the "no valid data structure" its fine. Same applies for OG SKSE version when making that work with Root builer too!
Given all this update fiasco ive gone back lol and its fun
Was wondering about dxvk also, i use the last dll loaded by enblocal. I'll test. I experience crash with dxvk itself, the game crash or freeze sometimes anywhere.
I installed: SKSE completely as Gopher explains in video, Memory Blocks, CrashFixPlugin_preload, d3dx9_42.dll and still nothing works !
the ""MemoryBlocksLog.log"" in the Pluins folder, still shows me that Block1 is 256mb and Block2 is also 256 mb.
I already inserted all the necessary lines in the SKSE.ini
How in the hell do i fix this man ? I am so confused with this !! I LITERALLY am trying to solve this for a week now !!! :'(
------------------------------------------- EDIT: I fixed it. It looks like i had to enter the command "-forcesteamloader" in my Nexus mod manager, in the "arguments" tab.
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edit: Just realized another essential mod I usually get requires this so nevermind. Answered my own question.
To install it, you need to put d3dx9_42.dll in Skyrim's root directory (where TESV.exe is).
The root directory or directory is where the game's main files are located. The primary folder containing your game's files would be considered such. So under E:\SteamLibrary E\steamapps\common\Skyrim "Skyrim" would be considered the directory. The directory usually contains the .exe for the game. SkyrimSE.exe (SE) or TESV.exe (LE) are both the same thing for different versions of the game.
Just look for the main ".exe" file for your game.
Do not install this SKSE plugin under "Data", but here's a brief example of how you would normally install other mods:
-
The "Data" folder in your directory is where you usually want to put your mod files and folders. Extract them using 7zip or Winrar. (Hold right-click on the .zip, drag and drop it where you want it to be extracted, and you're done.)
E:\SteamLibrary E\steamapps\common\Skyrim\Data
Extract your mod folder into the "Data" folder in order to manually install it. It's that easy.Yours is probably installed on your C:\ drive under a different name. I am only posting examples. Wherever your Data folder is, that's the target.
*After manually installation, you have to activate your mods in your mod organizer or manually when launching the game afterwards.
I hope this helps.
Given all this update fiasco ive gone back lol and its fun
DXVK makes the game run and look much better, but with it your .dll won't work / the game will crash.
I would really love to use DXVK with your mod, though if there is no way to make it work I will use your mod only.
I experience crash with dxvk itself, the game crash or freeze sometimes anywhere.
I installed: SKSE completely as Gopher explains in video, Memory Blocks, CrashFixPlugin_preload,
d3dx9_42.dll and still nothing works !
the ""MemoryBlocksLog.log"" in the Pluins folder, still shows me that
Block1 is 256mb
and Block2 is also 256 mb.
I already inserted all the necessary lines in the SKSE.ini
How in the hell do i fix this man ? I am so confused with this !!
I LITERALLY am trying to solve this for a week now !!! :'(
-------------------------------------------
EDIT: I fixed it. It looks like i had to enter the command "-forcesteamloader" in my Nexus mod manager, in the "arguments" tab.