I am looking for help and decided to write to you. First of all i am author Grid Translation Fix mod, and many other mods and fixes outside nexus. Last 3 weeks i try find determinate reasons causing ctd`s on cell translations. And i know what i next say. After more then 80 hours of test i found myself in a dead end.For test i use next mods: SKSE, BFSEffects, SkyUI, Touring Carriages and Alternate Start. As i found LE game can overloaded from cloak spells from mods, and if this mods disabling ctds chanse very low. But if we enable some mods with cloak effect and add mod like BFSEffects with react on this effect - game start spam to engine through OnHit() and OnMagicEffect() events. But not this cloak mods and not BFSEffects are real cause ctds, this mods just provoke game engine to crash. Mod Touring Carriages need for help test, automate. Need go on carriage from Whiterun stable to Windhelm - this path most ctds causing. For multiple chance ctds and overload game engine need copy BFSEffects.esp 10 times, that is have 11 versions of this mod and have 11 cloak effect in game on player and have 22 events on each NPCs. This 11 cloak effects will spam Apply effect. With this cloaks mods and Touring Carriages possibly have very rare (during normal play) CTDs on almost every trip (more often than not it’s even impossible to get to the end trip). Thats all only test stand for fixed CTDs causing. Next i try find reason... but after disable half game i still cant found. I disable all quests\events and many more. I dont know what need disable more for find reason CTDs... maybe you know that. Ty.
Perks are applied twice to nearby NPC on loading a game. More info: https://requiem.atlassian.net/wiki/pages/viewpage.action?pageId=61472833
When standing still vertical look sensitivity is tied to frame rate. Higher FPS will reduce sensitivity proportionally. This can give the impression that horizontal and vertical sensitivity don't match up or that exterior and interior vertical sensitivity are different (due to the FPS difference).
Lip Sync Fix. Included here so you don't need to have both installed.
Fix Slow Time Camera. Included here so you don't need to have both installed.
(Optional - disabled by default) Cap havok FPS to 60. This can help against the "physics explosion" some people get after loading into a cell. This needs more testing, that's why it's disabled by default for now. You still need to limit your FPS to 60 even with this enabled!
It took me less than 2 seconds to copy, paste, and post the answer to this question.
Since you are editing the game engine, you may be able to fix the old bug when the bones of dead skeletons or even dragons spawn in the game after the player when changing their location or fast travel. I have a bunch of bones lying around at the entrance to the Dragonsreach or the College of Winterhold. The same bug migrated to Enderal. It is very annoying, and everyone on the Internet says that the problem is the error of the game engine.
Here are some links on this issue: https://sureai.net/tracker/view.php?id=975&nbn=1 https://www.reddit.com/r/enderal/comments/d4iq3e/skeleton_falling_from_me_when_entering_a_place/ https://elderscrolls.fandom.com/wiki/Thread:234034
Open the console. Click once on the offending bone or skeleton, so its ID appears (this means it is the currently selected object). Type "disable" then press enter/return. Then type "markfordelete" and press enter/return. Close the console.
This can also be used to get rid of other dumb crap, like dragons that decide to die and decompose right in the middle of Riften market, or a misplaced plant that is hovering in mid-air.
Hi. I've just istalled this fixes by ModOrganizer but they didn't appear in plugin window. And Requiem didn't see this one (says that plugins not istalled). What i do wrong can help me&
It is not a script file, it is a DLL and an INI file. But yes, it is correct that it does not contain a "plugin" in the sense the OP means (an ESP or ESM or, in SE, an ESL), so it will not appear in the plugin list. It's in MO2's left pane only (and whatever the equivalent is in Vortex). It is thus similar to a mod that consists only of a script, or of some meshes and textures, but no ESP.
Of course SKSE can be installed as a mod; just parts of it must be manually installed to the Skyrim\ directory instead of Skyrim\Data\. And no, the mod parts (under Data\) should not remain in your Overwrite\ folder; you create a left-pane mod for them and move them there. The proper answer to the original question is this:
When you install an SKSE plugin via MO2, its SKSE folder is going to be inside its mod list entry in the left pane. You may have an MO2 path for this mod of something like "D:\Modding\MO2\mods\Bug Fixes\", so the SKSE directory for purposes of that mod will be "D:\Modding\MO2\mods\Bug Fixes\SKSE\", and that is where MO2 will put the DLL, and it's where to edit its INI file if necessary. This will merge with other SKSE mods into your real SKSE directory at runtime (e.g. "D:\SteamLibrary\SteamApps\Common\Skyrim\Data\SKSE\").
Not everyone installs SKSE this way. Mod developers often install it entirely into the real game folder and have it unmanaged by MO2, so they can run the game in stripped-down near-vanilla state for development and testing purposes outside MO2, with only SKSE and whatever they are working on and its dependencies. In such a case, your MO2 install folder for some SKSE mod like this is still as I described; you install it the same as any other mod and manage its files inside its MO2 location. The only exception (and this mod is a good candidate) is if you want the mod always to be active even when you run the game outside of MO2 for the aforementioned dev/test reasons. In that case, you just pretend you don't have MO2 for a moment, and manually install it to your real game directory, in (for example) "D:\SteamLibrary\SteamApps\Common\Skyrim\Data\SKSE\".
A final note: Don't install SKSE via Steam, ever. Install it (manually or via MO2) directly from its website, and do not upgrade it mid-game if a new version comes out, or you'll break everything. People found all their saves dead after Steam pushed an SKSE update for Special Edition. This has happened multiple times, in fact. I have no idea if Steam would ever push an update of SKSE for LE, but I will not risk it. Get SKSE directly from https://skse.silverlock.org
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But not this cloak mods and not BFSEffects are real cause ctds, this mods just provoke game engine to crash.
Mod Touring Carriages need for help test, automate. Need go on carriage from Whiterun stable to Windhelm - this path most ctds causing.
For multiple chance ctds and overload game engine need copy BFSEffects.esp 10 times, that is have 11 versions of this mod and have 11 cloak effect in game on player and have 22 events on each NPCs.
This 11 cloak effects will spam Apply effect. With this cloaks mods and Touring Carriages possibly have very rare (during normal play) CTDs on almost every trip (more often than not it’s even impossible to get to the end trip).
Thats all only test stand for fixed CTDs causing. Next i try find reason... but after disable half game i still cant found. I disable all quests\events and many more. I dont know what need disable more for find reason CTDs... maybe you know that. Ty.
When standing still vertical look sensitivity is tied to frame rate. Higher FPS will reduce sensitivity proportionally. This can give the impression that horizontal and vertical sensitivity don't match up or that exterior and interior vertical sensitivity are different (due to the FPS difference).
Lip Sync Fix. Included here so you don't need to have both installed.
Fix Slow Time Camera. Included here so you don't need to have both installed.
(Optional - disabled by default) Cap havok FPS to 60. This can help against the "physics explosion" some people get after loading into a cell. This needs more testing, that's why it's disabled by default for now. You still need to limit your FPS to 60 even with this enabled!
It took me less than 2 seconds to copy, paste, and post the answer to this question.
Here are some links on this issue:
https://sureai.net/tracker/view.php?id=975&nbn=1
https://www.reddit.com/r/enderal/comments/d4iq3e/skeleton_falling_from_me_when_entering_a_place/
https://elderscrolls.fandom.com/wiki/Thread:234034
This can also be used to get rid of other dumb crap, like dragons that decide to die and decompose right in the middle of Riften market, or a misplaced plant that is hovering in mid-air.
SKSE itself cant be installed as a mod.
2) In MO2 the SKSE plugin folder is located in the "Overwrite" folder.
Like this: C:\Users\UserName\AppData\Local\ModOrganizer\UserName\overwrite
3) This can be installed directly by MO2 no need to do it manualy.
When you install an SKSE plugin via MO2, its SKSE folder is going to be inside its mod list entry in the left pane. You may have an MO2 path for this mod of something like "D:\Modding\MO2\mods\Bug Fixes\", so the SKSE directory for purposes of that mod will be "D:\Modding\MO2\mods\Bug Fixes\SKSE\", and that is where MO2 will put the DLL, and it's where to edit its INI file if necessary. This will merge with other SKSE mods into your real SKSE directory at runtime (e.g. "D:\SteamLibrary\SteamApps\Common\Skyrim\Data\SKSE\").
Not everyone installs SKSE this way. Mod developers often install it entirely into the real game folder and have it unmanaged by MO2, so they can run the game in stripped-down near-vanilla state for development and testing purposes outside MO2, with only SKSE and whatever they are working on and its dependencies. In such a case, your MO2 install folder for some SKSE mod like this is still as I described; you install it the same as any other mod and manage its files inside its MO2 location. The only exception (and this mod is a good candidate) is if you want the mod always to be active even when you run the game outside of MO2 for the aforementioned dev/test reasons. In that case, you just pretend you don't have MO2 for a moment, and manually install it to your real game directory, in (for example) "D:\SteamLibrary\SteamApps\Common\Skyrim\Data\SKSE\".
A final note: Don't install SKSE via Steam, ever. Install it (manually or via MO2) directly from its website, and do not upgrade it mid-game if a new version comes out, or you'll break everything. People found all their saves dead after Steam pushed an SKSE update for Special Edition. This has happened multiple times, in fact. I have no idea if Steam would ever push an update of SKSE for LE, but I will not risk it. Get SKSE directly from https://skse.silverlock.org