Skyrim Special Edition
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PhysicsFish

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  1. PhysicsFish
    PhysicsFish
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    This is the last time I repeat myself: This is a list of tweaks you may possibly want/that may improve performance. You don't need all of them and I have always encouraged customising the list for your own personal tastes. Removing bEnableAudio=0 can fix the consistent crash on exit bug but is also a fix for some CTD issues which is why I leave it in the list. As always, please read the mod description - there is a list of the tweaks and information about them!
  2. Pickelsturn
    Pickelsturn
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    i get no response when i try to close CK
    1. lothaireman
      lothaireman
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      Same
    2. PhysicsFish
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      Always been an issue for me without any tweaks. As long as you save before you exit, it shouldn't give you any problems.
    3. Pickelsturn
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      i don't have this issue when using vanilla or this one https://www.nexusmods.com/skyrimspecialedition/mods/2786/
    4. PhysicsFish
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      Could be any number of the different ini settings we have. CK is a fickle programme. From a quick search, I've seen suggestions of bEnableAudio=0 as a potential cause. Could try removing that.
    5. BoneTongue
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      The creation kit will crash on exit by default with some of the "anti crash fixes

      If you would rather crash during creating your mod, enable your audio and it should get rid if the crash on exit
    6. Pickelsturn
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      idk how the crash at the end can influence the mod itself, maybe CK makes some last workes when it gets closed
    7. PhysicsFish
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      If you save before closing you don't lose anything. It makes no real difference. I would rather it CTD after I've saved than while I'm working on a mod before saving...
    8. SilentPrayerCG
      SilentPrayerCG
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      same. not responding on exit
    9. SkyrimFantom
      SkyrimFantom
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      It was an issue before and after the tweaks, right @PhysicsFish. Not a problem of this mod.
    10. PhysicsFish
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      For me, yes it has had issues closing without tweaks. I think almost anyone that uses CK a lot will have experienced this at least once. I have already addressed that one line may cause this issue consistently, a line that happens to be used to fix some CTD during CK usage. I have repeated myself enough already that I encourage people to alter/remove any of the tweaks they do not wish to use. As I have already stated, I would rather crash before and have saved my work than during and lose it. I won't be repeating myself again, so will be closing comments.
  3. xenaroadwarrior
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    Thanks for this! I have used some of these tweaks for a while, but others are new to me, so it's much appreciated!
    I have a question though..... I have used bBlockMessageBoxes=1 for a while and it's great but I was wandering if there is an equivalent thing for the Warning window that pops up. It's not one you have to say OK to, so it can be ignored.
    I just slide it down to the bottom of my screen so it doesn't obstruct anything, but it's still annoying to have do do that every time.
    Any ideas?
    1. PhysicsFish
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      For that, I don't know of one. I did try to find one but I didn't manage to. It is annoying but on the very rare occasion, it might say something useful... I just keep it open in the background without closing and it tends to be less of an annoyance that way. Seems to pop up less.
    2. xenaroadwarrior
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      Thank you.
  4. Mebantiza
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    This ini results in the CK being able to close properly. Not only that, it can lead to multiple instances of the CK buried in background processes. Use the default INI, with only multiple masters enabled, and it shuts down instantly. Sure, with this, you save annoyance and a little time on the startup, but you give it all back when it comes time to shut down.

    1. PhysicsFish
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      Don't like it, don't use. I do not have multiple instances issue so can't help you there. If you remove bEnableAudio=0 (or remove other CTD fixes) it can stop the closing issue from happening entirely. As I've already stated, only use lines that you want to use... bBlockMessages=1 I wouldn't do without and it does not just save time on start up, it greatly improves my performance when working in the render window.
    2. Mebantiza
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      I think there is something you fail to grasp here. 'Like' never entered into it. The matter of 'Works' vs does "Not', does. This does not really work fully, partially at best. The features that do work, tend to be nullified by the things it is doing that it does that do not, thus, not a keeper. In a narrow sense, I suppose one could say I didnt ' like' having to shut down the CK in task manager every single time , since this file of yours turns, as offered, turns the CK into a TSR.
      My own tweaked INI did what it needed to, and the CK did terminate properly ever time. So yes, it is back to that.
    3. PhysicsFish
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      You're entitled to your opinion, but I quite explicitly gave you an answer that could have fixed that 1 issue entirely. Quite frankly, I'd rather crash after saving than beforehand. The tweaks massively boost performance in the render window and that is not nullified by something you can fix by removing 1 line - something I've encouraged in both the description and comments.
  5. AndrealphusVIII
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    Looks nice. Thank you for sharing.

    I have a question though: Does anyone here know whether there is an INI tweak to disable regenerating facegen when saving?
    1. SkyrimFantom
      SkyrimFantom
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      +1
    2. PhysicsFish
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      I couldn't find one, no.
    3. TheMalazan
      TheMalazan
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      When I'm finished creating a follower, or before I open a follower or npc, I set the nif to 'read only' which blocks the CK from updating.
  6. BoneTongue
    BoneTongue
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    good job, i'll look at my ini and see if there's anything you could add that would be of use
    1. BoneTongue
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      [Image Space]

      bDoMotionBlur= 0
      bDoRadialBlur = 0
      bDoDepthOfField = 0


      This makes it so the creation kit will by default run faster in render window, and it will disable the annoying blur when you have an image space loaded on a cell
    2. BoneTongue
      BoneTongue
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      [SpeedTree]
      iCanopyShadowScale= 256

      this reduces the shadow resolution by half, making exteriors faster and easier for the render window, improves performance

      [LOD]
      bDisplayLODTrees = 0
      bDisplayLODBuildings = 0

      this makes it so the CK will show little to no lod, increasing performance and stability in exteriors
    3. BoneTongue
      BoneTongue
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      [Water]
      bUseWaterReflections=0
      bUseWaterHiRes=0

      This causes water to pose less stress to the CK in the render window by making water use the bare minimum resolution and no reflections
      Will cause faster exterior rendering and less crashes

      [Display]
      iShadowMapResolutionPrimary=1024
      iShadowMapResolutionSecondary=512
      bDoActorShadows=0
      bDrawShadows=0 (if desired)

      this will lower the resolution of rendered shadows to half resolution from default, it will make the creation kit faster and less stressed when rendering shadows, and actors will not have shadows cast upon them in the ck, ALSO speeding up render speed and stability

      bDrawShadows is for those with weak PC's that cant handle the rendering of shadows even with the tweaks above
    4. BoneTongue
      BoneTongue
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      [Movement]
      iAutoSave Time=5
    5. PhysicsFish
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      Cheers, I'll test them on mine and see what happens.
    6. SkyrimFantom
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      iAutoSave Time=5

      what is this doing ? Explaining what those values do would be helpful., :)
    7. BoneTongue
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      the autosave one causes the CK to do a quick autosave for every 5 mins of movement in the render window
    8. BoneTongue
      BoneTongue
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      I just updated all of my tweaks with explanations
    9. SkyrimFantom
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      Thanks :)

      But autosave could be annoying when you edit a mod with many NPC. Because the CK would export the facegen date every 5 min too, right ? I dislike this feature in the CK 2.0.
    10. PhysicsFish
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      You don't need to use all of the lines, remove any you do not like/want.
  7. ShadyLurk3r
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    Wow awesome, thanks for doing this! saves hell of a lot of time.
    1. PhysicsFish
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      Glad you find it useful.
  8. Simon73
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    Thanks man, you saved me from the boring 100.000 usless messages coming from the CK each time that i need to save an old form esp to the new one....
    1. PhysicsFish
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      They used to drive me mental. Just sat there clicking through them until I realised you could block it. Now I can nip and make a coffee while everything is loading up...
  9. Spawnkiller
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    Hello

    Thank you for providing this sse ck tweaks.

    I have two questions:
    - Why did you provide a CreationKitPrefs.ini, what did you change and why?
    - Why did you not provide the "CreationKit.ini" file as "CreationKitCustom.ini"? That is the most useful way to change any CreationKit.ini values as the "CreationKitCustom.ini" file won’t be overwritten when Bethesda updates sse ck again.

    This method is also pointed out in your tweak source article:
    "A new feature of the SE Kit is the CreationKitCustom.ini. You may need to create it using NotePad. This should be placed in the Skyrim SE installation folder: Steam > steamapps > common > Skyrim Special Edition."

    wbr Spawnkiller
    1. PhysicsFish
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      "The reason you create a CreationKitCustom.ini is so you do not have to readjust the settings every time the kit or Skyrim SE is updated."

      CK is not regularly updated so I do not bother with custom. Some people may be downloading simply because they messed up their ini files and want to replace them hence included prefs. As mentioned in description.
    2. Brandon007
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      Why not just include the CreationKitCustom.ini version as a separate download?
    3. PhysicsFish
      PhysicsFish
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      Will update the ini with a few tweaks and upload separately.
    4. Spawnkiller
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      Hello PhysicsFish

      That’s great to see you also supporting the CreationKitCustom.ini version, thank you.

      wbr Spawnkiller
  10. Shiva182
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    Why have the archive part? It's the same as the original ini, except the empty ModName.bsa + the textures.bsa and update.bsa which doesn't exist

    Will it mess my CK up with the changing of the scripts path since I've already unpacked my scripts to Data/Source/Scripts? CK seems to be able to find them anyway.
    1. PhysicsFish
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      You can remove any parts you don't want to use, if it is the custom ini just delete that line. I've recently found out it is not important to have archive so will be removing and updating without archive part.
  11. deleted58243266
    deleted58243266
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    The [General] section is listed twice in your description. If you add suggested tweaks by ff7legend it will look like this.
    Spoiler:  
    Show
    [AUDIO]
    bEnableAudio=0

    [GENERAL]
    bAllowMultipleMasterLoads=1
    uGridsToLoad=1

    [ARCHIVE]
    sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Update.bsa
    SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, ModName.bsa, ModName - Textures.bsa

    [Grass]
    bAllowCreateGrass=1
    bAllowLoadGrass=0

    [MESSAGES]
    bBlockMessageBoxes=1

    [Papyrus]
    sScriptSourceFolder = ".\Data\Scripts\Source"


    which will be easier to copy once it is put inside a spoiler quote.

    Also it would be better if you create an INI file using notepad named "CreationKitCustom.ini" and paste the tweaks inside. then put it right next to "CreationKit.ini"
    1. PhysicsFish
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      I noticed. Uploaded Custom already. Done.