Skyrim Special Edition
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bluebuiy

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bluebuiy

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183 comments

  1. bluebuiy
    bluebuiy
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    Hey,
    I updated the plugin to qt6 for MO 2.5.0 and added a few features to help with gog installations or other strange path issues. If you had those path issues let me know if it's working for you without needing source changes.
  2. aragonit
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    This is one of the most amazing time savers! To top this I could only imagine it taking a LOOT log of files to clean and do it automagically.

    I have encountered something strange right now: After selecting a few mods to clean, click clean, then MO2 prepares the VFS, xEdit starts and I see the message:
    Exactly one Module must be selected for Quick Clean mode

    The solution:
    To make sure you get the right format, use this site:
    https://www.freeformatter.com/javascript-escape.html#before-output
    Then paste only the data needed in the field and it will be converted.
    to find out which paths are wrong:
    Run SSEEditQuickAutoClean once from MO2 "normally", clean something small and check at the top of the output for all paths used. Paste them in Notepad.
    Then run Clean Plugins once, and compare the paths. No need to change a path
    that's correct, just keep the ones which need changing, format them
    according to the https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches and put them through the JavaScript Escaper.

    Worked perfectly for me after that.
  3. Aurelianis
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    For anyone trying to get this to work with Starfield, figured I'd let you know what worked for me:

    • Open BatchPluginCleaner.py in Notepad or Notepad++ or whatever you use for text files.
    • Change line 262 from sseeditPath = "SSEEdit" to sseeditPath = "SF1Edit64"
    • After adding to your MO2 plugins folder, restart MO2 and go to Tools > Settings
    • Go to Plugins and find this plugin in the list towards the bottom and change explicit_ini_path to true. (I had an error about not being able to find the ini in SF1Edit until I changed this)
    • Install Baka Disable My Games Folder (I had an error that it couldn't find SF1Edit64 until I installed this)
  4. sabster123
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    i changed seeditPath = "SSEEdit" to sseeditPath = "FO4Edit"


    I keep getting this error when I run MO2 batch Cleaner. any ideas please? Thanks

    1. bluebuiy
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      You can override xedit exe name in the settings now.  That's what the setting "exe_name_xedit" is.
  5. cricketchick25
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    I feel so daft, but I cannot get this to run. I followed the instructions to put the .py file into the MO2 plugins folder. I have SSEEdit exactly named in my tools drop-down. I went on the Xedit discord for support. One of the users even sent me their version of the .py file. It still won't show up in my tools settings or tools shortcut bar. I have redownloaded it, and I've restarted both my computer and MO2 several times. I do not know what else to do and I can't find anyone else who knows why it won't work. Do you have any ideas?
    1. bluebuiy
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      All I can think is to check if the plugin is enabled in settings.  If so, maybe it's disabled.
    2. aragonit
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      Did you by chance put BatchPluginCleaner.py in a subdirectory of \plugins?
      You also may need to enable the plugin: Tools -> Settings -> Plugins
      Look for Tool on the left side list. Probably the first should be Batch Plugin Cleaner.
      Make sure it's enabled.
    3. cricketchick25
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      Thanks for the suggestions. I will double check that I put it directly into the plugins folder, which I'm sure I did. I wasn't able to enable it in the tool settings as it just wasn't there to enable. This is why I'm so damned confused. I'll have a look again, tho, so thanks to both for your for your suggestions. 
    4. Meauxn
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      having the same issue as above. also getting an error whenever i open MO2 for the plugin some issue with python import
      from PyQt6.QtCore import Qt, QCoreApplication, pyqtSlot, pyqtSignal, QAbstractItemModel, QModelIndex
      ModuleNotFoundError: No module named 'PyQt6'
      Edit: error was because my MO2 was out of date, which i fixed, but the tool still doesnt show up.
  6. guchierrez
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    it runs fine but doesnt clean the plugin
    1. guchierrez
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      ok, this is weird. the script ran through all cc content with sseedit 4.1.5. and at first it didnt seem to have cleaned the scripts, because they still showed up as dirty in loot.

      i downgraded to 4.0.4 and tried cleaning a single plugin. same result, then i tried copying the cleaned plugin from my skyrim in the steam folder, and pasting it into my game root folder (mod organizer) and surprisingly, it was cleaned.

      so the script cleans the plugins in the main game folder, but not the game root folder (mod organizer). very weird. when i run sseeditquickclean.exe through mo2, it cleans the game root's folder plugins.
    2. bluebuiy
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      What version are you using? Do you use gog? Do you have explicit data path set to true?
    3. guchierrez
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      skyrim anniversary edition, steam version. dont know where i can set the data path.
    4. guchierrez
      guchierrez
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      setting explicit data path and ini path solved the problem. thanks.
  7. urbon
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    I keep getting the message about antivirus even if have it with exception and the antivirus disabled :/
  8. UltraHex
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    May I suggest:

    result, exitcode = self.__organizer.waitForApplication(exe, False)
    if not result:
    self.__canceled = True
    elif exitcode != 0:
    failed.append(plugin)
    else:
    clean_count += 1

    This will let the user interrupt the process by pressing the "Unlock" button.

    EDIT: Could I also get a f'-D:"{self.__organizer.managedGame().dataDirectory().absolutePath()}"'
    in the args?
    1. bluebuiy
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      Yea thanks for the suggestions.
  9. SAJEEBM
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    godzilla had a stroke trying to understand the fix for "Exactly one Module must be selected for Quick Clean mode" issue. can anyone pls explain what i need to do. 

    EDIT: I finally understood what the gentleman was trying to say and here is an easier solution imo if anyone need it. The path changed possibly due to moving the skyrim installation folder. The path is set in windows registry. It can be fixed by opening launcher and running the game once. If that does not fix it follow these steps 

    1. open registry editor
    2. HKEY_LOCAL_MACHINE>SOFTWARE>Wow6432Node>Bethesda Softworks
    3.change the directory of skyrim on the right panel.

    everything should work fine now. 
    1. Linapse
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      Man, you are my savior! I don't know how are you figure it out but you are definitely genius. Thanks, man!
  10. viblake
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    I keep getting this error, I have no clue why.

    Cannot launch program
    Cannot start FO4Edit
    This error typically happens because an antivirus is preventing Mod Organizer from starting Programs. Add an exclusion for Mod Organizer's installation folder in your antivirus and try again.

    Error 5 ERROR_ACCESS_DENIED: Accessisdenied. (0x5)
    . binary: 'C:\Modding\MO2\FO4Edit'
    . owner: (file not found)
    . rights: (file not found)
    . arguments: '-QuickAutoClean -autoexit -autoload "DLCNukaWorld.esm" -D:"C:/Steam/steamapps/common/Fallout 4/data"'
    . cwd: 'C:\Modding\MO2'
    . stdout: no, stderr: no, hooked: yes
    . MO elevated: yes
    . usvfs x86:ok x64:ok proxy_x86:ok proxy_x64:ok


    I've tried adding the exception, closing my AV, redownloading the script, nothing seems to get it to work. It's correctly changed to path to FO4Edit.

    Edit: Fixed it, had to make sure the name of the Executable in MO2 was FO4Edit, not xEdit, even though it was pointed to FO4Edit.exe
  11. CoCoVEVO
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    i know this is probably a stupid question on my end, but does this work on Vortex? or is there a separate version for Vortex?
    1. bluebuiy
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      No, mod organizer only
    2. rmtpsr
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      https://www.nexusmods.com/site/mods/61

      This is the alternative for vortex
  12. redbear762
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    Is hang time normal? Mine just stopped with the note box saying "Application must run to completion because it's output is required". This is a short 106  member modlist.

    Edit: I'm going to end the program because I need my computer back. Crossing my fingers and hoping Skyrim works later.
    1. bluebuiy
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      I can't do anything about xEdit hanging.  If the plugin is hanging then maybe i can figure something out for that, but it really depends on how the plugin api handles invoking processes.
    2. redbear762
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      Thanks, I got it working but Lords of Night, QuickAuto Clean is nowhere near 'quick'! - 400 mods and it's been almost 4 hours with no stopping yet. If I'd known this, I'd have run it overnight!

      From your personal experience, is this normal?
    3. bluebuiy
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      It's probably normal to take so long, but I never ran massive modlists so i dont know. I made this tool because cleaning the creation club content was annoying.  The creation club plugins cleaned in a couple minutes for me.  You are probably done cleaning already but if not you could check if you are thrashing (out of ram).  xedit has to load each master that a plugin depends on so depending on how big the plugins are you could run out of memory if you are doing something else at the same time.  That's another reason it could be taking you a long time, it has to reload the same large masters over and over again (ie skyrim.esm)
      "Quick" auto clean is still doing all the normal cleaning.  I dont actually know why it's called quick.  I think it's a little different than manually setting up cleaning filters.  
  13. SoloDoloPoloOlaf
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    Amazing mod, I have fallen in love with you lads that make MO2 plugins. However, there is a slight problem which should be addressed in the description. The STEP guide tells people to rename SSEEdit to xEdit. That change fucks up the plugin as it can't recognize xEdit. Of course, the fix is easy: you rename xEdit back to SSEEdit and run the plugin.