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Conglomerate 01


Well, here I go again, made my Skyrim install a bloody mess and now I have to clean up.

It happens once or twice a year and for some "unknown" reason I always forget what to do 🤔.

Maybe this blog entry will help me remember?

(It really helps not to throw mindlessly single files into skyrim>data and forget about those later 😬)



Last Update: 29.07.2020



Blogs I find useful in combination with my own blog:

I would like to post more here, so I'm open for suggestions!


@Psalam's blog

Lots of information and hints for users new to Skyrim modding (even a category "How to use Loverslab").

Also there is a growing category about how to mod for real.


@worik's blog

Huge Blog with many interesting categories and a treasure chest full of useful links.

Pretty much every part of Skyrim modding gets treated.


@mrsrt's 2020 Skyrim LE Stability Guide

Highly Recommend Guide for Skyrim stability fixes!

I would say a must read if you find this page useful.




My blog is pretty basic and should be used as a "quick" reference. If you want to learn more about the technical aspects of how the various Stability Fixes work, you can start your research from here.

Main goal is to show how to install Skyrim right to be modded and how to use "Stability Fixes" to keep Skyrim LE stable even with a multitude of Mods.

In addition you can find here a list of tools needed to keep the game stable and in best cases even help to fix issues.

The instructions are written in a way that a user can just work through it from top to bottom (recommend!), after a first install or reinstall of Skyrim LE.

I use NMM (v0.71+) in combination with Wyre Bash to compensate for the NMM shortcomings, that's why there are many NMM related hints included in this blog.

The stability fixes are the same for use with MO, but I can't help with the special installation requirements to make them work with MO.

I mainly post only things I tried on my own Skyrim installation and that showed practically useful results. Everything posted here are the absolute basics and basically mandatory to create a stable modding environment.

In combination with Conglomerate 02 it is possible to create a setup that can be trusted to be stable and to be able to reduce possible error to make troubleshooting easier after adding more and more Nexus/LL mods.



What you find on this blog page:

Red are the most important stability fixes


  1. Installing Skyrim LE
    • Reinstalling Skyrim: Before uninstalling Mods and deleting Skyrim please check "10. Backup" first
  2. TESVedit and cleaning Skyrim Master files
  3. SKSE
  4. NMM & Hints
  5. Wrye Bash
  6. Enboost & Enboost.ini
  7. Crash fixes, CF Memory Allocator, SKSE.ini and SKSE Plugin Preloader
  8. BethINI
  9. Additional Tools:
    • LOOT
    • FallrimTools
    • NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility)
  10. Backup and preparations before uninstalling Skyrim




1. Installing Skyrim



The Download and Installation:


Before the download choose the right place to install skyrim:

  • from the STEP Guide: => ⚠️ this will prevent a lot of mod install issues you might have later via NMM or any other Mod Manager
  • Install Skyrim on a separate drive/partition from the one the Operating System is installed on, or:
    • ⚠️ Definitely: Avoid installing Steam and Skyrim in "C:\Program Files" or "C:\Program Files (x86)" folders since Windows User Account Control [UAC] will cause issues with a modded Skyrim.
    • Especially NMM suffers if Skyrim is installed in c:\program files!


After the download and installation:

After the download and installation process is finished:

  • go to steam games libary => choose Skyrim and right click on it => choose: „check local files for errors“ (only once, steam will repair and download the same files over and over)
  • go to steam games libary => choose Skyrim and right click on it => choose: „update game only on game start“


Windows User Account Control [UAC] and Skyrim installation paths:

  • change the security (read/write) settings of [<steam>\steamapps\common\skyrim]
  • change the security (read/write) settings of [<computer name>\Users\<mygames>\skyrim]
  • => This is mostly useful for NMM users, because NMM writes files directly into skyrim>data


Starting Skyrim the first time:

  • ⚠️ start Skyrim via Launcher (not via SKSE) at least once to generate skyrim.ini and skyrimpref.ini, you can find the *.ini in Users\<mygames>\skyrim
    • Hint: Users\<mygames>\skyrim,  savegames and papyrus logs can be found there too


Backup Time:

  • because downloading Skyrim from Steam takes hours and messing up the Skyrim installation is easy to do - during all the modding madness - its a good idea to make a zip Backup of the whole Skyrim folder: create a zip archive from \Steam\steamapps\common\Skyrim




2. TESVedit and cleaning Skyrim Master files



Cleaning of Skyrim's Master files with TESVEdit

=> This part is controversial. I do it everytime, but you can try also without this step and report back ^^


Since 2019 TESVEdit (part of xEdit) comes with a new Mod cleaning feature: "QuickAutoClean"


First steps:

Mod esm to be cleaned:

  • update.esm
  • dawnguard.esm
  • hearthfires.esm
  • dragonborn.esm

Cleaning Procedure:

Basically you will have to repeat those steps with each Master file in TESVEdit:

  • start TESVEdit via TES5EditQuickAutoClean.exe
  • choose only one mod esm and press "ok"
  • TESVEdit's QuickAutoClean will clean the mod automatically, wait till it finishes it's job
  • close TESVEdit and changes will be saved


Repeat this procedure for all mods that need cleaning







No Skyrim modding without SKSE!


What does it do:



  • grab SKSE from here: SKSE



  • Best way to install SKSE is manually from the 7z archive


Manual Installing:

  1. unzip downloaded SKSE file
  2. Copy the following files to Steam\SteamApps\common\skyrim\:
    • skse_1_9_32.dll
    • skse_loader.exe
    • skse_steam_loader.dll
  3. The "src" folder is only useful for programmers, most users can ignore it.
  4. Copy the files from the skse data folder to Data\Scripts\ folder of your installation. The .pex files are needed by all users of SKSE.
  5. If you create mods, copy the .psc files in Data\Scripts\Source\ into the Data\Scripts\Source\ folder of your installation. The .psc files are only needed if you have the CreationKit installed and intend to create or compile Papyrus scripts.
  • ALTERNATIVE: just drag and drop the skse data folder onto your skyrim folder =D




4. NMM & Hints



The Grabbing:


The Installation:

  • To prevent issues with Windows User Account Control [UAC], and read/write speed issues, install NMM on the same drive as your Skyrim installation.
  • For more information how to install NMM: Gopher NMM installation   
  • Best to look the whole Gopher series for NMM
  • If you want to merge mods later it might be of interest to learn how to install NMM right to prevent a folder chaos later on.
  • ⚠️Be sure to install Nexus on the same drive you installed Skyrim on!




Hints (from my experience):

  • NMM struggles with bigger mods or mods that add a lot of files, best to download them manually and add them via NMM "add mod from file" icon, actually do that with all mods to create mod backups.
  • (file/folder protection issue) after uninstalling mods - that have overwritten files from other mods - its better to restart NMM before installing/reinstalling mods
  • (file/folder protection issue) after uninstalling mods and before installing/reinstalling new mods - that use the same Skyrim folders - its best to restart NMM
  • it's better to uninstall mods instead of just deactivating them
  • just reinstalling mods repeatedly will change nothing during the install process (means same overwrite will be done, FOMODs don't restart). It is better to uninstall and then install again
  • the higher the number of mods added to NMM, the slower it will get (doesn't matter if the mods are installed or not, its the overall quantity that slows it down, tested with over 1200 added mods)
  • if a mod installation fails and NMM doesn't continue to install => close NMM => restart and remove (delete) the mod => close NMM => restart and add mod again via "add mod from file" icon. There is a good chance that this will cause leftovers in skyrim/data.
  • you can get a copy of your load order as *.txt -to post it on LL for example- from NMM plugin window => click on "export current load order" icon
  • mods that are shown in RED in the NMM plugin window have missing masters
  • It is good practice to check mod zips if they are NMM ready. Just look into them and check if the folder hierarchy is right.
  • You can add single mod files to NMM via creating a folder with the mod name and add a DATA folder inside (and and more folders as needed)
    • drop the single mod file into the right folder and zip it up
    • add to NMM
    • The Idea behind this is to keep the overview what mods got installed, instead of installing mods manually and maybe forget to remove them later. This is especially true for patch files or mod files that don't come with an esp and single script files.
  • NMM isn't great to do anything else with other than store/install mods, especially if you have a huge number of installed mods. I highly recommend to use LOOT or even better Wrye Bash for anything else, like sorting LO manually.




5. Wrye Bash



Wrye Bash

Helps to sort your load order manually and shows errors/missing masters.

I use it to compensate for the shortcomings of NMM to organize Load Orders and to create a bashed patch.

NMM manual plugin sorting is very slow (with larger LO's) and shows only minimal additional information to work with.



In addition, it's great to see how the mod authors sort the masters of their mods. This can give hints where to put them in LO, but sometimes the masters aren't sorted right by the mod author. Masters can be reorganized with TESVedit "match masters to Load Order" => this is rather optional.

With Wrye Bash it's possible to create the "Bashed patch", it helps with multiple Level lists, merges mod patches and allows you to tweak things like bounty amount, xp for training and more.


What does it do:

  • > Wrye Bash General Readme
  • > in short [from WB readme]
    • A mod installation and conflict manager   (I use that a lot for SDcages, Wenches series, Armor replacer, mods that add weapons/potions to loot lists)
    • A plugin load order manager   (great for manually sorting your load order after LOOT/NMM installation)
    • Increased mod compatibility
    • Lifting of the 255 plugin limit through automatic merging of bashed patch compatible mods
    • *.ini and settings files tweak management   (I use that for example to raise bounties, because Inte's POP wants prisoners!)
    • Screenshot management


Where to get:



  • don't run LOOT again after you have created the bashed patch (to use LOOT again on your load order remove the bashed patch first and reactivate merged mods, after LOOT rebuild the bashed patch)


  • Be careful you don't want to bash patch everything. It's possible to move mods below the bash patch you don't want to get managed by a bashed patch.


  • Mods I move below the bashed patch:
    • If more than one NPC Texture Replacer is used, they should be below the bashed patch too, or the bashed patch tries to resolve conflicts between mods that do the same
    • Dark Wing Heels Replacer.esp   (because it overwrites vanilla boots/armor replacer boots, the bashed patch tries to resolve conflicts with other replacers)
    • If more than one Armor/Weapon Replacer is used they should be below the bashed patch too, or the bashed patch tries to resolve conflicts between mods that do the same





6. Enboost & Enboost.ini



Definition of ENBoost:


Quicky found on Steam:
ENBoost uses enbost.exe to tie VRAM and RAM usage together. This does not lift the memory limit for Skyrim, but allows your card to use your computer memory to relief the stress, allowing your game to be more stable, avoiding memory spikes and making it less prone to crash from such spikes. [IIja, steam community]



More detailed explanation from the STEP guide:

In order to understand how ENBoost works, it is important to first know how Skyrim manages memory. The main Skyrim game executable, TESV.exe, is a 32-bit Large-Address-Aware (LAA) application. This means that although TESV.exe can only use a maximum of 2GB of system RAM on 32-bit Windows systems, it can access up to about 3.1GB of system RAM (4GB - about 900MB of system resources) on 64-bit systems. To drive the video card in displaying Skyrim's 3D rendered graphics, TESV.exe must store object geometry (the shapes of things in the game) and texture data cached in its memory space, which is then copied to your video card's VRAM to display. The memory limit is not a problem with an unmodded Skyrim because the cached data is dynamically loaded and unloaded to make room for new data as it's needed, and it almost never completely fills up all of TESV.exe's available RAM.

However, when mods are added to Skyrim, the memory needed for cached data is significantly increased, and the more mods that are used, especially higher resolution texture mods, the higher the chance that TESV.exe will run out of memory. When this happens, either the program crashes or some objects do not get rendered.

ENBoost overcomes this memory limitation by ...

  1. using available VRAM on your video card and
  2. using system RAM outside of TESV.exe for dynamically allocated cached data.

The second method is accomplished by running an executable named enbhost.exe, which adds up to another 4GB of memory available for ENBSeries to manage per instance. The effectiveness and performance of ENBoost is determined by a number of factors, such as size of system RAM / VRAM, quality of video card, version of Windows OS, CPU, and even motherboard memory channel speed. Fortunately, a number of ENBoost user-settings have been added to account for the enormous variety of user's system configurations.




Steps to install it:

  • grab Enboost from here: ENBSeries
  • useful tool for the configuration: VramSizeTest
  • Slothability shows how to configure Enboost with Chopin support: check vid timer
  • More detail information about enblocal.ini settings here: STEP WIKI


After download of the ENBSeries extract it and copy following files to the skyrim folder (wrapper version):

  • d3d9.dll
  • enbhost.exe
  • enblocal.ini

Enblocal.ini configuration for ENBoost use only:

usepatchspeedhackwithoutgraphics=true (CTD after using LAL bed if using ENBoost only and set this to false)

expandsystemmemoryx64=false       ⚠️crash fixes will take over this part, see next chapter
reservedmemorysizemb=128 (-256-384-512-640-768-896-1024)       ⚠️pick your poison, start small and rise if there is stuttering in-game
videomemorysizemb=6144          ⚠️check out Slothability's video for how to find the exact settings for your system => alternative: set AutodetectVideoMemorySize=true

AutodetectVideoMemorySize=true        ⚠️ If set to true ENBoost will automatically detect your available memory. Just using it now and it works reliably.


MaxAnisotropy= 16    ⚠️ make sure anisotrophic filtering is deactivated in the skyrim launcher, don't forget to deactivate this function in NIVIDA settings too.



changes in the skyrimpref.ini for ENBoost:





7. Crash fixes, CF memory allocator, SKSE.ini and SKSE Plugin Preloader



First create a SKSE.ini (SKSE doesn't create one automatically).

More info about the SKSE.ini and Skyrim Memory allocation: Gopher SMS84


To create a skse.ini just use any text editor (notepad).

The SKSE.ini is saved to: skyrim/data/SKSE

(if this folder doesn't exist yet, create one)

It should look like this:




Next grab your fix from here: Crash fixes 12

Also the Nexus Crash fixes mod page is a good read to understand what crash fixes does and possible conflicts.


⚠️Crash fixes fixes the vanilla limit of 65535 strings in save games. With all the added mods that add strings it is easy and common to go over that limit. If a savegame is over the string limit it can't be reliably loaded anymore.

Crash fixes will change the savegame format to do that, if the format was changed you need FallrimTools to open those saves for checking and cleaning, because other savegame managers like save tool can't read the new savegame format.

More information about FallrimTools in chapter 9. Additional Tools.


Crash fixes files:

  • CrashFixPlugin.dll
  • CrashFixPlugin.ini
  • CrashFixPlugin_preload.txt

=> those files go to: skyrim/data/SKSE/plugin



next grab the SKSE Plugin Preloader

Preloader files:

  • d3dx9_42.dll

=> the file goes into the Skyrim folder

⚠️ activate the memory allocator patch of crash fixes in CrashFixPlugin.ini:

⚠️to use the CF memory allocator be sure that the enblocal.ini setup is right:

(CTD after LAL or after loading an early save if set to true)


⚠️If UUNP RaceMenu sliders are used change the following line in CrashFixPlugin.ini:





8. BethINI




BethINI optimizes the game for increased graphical fidelity and performance.

It is especially useful if you modified your Skyrim.ini and Skyrimpref.ini and lost overview while experimenting around.

Just start BethINI and let it optimize your messed up INIs

It also makes a backup of your original INI if you want to transfer chosen entries.


Grab it from here: BethINI


After setting all up as listed in this blog so far I run BethINI to optimize the Skyrim configuration files (Skyrim.ini, Skyrimpref.ini).




9. Additional Tools:


  • LOOT




Sorting helps your load order. On the LL technical threads using LOOT is one of the most common pieces of advice given to newbies.

Just use it for basic sorting and to check if mods have dirty edits or missing masters.

The ultimate Load Order helper if you are new to the modding business.



Grab it from here: LOOT



  • don't use loot after creation of a bashed patch (or rebuild bash patch)
  • Run FNIS after sorting your LO and rebuilding bashed patch



  • FallrimTools

FallrimTools (includes Resaver)


What it does (blindly copied):

FallrimTools includes ReSaver, which is a powerful savegame editor/cleaner for Skyrim Legendary Edition, Skyrim Special Edition, and Fallout 4.


Why you want it:

  • If Crash fixes changes savegame format you will need Resaver to open it
  • To check your save games regularly for errors (it can give clues if a mod doesn't work right or compatibility issues or bad LO)
  • Clean your save game from leftovers after uninstalling a mod or for creating a clean save before updating a mod
  • To clean your save from unattached script instances and undefined elements
  • Check for suspended stacks and a too high active script count
  • To see what mods added scripts (for example to find out what adds too many active scripts)
  • Find reasons for glitches, lag, CTD
  • LO can be exported with Resaver as txt to post it in LL comments


Grab it from here:



Don't forget:

FallrimTools needs Java to be installed to work.



  • NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility)


NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility)


What it does (blindly copied):

A lightweight utility capable of deleting NetImmerse Override (included in RaceMneu) data from SKSE co-save files, thus decreasing both the sizes of those files and Skyrim save and load times.


Why you want it:

Every savegame from a modded Skyrim comes with two files:

*.ess => Main Save => you open that one with Resaver (FallrimTools)

*.skse => SKSE Co-Save => might need cleaning too, that's where SKSE Co-Save cleaner comes into play!


SKSE Co-Save might grow over time, in worst cases it gets bloated.

Big SKSE sizes cause longer save/loading times, in worst cases (bad mod, bad!) it makes the savegame unable to save/load or the stored data can cause glitches ingame.

Read more about what mods add data to SKSE Co-Save: NetImmerse Override Cleaner




10. Backup and preparations before uninstalling Skyrim:



Sometimes it's necessary to reinstall Skyrim from scratch.


Usually you could just uninstall Skyrim, delete the leftovers and drop your Skyrim Backup into the old Skyrim folder.

Still this means you have to recreate all those *.ini files again and you will loose your saved character presets and mod MCM settings (*.json).

Also you will have to search for all those stability tool files again.


So I was thinking what files I would rescue for a faster Skyrim rebuild:



For NMM:

[ > Nexus Mod Manager > mods ]

  • Backup of all mod zip files.

Especially if they got renamed or modified.

Just drop the zips back into your NMM mods folder after moving or reinstalling NMM.



[ > Nexus Mod Manager > mods > categories ]

  • Categories.xml

I create lots of categories in NMM to keep the Overview.

Just drop the zips back into your NMM mods folder after moving or reinstalling NMM.



For all:

[ > skyrim ]

  • Screenshots!

Hey, some of them are actually good 😋


[ > skyrim ]

  • d3d9.dll
  • enbhost.exe
  • enblocal.ini

Save the trouble to download them again and you have a ready to use enblocal.ini for the new Skyrim installation.


If you are there already also grab the:

  • d3dx9_42.dll

from the SKSE Plugin Preloader


[ > skyrim > data > skse ]

I just copy the whole SKSE folder.

In there you find:

  • Nioverride.ini
  • SKSE.ini
  • Mod *.json files (MCM settings and more)
  • Character Presets
  • HDT settings
  • Crashfix.ini
  • CrashfixPlugin files
  • StorageUtilData


[> skyrim > data]

Schlongs of Skyrim saves it's MCM json into the data folder:

  • SOS.json



After reinstalling Skyrim just grab the files needed from your backup SKSE folder.

⚠️Don't just copy the whole folder over, because some might not be needed for your new setup or might even conflict with newly installed/updated mods (for example DFC v12.x doesn't go well with json created with DFC earlier than v12.x.)

⚠️Some mods can't read a copy-pasted json right away, in that case save the MCM ingame once and exchange the json with the one you used last.




Recommended Comments

2 minutes ago, iggypop1 said:

About BethIni........running this tool will that change the ini changes i allready made?

as far as I know: yes

Link to comment
22 minutes ago, iggypop1 said:

About BethIni........running this tool will that change the ini changes i allready made?

Yes, it does. Keep a backup, if you want to doublecheck later.

In my experience, BethIni is best used as a starting point and add your own edits later.


E.g. for my (years-old-stable) setup BethIni would ruin more than it would fix :classic_laugh:

Link to comment
42 minutes ago, iggypop1 said:

About BethIni........running this tool will that change the ini changes i allready made?

Yes, as worik and Nyrma pointed out already.

Beth.ini does an automatic backup after saving changes.

Still it's better to make manual backup and remember what changes you made yourself (even better if you know why you made those changes lol).


Beth.ini is a bit like LOOT. Use first, modify later.

After messing up, reuse those tools ^^

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Little update:

  • added FallrimTools
  • added SKSE Co-Save cleaner
  • some spelling errors fixes and new ones added (don't ask about grammar, she left me on bad terms)
  • some information overworked and others removed


EDIT 01: Would be interesting to know if HDT data gets also stored in SKSE Co-Save 🤔

EDIT 02: I need an uniform structure for all entries, it starts to get confusing 😔

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11 hours ago, donttouchmethere said:

EDIT 02: I need a uniform structure for all entries, it starts to get confusing 😔

You do :classic_laugh:! Though it's still ok for the newcoming reader, but close to the borderline

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On 6/14/2020 at 7:39 AM, worik said:

You do :classic_laugh:! Though it's still ok for the newcoming reader, but close to the borderline

I all evolved from just notes I made for myselv.

Being chaotic I looked somewhat organized.

But now I'm not so sure anymore 😬

Link to comment
On 2/25/2020 at 6:59 PM, donttouchmethere said:

I normally only have to rebuild Skyrim once in a year,

But it takes you eleven months to do. 🤣

Link to comment
9 hours ago, Grey Cloud said:

But it takes you eleven months to do. 🤣

Use my blog to speed up the rebuild 😄

And don't browse Nexus to find some new mods you could add while rebuilding 😬

Resist the urge to try mods that didn't work before again, because it's a fresh install right, so it has to work better! 🙄

At least a fresh installed NMM is crazy fast 😊

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Hello, thank you for the very detailed guide on setting up Skyrim. I've followed all of the steps you've outlined but for some reason my Skyrim is crashing as soon as it is launched. I've gone through all the steps in your post multiple times to make sure I've successfully completed them 

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1 hour ago, FlabbyScroll said:

Hello, thank you for the very detailed guide on setting up Skyrim. I've followed all of the steps you've outlined but for some reason my Skyrim is crashing as soon as it is launched. I've gone through all the steps in your post multiple times to make sure I've successfully completed them 

If you have missing masters or other LO related issues your game will CTD on startup.

Another source for CTD on game start is too many animations.

Seeing your post in tech support there are too many possible sources for errors 🤷‍♂️


Best you start small and get sexlab and MNC SLAL running and go form there.


Also check out Conglomerate 02 for inspiration how to setup Sexlab and MNC right ;D

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Not much, just trying to clean up a little while having the feeling that @worik watches over my shoulder all the time 👀

Trying to get a feeling for an uniform scheme for all Sections (while hunting down the worst spelling mistakes).


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I've been away from Skyrim for a bit, is MO2 no longer the preferred mod organizer?

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13 hours ago, Lenore said:

I've been away from Skyrim for a bit, is MO2 no longer the preferred mod organizer?

To me it is but I have not used any of the others for years. I even use MO1 for some older stuff that i still have on my computer. Vortex is probably worked on and updated more but posts about its limitations and association with Nexus have turned me off to it. MO2 does everything I need.

Link to comment
On 1/30/2021 at 8:24 PM, Lenore said:

I've been away from Skyrim for a bit, is MO2 no longer the preferred mod organizer?



If you use already any version of MO, by all means, stick with it.

I still use NMM, but only to install and store mods. Everything else is done with tools outside of NMM.

From my perspective NMM is good just to install stuff and that's it. MO is much more helpful to install and create LOs, especially huge setups with over 500 mods.

I'm just so used to the "NMM (+BS)+Wrye Bash+TesVedit+Smash Patch+Merge Plugins" combo and know how to install most mods (and NMM's shortcomings) that I never came around to change to MO.

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@llloyd4 thanks for pointing out an error in the Enblocal.ini for ENBoost on my blog:



anisotrophic filtering= 16 


in my enblocal.ini it is




Corrected to




(took me long enough to fix that, right?^^)

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31 minutes ago, Pixel_Errante said:

Hi, Is this guide eligible for Skyrim SE?

Not completely and literally, but at least it points in the same direction and way of thinking.

Some SE specialities might be missing, some LE specialities don't apply.


For SE, this one might help you, too:


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I need to make one suggestion for a correction:


You need to run LOOT while Wrye Bash is running.

The two programs talk to each other via the LOOT API.


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