Jump to content

Search the Community

Showing results for tags 'skse'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community
  • Skyrim
  • Fallout 4
  • Oblivion
  • Fallout 3 / New Vegas
  • The Sims 4
  • The Sims 3
  • Other Games
  • General Discussions
  • Skyrim Ladies's Screenshots
  • NSFW Skyrim & Fallout's NSFW Softcore Area
  • NSFW Skyrim & Fallout's NSFW Hardcore Area
  • The Spooky Supernatural's The Spooky Supernatural Screenies
  • The Lore(ish) Club's Lore(ish) Screenshots
  • The Lore(ish) Club's Lore(ish) Discussion
  • The Lore(ish) Club's Lore(ish) Stories
  • Quality Lovers Club's 3D Artworks & Videos
  • Quality Lovers Club's 2D Artworks & Videos
  • Quality Lovers Club's Music & sounds works
  • LGBT Community's General Discussion
  • LGBT Community's Uhh... Stuff.
  • LGBT Community's Sexy Gaming Girls
  • LGBT Community's Sexy Gaming Guys
  • LGBT Community's Sexy Gaming Characters (Everything In-between)
  • LGBT Community's Nothing to see here...
  • Club 34's Discussion
  • Club 34's Gallery
  • Misfit Toyz's Club Rules
  • Misfit Toyz's Discussion
  • Misfit Toyz's Ren'py Games
  • Misfit Toyz's Unreal Engine Games
  • Little Ladies's Club Rules
  • Little Ladies's Discussion
  • Little Ladies's Anime and Manga
  • Little Ladies's Gallery
  • Communauté Francophone's Galleries d'images
  • Communauté Francophone's Taverne
  • Communauté Francophone's Général
  • Communauté Francophone's Support Technique
  • BDSM CLUB's Question asking about BDSM
  • BDSM CLUB's Member Introduction & Questions for Specific Members
  • BDSM CLUB's General Discussion
  • BDSM CLUB's Lessons about BDSM
  • SIMS 4 CLUB's General Discussions
  • Starbound Club's Mods Ideas
  • Starbound Club's General Discussion
  • Pregnancy Club's Topics
  • BULLET CLUB's NJPW - Spot
  • BULLET CLUB's WWE - Spot
  • BULLET CLUB's ROH - Spot
  • BULLET CLUB's iMPACT - Spot
  • BULLET CLUB's Lucha Underground - Spot
  • The Erectoral Collage's General Discussion
  • The Erectoral Collage's Modding
  • The Erectoral Collage's MMOs
  • The Erectoral Collage's Art
  • The Erectoral Collage's Screenshots/Machinima
  • Beast Fucker's Art
  • Beast Fucker's Beast Fucking Pictures
  • Fetish Club's Name your fetish!
  • Fetish Club's Screenshots
  • Wasteland Wonders's General Area
  • LoversLab Furries's Chat
  • Music Lovers Club's General Discussion Thread
  • Music Lovers Club's The 70s
  • Music Lovers Club's The 80s
  • Music Lovers Club's The 90s
  • Music Lovers Club's The 2Ks
  • Music Lovers Club's The 2010s
  • Music Lovers Club's Older Music Area
  • Music Lovers Club's Scores
  • Futanari Paradise's Forum
  • BodySlide Lovers's Club forum
  • Fantasy Factory Deva's's Sim Of The Day
  • Amber's Play Room's Talk about stuff
  • Amber's Play Room's Request Box
  • Amber's Play Room's C:/Program Files/BethesdaSoftworks
  • Amber's Play Room's C:/Program Files/Steam
  • Amber's Play Room's Skill Set: Mercs wanted!
  • Amber's Play Room's Raul's Noodles
  • lore-friendly RP (18+)'s OC's (non-adult)
  • lore-friendly RP (18+)'s OC's (adult)
  • lore-friendly RP (18+)'s RP's (Adult and non-adult)
  • The Dark Humor Club's The Dark Joke Thread
  • The Dark Humor Club's The Meme Thread
  • The Dark Humor Club's Our Black Souls
  • The Dark Humor Club's The World Is Not Always So Dark
  • Alternative and proud's Introductions
  • Alternative and proud's Roleplay
  • Alternative and proud's Gallary
  • Paradox Grand Strategists's Crusader Kings 2
  • Vampire Succubus Playstyle Club's Rules
  • Vampire Succubus Playstyle Club's Welcome
  • Vampire Succubus Playstyle Club's This is what we are doing here
  • M/FF, F/MM or three way sex lovers's Pictures
  • M/FF, F/MM or three way sex lovers's Stories and fantasies
  • Hardcore Hentai's Topics
  • Comunidad de Habla Hispana de Loverslab's Enlaces
  • Comunidad de Habla Hispana de Loverslab's Pedidos
  • Comunidad de Habla Hispana de Loverslab's Comentarios
  • Comunidad de Habla Hispana de Loverslab's Utilidades
  • Comunidad de Habla Hispana de Loverslab's Capturas-Screenshots
  • Comunidad de Habla Hispana de Loverslab's ¿Quién soy?
  • Comunidad de Habla Hispana de Loverslab's Guías y Tutoriales
  • Sims XXXX Stories's Organic Stories
  • Sims XXXX Stories's Taboo Stories - Brother and Sister
  • Sims XXXX Stories's Taboo Stories - Other Stories
  • Sims XXXX Stories's Self Help Stories
  • Sims XXXX Stories's Pictures
  • Sims XXXX Stories's Taboo Stories - Mother and Son
  • Belgique francophone : Wallonie's Bienvenue à tout les nouveaux membres!
  • Belgique francophone : Wallonie's Informations
  • Uastheone's Looking for adult codec in the process.
  • Uastheone's Intel 2020 inbounds
  • Uastheone's Have a excellent year of the RAT
  • Uastheone's Still Rocking 2020
  • Uastheone's Nature
  • otakus of loverslab's Anime discussions
  • otakus of loverslab's Adult anime & Hentai discussions
  • otakus of loverslab's None-adult gaming discussions
  • otakus of loverslab's Adult games & hentai games
  • otakus of loverslab's Manga none-hentai only
  • otakus of loverslab's Hentai manga & doujinshi
  • otakus of loverslab's Mods requests
  • otakus of loverslab's Release dates of games,anime & manga including adult games,hentai games,hentai,hentai manga,doujinshi
  • Storytellers Club's Guides and Tutorials
  • Storytellers Club's Skyrim Stories
  • Storytellers Club's General Discussions
  • Workshop Skyrim's Before installing skyrim 32bit
  • Workshop Skyrim's Basic Tools to install
  • Workshop Skyrim's Internal Tools for skyrim
  • Workshop Skyrim's Modding tools
  • Workshop Skyrim's problems/solutions
  • Skyrim's NPC's, Followers, and Mysteries's How to make the game more dynamic
  • Skyrim's NPC's, Followers, and Mysteries's Holidays
  • Skyrim's NPC's, Followers, and Mysteries's Milfs. and Gilfs of Skyrim
  • Skyrim's NPC's, Followers, and Mysteries's Stories
  • Skyrim's NPC's, Followers, and Mysteries's Followers
  • Skyrim's NPC's, Followers, and Mysteries's NPCS
  • Skyrim's NPC's, Followers, and Mysteries's Mysteries
  • Skyrim's NPC's, Followers, and Mysteries's Bandits
  • Footfetish Club's Topics
  • Saika Skyrim's Skyrim Mods
  • Saika Skyrim's Skyrim SE Mods
  • Saika Skyrim's ENB
  • Saika Skyrim's Skyrim LL
  • The Pink Place's Culb business
  • The Pink Place's Support Chat
  • The Pink Place's Off Topic
  • The Pink Place's Adult section
  • Pussy Saga Club's Topics
  • Wicked Sims's Animations/Mods
  • Wicked Sims's Wicked Stories
  • Wicked Sims's Welcome Wagon
  • Busty Ladies Lovers Club's General
  • Inflation / Weight Gain Fans's Fallout 4 WG/INF screenshots
  • Inflation / Weight Gain Fans's Skyrim WG/INF screenshots
  • Fallout 4 Player Character's My FO4 Char
  • The Mashup Club's Discussions
  • The Mashup Club's Bodyslide/Outfit Studio Tutorials
  • The Mashup Club's Armor Mashups
  • Incest Family's Topics
  • Vaginal Play's vaginal
  • TK17's General
  • TK17's Help
  • TK17's Game
  • TK17's Media
  • TK17's International
  • Cuckold Fantasies's Cuckold ideas
  • Cuckold Fantasies's General Discussion
  • Skyrim Bondage & Slavery's Chat
  • Femboy Lovers's Topics
  • Darkwood Modding Hut's Topics
  • Sims 4 Strip Clubs's Clothes
  • Sims 4 Strip Clubs's Animations
  • Sims 4 Strip Clubs's Objects
  • Sims 4 Strip Clubs's Lots
  • Sims 4 Strip Clubs's Offtopic
  • Skyrim : My mods and variations's Voices
  • Skyrim : My mods and variations's Video animations
  • Skyrim : My mods and variations's Update my Blog : News
  • Skyrim : My mods and variations's Tutorila TES5Edit
  • Skyrim : My mods and variations's Tutorial Nifskope
  • Anuketh Mods's Topics
  • Anuketh Mods's Soft NSFW
  • Anuketh Mods's Normal NSFW
  • Anuketh Mods's Resources
  • San's Lesbian Corner's Hentai! Yuri!
  • San's Lesbian Corner's Lesbian pr0n
  • San's Lesbian Corner's Fantas..oh...ooh f*uck thats hawt~
  • San's Lesbian Corner's Coffee Table
  • San's Lesbian Corner's !!>>RULES<<!! and some ( . Y . )
  • Skyrim Male Appreciation Society.'s General Discussion

Categories

  • Skyrim
    • SexLab Framework LE
    • Adult Mods
    • Regular Mods
  • Skyrim: Special Edition
    • SexLab Framework SE
    • Adult Mods
    • Regular Mods
  • Fallout 4
    • Advanced Animation Framework
    • Adult Mods
    • Regular Mods
  • Oblivion
  • Fallout 3 / New Vegas
  • The Sims 4
  • The Sims 3
  • Other
  • Skyrim Ladies's Files
  • Misfit Toyz's Files - TES & Fallout
  • Misfit Toyz's Mods - Other
  • Little Ladies's Download
  • Communauté Francophone's Traductions (Mods)
  • Pregnancy Club's Files
  • Fetish Club's Ideas & Mods!
  • LoversLab Furries's Club Mods
  • BodySlide Lovers's Share your presets
  • Amber's Play Room's [FILES]
  • Hardcore Hentai's Files
  • Comunidad de Habla Hispana de Loverslab's Archivos
  • Uastheone's Files
  • Footfetish Club's Files
  • The Skyrim Priestess of Love's My character Lilu
  • Incest Family's Files
  • TK17's Utillities
  • TK17's Models
  • TK17's Poses
  • TK17's Addons
  • TK17's Textures
  • Cuckold Fantasies's Cuckold Mods
  • Skyrim Bondage & Slavery's Mods
  • Femboy Lovers's Gallery
  • V89's Niagara_Violet89
  • Skyrim Male Appreciation Society.'s Downloads

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Twitter


Discord


Skype


Instagram


Snapchat


Kik


Website


Location


Interests


Bio

Found 55 results

  1. Estrus Chaurus+ View File See http://www.loverslab.com/files/file/149-estrus-chaurus/ for a full description of what this mod does. All credits go to the original author of this mod, Jbezorg. Since he has taken a hiatus, I will be maintaining this mod for the time being. Thanks to Min for helping to keep the Mod alive by updating it for SL1.5+ Description Version 4.372 It should be safe to upgrade directly from V4.20a and above to V4.372 However Upgrading from V4.10 or earlier is NOT supported and requires a clean save! NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards Thanks to t3h0th3r for providing the updated scaling code! There are three methods by which the EC effect can be applied to the player or a follower: Chaurus spit attacks can trigger tentacle attacks - the chance of attack is configurable via the EC MCM Sexlab scenes involving a Chaurus triggered by another mod (e.g. Sexlab Defeat) EC+ scenes triggered by other mods (e.g. FMEA, Deviously Enchanted Chests, Sexlab Parasites, Deviously Cursed Loot) Chaurus Spit can also trigger Tentacle attacks on non-follower NPCs! At present NPC pregnancies will be lost if you or the NPC changes cell. Updating Updating from version 4.20a+ to version 4.372 should not require a clean save Updating from version 4.10 to version 4.3x requires a clean save or new game. For Modders Required Mods and Versions Dawnguard DLC or Legendary Edition Sexlab 1.62 FNIS 6.1+ FNIS Creatures 6.1+ SkyUI XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Estrus For Skyrim V2.41r1 (Must be installed but the mod does not have to be activated) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration code CGi & joisback for the German Translation patch Aequus & ManuelMoreno for the Russian Translation version Estrus Chaurus 4.33 ru.7z Submitter Bane Master Submitted 05/03/2014 Category Combat Sex Requires Dawnguard DLC or Legendary Edition, SexLab 1.62+, SKSE, FNIS 6.1+, FNIS Creature Pack 6.1, SkyUI, Estrus For Skyrim (Assets only) Special Edition Compatible No
  2. I have installed this game a bunch of times and I did another fresh install and got a new error message, it is saying SKSE64 is not running. I updated everything I can find that has to do with SKSE and recopied the SKSE files in my game folder. I am getting this error for a bunch of mods.
  3. Version V4.372 (14/11/2020)

    274,035 downloads

    See http://www.loverslab.com/files/file/149-estrus-chaurus/ for a full description of what this mod does. All credits go to the original author of this mod, Jbezorg. Since he has taken a hiatus, I will be maintaining this mod for the time being. Thanks to Min for helping to keep the Mod alive by updating it for SL1.5+ Description Version 4.372 It should be safe to upgrade directly from V4.20a and above to V4.372 However Upgrading from V4.10 or earlier is NOT supported and requires a clean save! NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards Thanks to t3h0th3r for providing the updated scaling code! There are three methods by which the EC effect can be applied to the player or a follower: Chaurus spit attacks can trigger tentacle attacks - the chance of attack is configurable via the EC MCM Sexlab scenes involving a Chaurus triggered by another mod (e.g. Sexlab Defeat) EC+ scenes triggered by other mods (e.g. FMEA, Deviously Enchanted Chests, Sexlab Parasites, Deviously Cursed Loot) Chaurus Spit can also trigger Tentacle attacks on non-follower NPCs! At present NPC pregnancies will be lost if you or the NPC changes cell. Updating Updating from version 4.20a+ to version 4.372 should not require a clean save Updating from version 4.10 to version 4.3x requires a clean save or new game. For Modders Required Mods and Versions Dawnguard DLC or Legendary Edition Sexlab 1.62 FNIS 6.1+ FNIS Creatures 6.1+ SkyUI XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Estrus For Skyrim V2.41r1 (Must be installed but the mod does not have to be activated) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration code CGi & joisback for the German Translation patch Aequus & ManuelMoreno for the Russian Translation version Estrus Chaurus 4.33 ru.7z
  4. Can anybody help me? I just got a new desktop recently and installed Skyrim SE a few days ago. I ran SSE and made it out of Helgen and now i'm at Riverwood. Base game works flawlessly. I downloaded some necessary mods from Nexus using MO2 (Mod Organizer 2) and SKSE64 2_00_19 from Silverlock. My Skyrim SE version is 1.5.97 SKSE is installed properly, I know how to do it . So here's the problem, I used the MO2 in admin mode and tried to launch SKSE via its loader with Steam running in the background but it crashes after command prompt. I even disabled all mods but it still crashes. I tried running without MODS installed but it still crashes. FRESH installed steam and Skyrim SE at a 100GB Partitioned Drive with only SKSE64 installed, NO other mods but still Crashes. Disabled Windows Defender, no other AV installed but it still crashes. Added to Skyrim SE and all other processes related to it to Firewall exclusions but it still crashes. Yes, I ran I SKSE_loader.exe as Admin, even MO2, but it still crashes. I used LOOT to properly organize the LOAD ORDER every time I add or remove mods. Sometimes it works with ALL the mods enabled like 1 out of 20 tries. I don't get it. I can attach the SKSE dump if requested. SKSE log shows this: WARNING: something has started the runtime outside of skse64_loader's control. Can anyone explain what is happening here? The feeling is like lighting a lighter without knowing if its full or not , most of the time it doesn't work but sometimes it does. If it does work, how many thumb work did it use. Any help is greatly appreciated. Thank You. Cheers!
  5. SKSE Launch Patch View File YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS. ----------------------------------------------------------------------------- SPECIAL EDITION ALSO EXISTS It's here: https://www.loverslab.com/files/file/11041-skse64-launch-patch/ It works a bit differently, but achieves almost the same result. USE EITHER THIS OR MOD MANAGERS Because of how mod managers work, my patch is incompatible with them. I'm not going to fix that - if you're using a mod manager, you don't need my patch anyway. HOW TO USE IT Just run it. Execute it. Start the EXE file. Oh, and of course you need SKSE installed. It's an SKSE patch after all. WHAT IT DOES This patch allows you to run Skyrim+SKSE: - from your regular Desktop shortcut - from Skyrim Launcher - from Steam client - or even starting TESV.exe directly - oh, the shortcut generated by SKSE will work too, but now you don't really need it HOW IT WORKS When you run this patch: - it extracts it's own version of TESV.exe, which not only starts SKSE, but also hides its ugly command line window - right before extracting its own file, it renames official TESV.exe to TESV_original.exe - it edits or creates from scratch an INI file (SKSE.ini), which tells SKSE to work on TESV_original.exe instead of TESV.exe WHY IT'S SO AWESOME 1. 1. It's neat - doesn't pop up a console window, like regular SKSE does. 2. Because this patch will work with any version of SKSE, including those yet to come 3. Because it doesn't conflict with mods, that use their own SKSE.ini file, since it edits the file, not places a new one 4. In case of new Skyrim or SKSE version you only have to run the patch again 5. If you overwrite SKSE.ini with some mods, executing the patch again will solve the problem 6. Although this patch is written in English, it will work with any language version of the game Submitter Erundil Submitted 02/17/2015 Category Other Requires SKSE - any version for Skyrim Legendary Edition Special Edition Compatible No  
  6. Erundil

    SKSE Launch Patch

    Version v1.4

    1,986 downloads

    YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS. ----------------------------------------------------------------------------- SPECIAL EDITION ALSO EXISTS It's here: https://www.loverslab.com/files/file/11041-skse64-launch-patch/ It works a bit differently, but achieves almost the same result. USE EITHER THIS OR MOD MANAGERS Because of how mod managers work, my patch is incompatible with them. I'm not going to fix that - if you're using a mod manager, you don't need my patch anyway. HOW TO USE IT Just run it. Execute it. Start the EXE file. Oh, and of course you need SKSE installed. It's an SKSE patch after all. WHAT IT DOES This patch allows you to run Skyrim+SKSE: - from your regular Desktop shortcut - from Skyrim Launcher - from Steam client - or even starting TESV.exe directly - oh, the shortcut generated by SKSE will work too, but now you don't really need it HOW IT WORKS When you run this patch: - it extracts it's own version of TESV.exe, which not only starts SKSE, but also hides its ugly command line window - right before extracting its own file, it renames official TESV.exe to TESV_original.exe - it edits or creates from scratch an INI file (SKSE.ini), which tells SKSE to work on TESV_original.exe instead of TESV.exe WHY IT'S SO AWESOME 1. 1. It's neat - doesn't pop up a console window, like regular SKSE does. 2. Because this patch will work with any version of SKSE, including those yet to come 3. Because it doesn't conflict with mods, that use their own SKSE.ini file, since it edits the file, not places a new one 4. In case of new Skyrim or SKSE version you only have to run the patch again 5. If you overwrite SKSE.ini with some mods, executing the patch again will solve the problem 6. Although this patch is written in English, it will work with any language version of the game
  7. Version v1.1

    1,188 downloads

    YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS. ----------------------------------------------------------------------------- LEGENDARY EDITION ALSO EXISTS It's here: https://www.loverslab.com/files/file/1730-skse-launch-patch/ It works a bit differently, but achieves almost the same result. USE EITHER THIS OR MOD MANAGERS Because of how mod managers work, my patch is incompatible with them. I'm not going to fix that - if you're using a mod manager, you don't need my patch anyway. HOW TO USE IT Just run it. Execute it. Start the EXE file. Oh, and of course you need SKSE64 installed. It's an SKSE64 patch after all. WHAT IT DOES It's a port of my launcher from Legendary Edition, but while achieving a similar goal, it works differently, which has its advantages and disadvantages. This patch replaces the launcher and allows you to run Skyrim SE + SKSE64: - from your regular Desktop shortcut to SkyrimSE Launcher - from Steam client - the shortcut generated by SKSE will work too (and does not interact with my launcher) HOW IT WORKS When you run this patch: - it extracts it's own version of SkyrimSELauncher.exe, which not only starts SKSE64, but also hides its ugly command line window - right before extracting its own file, it renames official SkyrimSELauncher.exe to SkyrimSELauncher_original.exe in case you need it later - it doesn't edit SKSE.ini, so don't worry about mod conflicts The downside is, you will no longer see the original launcher when you start the game. The only way to use the original launcher is to start its EXE directly. (Go to game folder, find SkyrimSELauncher_original.exe and run it.) Luckily, there is nothing useful in the launcher anymore, except for graphics options. You will probably set them up once and never again. Most of those settings is accessible inside the game as well. WHY IT'S SO AWESOME 1. It's neat - doesn't pop up a console window, like regular SKSE64 does. 2. Because this patch will work with any version of SKSE64, including those yet to come. 3. Because it doesn't conflict with mods. At all. (It could only conflict with programs that have their own EXE wrappers, like maybe ENB?) 4. It will even run with future versions of Skyrim SE 5. In case of new SkyrimSE or SKSE64 version, all you have to do is to reinstall my program again 6. Although this patch is written in English, it will work with any language version of the game WHAT IF IT STOPS WORKING As I said in point 5 above, Just reinstall my launcher.
  8. For some reason even when I install/launch SKSE correctly, none of the SKSE functions do anything in game. Even stranger, the scripts of mods using SKSE seem to compile just fine, so they should be doing something, good or bad. Has anyone ever had this issue?
  9. View File SKSE64 Launch Patch YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS. ----------------------------------------------------------------------------- LEGENDARY EDITION ALSO EXISTS It's here: https://www.loverslab.com/files/file/1730-skse-launch-patch/ It works a bit differently, but achieves almost the same result. USE EITHER THIS OR MOD MANAGERS Because of how mod managers work, my patch is incompatible with them. I'm not going to fix that - if you're using a mod manager, you don't need my patch anyway. HOW TO USE IT Just run it. Execute it. Start the EXE file. Oh, and of course you need SKSE64 installed. It's an SKSE64 patch after all. WHAT IT DOES It's a port of my launcher from Legendary Edition, but while achieving a similar goal, it works differently, which has its advantages and disadvantages. This patch replaces the launcher and allows you to run Skyrim SE + SKSE64: - from your regular Desktop shortcut to SkyrimSE Launcher - from Steam client - the shortcut generated by SKSE will work too (and does not interact with my launcher) HOW IT WORKS When you run this patch: - it extracts it's own version of SkyrimSELauncher.exe, which not only starts SKSE64, but also hides its ugly command line window - right before extracting its own file, it renames official SkyrimSELauncher.exe to SkyrimSELauncher_original.exe in case you need it later - it doesn't edit SKSE.ini, so don't worry about mod conflicts The downside is, you will no longer see the original launcher when you start the game. The only way to use the original launcher is to start its EXE directly. (Go to game folder, find SkyrimSELauncher_original.exe and run it.) Luckily, there is nothing useful in the launcher anymore, except for graphics options. You will probably set them up once and never again. Most of those settings is accessible inside the game as well. WHY IT'S SO AWESOME 1. It's neat - doesn't pop up a console window, like regular SKSE64 does. 2. Because this patch will work with any version of SKSE64, including those yet to come. 3. Because it doesn't conflict with mods. At all. (It could only conflict with programs that have their own EXE wrappers, like maybe ENB?) 4. It will even run with future versions of Skyrim SE 5. In case of new SkyrimSE or SKSE64 version, all you have to do is to reinstall my program again 6. Although this patch is written in English, it will work with any language version of the game WHAT IF IT STOPS WORKING As I said in point 5 above, Just reinstall my launcher. Submitter Erundil Submitted 11/20/2019 Category Regular Mods Requires SKSE64 - any version for Skyrim Special Edition Regular Edition Compatible No  
  10. Hi, I've got a little problem, when I try to launch SKSE from the Mod Organizer 2 executables panel, the MO2 lock message appear(normal), a command window open for a few seconds and then close (normal I guess) and so I see my steam game launching(normal I guess), the green steam play button become a blue one and after a few seconds it just turn to the green button again (so the game just close I guess) and the MO2 lock is disabled and there is ABSOLUTELY no error messages in MO2, or even poping on my screen. So I would like to know were is the problem, conflict, load order, or some other stuff idk i'm new to all of this.
  11. 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. Intro: 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 Installing Skyrim LE Reinstalling Skyrim: Before uninstalling Mods and deleting Skyrim please check "10. Backup" first TESVedit and cleaning Skyrim Master files SKSE NMM & Hints Wrye Bash Enboost & Enboost.ini Crash fixes, CF Memory Allocator, SKSE.ini and SKSE Plugin Preloader BethINI Additional Tools: LOOT FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) Backup and preparations before uninstalling Skyrim 1. Installing Skyrim 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:
  12. Hello. I have been working on the bodygen feature included in racemenu alongside Everybody's different for maximum variety. For the most part it is absolutely brilliant, as now I have an almost infinite combination of skins and bodyshapes. However, one big issue I ran into is the fact that once an NPC is assigned a shape, there is no way to remove that assignment or even update it, without completely deleting the SKSE cosave file. Now for oldrim there was a Netimmerse cleaning utility tool, one which doesn't work on sse save files. This tool was the only solution given to this issue, but since it doesn't work, I'm stuck. The issue is that when I generated all of my bodygen presets, it was just as a test/experiment, and although it still looks good, I have found more features that I want to implement, change individual npcs, and more. But since new settings do not override the old morphs, I have no way to doing that. If someone knows a method of opening/editing the skse save files for sse, a way to make the old utility work for sse, or anything of the sort, please let me know. Also, if anyone knows the potential risks of completely deleting the skse cosaves, that would be great too. If I don't lose much, I might just delete the thing and be done with it (I know it works that way). Thanks.
  13. View File A lightweight utility capable of deleting NetImmerse Override data from SKSE co-save files, thus decreasing both the sizes of those files and Skyrim save and load times. Description. What kind of NIOverride data is stored in SKSE co-save file Any NetImmerse Override modifications are saved directly to the SKSE co-save file every time one saves their game. Of course, NIOverride does nothing on its own and the amount and kind of data stored in SKSE save file is closely linked to the mods using NetImmerse Override. RaceMenu is the most popular mod which utilizes NIOverride. In fact, NIOverride was designed by expired6978 specifically for RaceMenu to extend its capabilities. RaceMenu uses SKSE co-save files to store the overlays, expression definitions and all non-vanilla sliders settings and colours of your character or any NPCs edited directly by other mods. XP32 Maximum Skeleton Extended (XPMSE) is yet another known mod which uses NIOverride to store all weapon styles, positions, rotations and scales in SKSE save file. The NIOverride modifications mentioned above can be applied not only to your character, but also to any other NPC in game. Some of RaceMenu and most of XPMSE sliders can by accessed by Tattoo menu provided by Extensible Follower Framework (EFF). SlaveTats also allows you to manually apply overlays on NPCs. All right, so why can SKSE co-save grow to such a tremendous size since any NIOverride modifications seem to be controlled by the user? Firstly, it's because not all data stored in a save comes directly from the user. XPMSE itself needs to keep the skeletons data of the NPCs encountered during play through, from "at least 15 to 25 cells" (according to Groovtama, the creator of XPMSE; see this post). That data, however, is very lightweight and, although it may significantly increase the size of the save in the end, it should not be considered a bloat. Secondly, it's due to the fact that the data may actually come from user when they decide to use entirely optional features of some popular mods, for example, XPMSE's weapon style randomiser. This feature does greatly improve Skyrim's immersion but it takes a toll on the final size of SKSE co-save because it needs to store the styles of all the NPCs you have encountered. Of course, the more NPCs you add to your game, the more data will be produced. Moreover, the more mods that can alter NPC's appearance without your supervision you have (for example, Blush When Aroused with enabled NPCs option), then again, the more data will have to be kept in the SKSE save. Side effects of too large SKSE co-save file As far as my game and experience are concerned, a large SKSE co-save has the the significant influence on duration of Skyrim saving and loading process (about 2 seconds longer with 1 MB SKSE save file than with 20 KB file, on SSD). It neither destabilises Skyrim nor it causes it to crash more often. More data in SKSE save file simply means any IO operations will last longer. The remedy NetImmerse Override Cleaner will help you to reduce the size of your SKSE co-save files by deleting either all of the NIOverride data or the data of characters you do not wish to keep (see Excluded Actors for more info). Keep in mind that data you delete will eventually come back and your save's size will grow once more after you play long enough and re-encounter some of the NPCs. That is why it is recommended to clean your SKSE co-save files on regular basis, for example, when you begin to feel that it takes more and more time to save the game. Using the tool It's very straightforward. There are only two buttons, which is shown in the screenshots. The one button is for loading a desired SKSE co-save file and the second one is for cleaning and saving the file. A backup of original file is created automatically (with .bak extension). Excluded actors list You may enter here the reference IDs (refID) of all characters whose data you wish to preserve. Any characters who are not included in this list will have their NetImmerse Override data erased. See Description for more info about data that is stored by NIOverride in saves. If this list is empty, the entire NetImmerse Override section will be deleted from SKSE co-save file. Therefore, it is always recommended to keep at least your character's RefID (00000014). Otherwise the only way to preserve your character's data is by saving preset in RaceMenu BEFORE cleaning process and loading it AFTERWARDS. This feature might be useful if you have a fixed number of NPCs manually edited by mods like EFF, SlaveTats, etc. and you really don't want to lose these NPCs' appearances. IDs may be separated by a comma, space or new line. Actors whose IDs were not found in the SKSE save file will be omitted. Ignoring mods load order ID of every Skyrim object is strictly connected to the position of that object's parent plugin (ESP/ESM) in the mod load order. While the inner ID (the second, third and fourth byte) is always the same and unique within one plugin, its very first byte (the first two digits) indicates what is the position of the mod in the load order. So, for example, if you have a NPC defined by a mod which is sixth in the order and that NPC's ID is 010203, its in-game ID will be 06010203. If you move the mod to the tenth position, the next time you load the game the object's ID will be 0A010203. This may be problematic if you, let's assume, want to create a rich list of excluded NPCs but you play different characters with different mods or have just sorted the mods with LOOT and some of the mods positions have changed. In order to make sure than the one particular actor is always preserved during cleaning, you would have to change their ID accordingly to the new position of the actor's parent plugin. However, if you check the Ignore mods load order checkbox, the first byte of every excluded actor will be omitted. Therefore, there is a theoretical chance of more than one actor being excluded, but it's very unlikely to happen. Note that you still must enter a valid 4 bytes long (8 digits) number. The first byte can be any, though (ex: 00). Forewarned is forearmed VirusTotal scan VirusTotal scan as a proof of my heart being in the right place: 1.0 1.1 Permissions You are allowed to upload this tool to the other sites (except for Nexus mods), as long as you mention me as the author AND provide the users of those sites with a link to the most up-to-date version of the tool and its description (which, for the time being, shall be here on LoversLab). Submitter IronBrother8800 Submitted 02/21/2017 Category Other Requires .NET Framework 4.5.2 (99% chance you already have it, otherwise your computer wouldn't work properly) Special Edition Compatible  
  14. I don't understand what this means, but it prevents the game from starting and so I cannot play. Does anyone know what I can do to in some way fix this?All this tripe with SKSE and updates is exactly why I didn't want to move to SE, but there are some really interesting SE-only mods that I want to play with. Fixed it, it was fucking simply knock. Of all the stupid things to cause problems. So broken it broke the entire game WHILE DISABLED
  15. I do not know if it's appropriate or not but I am willing to pay someone for help. I will need to actually have a conversation on discord or over the phone and start everything from scratch. I want to successfully uninstall everything for Skyrim and reinstall everything needed for SE and all the mods available on Nexus and Lovers Lab. I have been at this for over a week now watching every YouTube video and reading every instruction detailing what I need to do. Even though I am successful at getting their instructions to work... I can't get everything to work together. So I am stuck with hours of downloading and nothing to show for it. I just want to get started and enjoy the benefits of this game as soon as possible. Anyone willing to help me out?
  16. MO2 suddenly showed me an error that looks like this: script extender log reports incompatible plugins You have one or more script extender plugins which failed to load! If you want this notification to go away, here are some steps you can take: • Look for updates to the mod or the specific plugin included in the mod. • Disable the mod containing the plugin. • Hide or delete the plugin from the mod. To refresh the script extender logs, you will need to run the game and/or editor again! The failed plugins are: • hdtSkinnedMeshPhysics version 1 (hdtSkinnedMeshPhysics.dll, Baka Haeun UNP1) disabled, fatal error occurred while loading plugin. This message shows when i enable any SMP archive that contains hdtSkinnedMeshPhysics.dll, no matter is it BakaHauenUNP SMP or another SMP archive that contains this file it not allows my skyrim to launch. After launching SKSE through MO2 it just trying to run skyrim for about a minute and then CTD's without any log. I tried to disable all mod archives and put this file manually in game directory. MO2 just tells me about same error. Skyrim works well and it worked before with SMP physics on body and clothes untill now. All SMP files, XP32 Skeleton and Papyrus is in the bottom of archive loadlist in left part of MO2 and not being overwritten. SKSE is the last 1_07_03 (1_9_32) version. BHUNP and all its requirements too, i reinstalled them today with no effect. FNIS is not overloaded, it worked before with 97-99% CTD, i tried to regenerate it thinking of possible solution, but even on 80% CTD this error still in MO2. I searched for this problem, but i couldn't find same problem with this file. All topics with problems like this usually discussed by SSE users and the problem is difference between mod version and SKSE version, but i dont know is it possible on LE. Any suggessions?
  17. I'm completely new to modding so forgive me for any silly errors. Anyway, as the title says I open up my MO2, I click run (with SKSE selected) and the program locks as usual as it's opening Skyrim, but then it unlocks and I'm back to square one, I can click run again but it's the same cycle over and over. The game doesn't open at any point after clicking run, it was working earlier so I don't understand. Here's an image of what I've got so far: https://imgur.com/U4hb9w4
  18. Hello community. I didn't know where to post this question, and realy don't know can anybody help me with it, but have as it. Question is been asked on reddit, nexus forums, stackexchange and 3 days no advice. Many good solutions with some i found on this forum, and now i'll try to ask about help. ScriptDragon c++ plugin working good, there is possible to spawn something and many other things, but with moving (TranslateTo or SplineTranslateTo) functions - no animation present. NPC's is moving, but staying and sliding. When i send SendAnimationEvent(refr, "moveStart") // StartSprint- nothing happen. I'll try all, what i found in internets with it - and setting animation floats, and setMotionType, and animation speed. But - no luck. Maybe anybody have solution with it? Thanks for any answer. PS: there is one more question with RemoveAllItems - this is not removing quests items, maybe and there somebody can help me? Have a nice day!
  19. currently trying to stabilize my Skyrim, i`ve managed to get a number of animations working but now my new issues is when i open my inventory or magic invintory the game just decides nope, and if i try and re-load on old save that was inside a building and try leaving it, it decides to nope. if i just continue running around and not looting or not entering anywhere it runs fine. any ideas on what swrong
  20. The reason I'm hear and not in the Nexus forum is because the majority of my mods are from LL. That being said I have skse (original) and have over a year wrapped up in dl mods from here and Nexus. I received a notice from winzip for a free malaware scan and I used it. That has turned out to be a HUGE MISTAKE because when I went to play Skyrim later it said that SKYUI was not running and all the mods that use SKYUI. Told me it could be a bad skse (have 173 and never had any problems with SKYUI or skse) Before all this i have been having problems w nmm running into a problem c install or it saying it needs to shut down etc. I believe the problems started when I updated NMM. I thought maybe if I uninstalled all my mods (around 300) and reinstall again I would be ok. Still ran into the problem c install. Next I might of jumped the gun by uninstalling NMM! Now when I go on the sight (NEXUS) it wants me to download Vortex! I want no part of Vortex, I just want my NMM back so I can try to reinstall my mods and hopefully the SKYUI issue is fixed and the NMM issue with poblem c install! I do apologize for the length but I didn't want to leave any crucial needed info out. I have had good luck with you guys helping in the past.
  21. Recently, I've deleted everything on my secondary hard disk, but unfortunatly I also deleted, by mistake, the backups of my Skyrim saves. (I've already tried with a Data Recovery Tool but the files are overwritten). I managed to recover my saves (with 300+ mods installed) from the Steam Cloud, but I just have the .ess files of my character. The question now is: I'm reinstalling every mod, because I made I clean reinstallation, will I be able to load my savegame just with the .ess files? I don't know exactly what does the .skse file contains... I don't mind if I lose MCM configuration... The save was the 5580, after years of playing... it would be bad to lose it. P.S: Forgive me if I made any mistake, but I'm not a fluent english speaker.
  22. http://skse.silverlock.org/Updated with 1.7.1 changes. Continue discussing :D1.7.0:- added Game.GetFormEx that works for formIds >= 0x80000000- added UI.Open/CloseCustomMenu- added Actor.ReplaceHeadPart, ActorBase.GetNumOverlayHeadParts, GetNthOverlayHeadPart, GetIndexOfOverlayHeadPartByType- added Math.Log- added Ingredient.GetIsNthEffectKnown- fixed SetPlayerTintMaskColor alpha- enabled previously-temporary Papyrus plugin API - it isn't what I wanted it to be, but I don't think I have the time to do it the right way- added ActiveMagicEffect.GetMagnitude- added Art.Get/SetModelPath- added many MagicEffect and Tree functions- added ModEvent and UICallback, see associated .psc for details- added ObjectReference.Get/SetDisplayName- added Enchantment.SetNthEffectMagnitude/Area/Duration- added Form.SetPlayerKnows- added Enchantment.GetBaseEnchantment- added Perk.GetNextPerk- added ActorValueInfo, see ActorValueInfo.psc for details- added LeveledActor/Item/Spell, see associated .psc for details- added Game.Get/SetPlayerExperience, GetExperienceForLevel- added ObjectReference.GetEnableParent, Get/Set/CreateEnchantment, GetNumReferenceAliases, GetNthReferenceAlias- fixed Get/SetGoldValue for AlchemyItems- added DefaultObjectManager- thanks to sheson: added configuration of some initial pool sizes [Memory] DefaultHeapInitialAllocMB= <default heap initial allocation size in megabytes, vanilla size is 512> ScrapHeapSizeMB= <scrap heap size in megabytes, vanilla size is 256> 1.7.1: - fixed IsValidRace for armor races - added MagicEffect.GetCasting/DeliveryType - fixed crash when calling UpdateWeight on non-facegen Actors - GetTotalItemWeight computed correctly for non-players - added Potion.IsPoison, GetUseSound - added Weapon.GetTemplate - added Ammo.IsBolt, GetProjectile, GetDamage - added Game.GetDialogueTarget - added SKSETaskInterface::AddUITask - serialization understands deleted forms - added SKSEMessagingInterface - plugin messages sent on save, preload, postload, delete - WornObject.GetDisplayName returns base form name if no display name is present - added WornObject, ObjectReference.GetPoison - DirectX SDK now required for compilation - fixed WornObject slot/mask lookup - added NetImmerse.SetNodePosition - added Actor.GetFurnitureReference - added Game.GetCurrentCrosshairRef - added NetImmerse.GetRelativeNodePositionX/Y/Z - added Actor.Set/ResetExpressionPhoneme/Modifier - added Form.HasWorldModel, Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet - added HeadPart.IsExtraPart - added Form.IsPlayable - added ObjectReference.GetAllForms
  23. My deepest gratitude if someone could help me of my problem. I have I7 CPU with GTX 1060 and 8GB RAM. I am using skse 1.7.3, FNIS 7.0 XXL, latest Bodyslide. The mod manager is MO. I ran the FINS and bodyslides before started. The CTD happens on a starting new game with alternative start, and there seems to be no clear pattern. I tried to start as camping in wood or in property in Whiterun, both result CTD shortly after starting. Sometimes CTD when running in the wild, sometimes when in Riverwood( ths is the farest I could made). My observation is that if I remain indoor and never leave the house, the CTD will probably not occur. I suspect this is due to memory problem as its random nature, but I have already edited the relative INI file, and applied some patches. I tried to start the game with Creature Framework disabled, Slaverun Reloaded disabled, but CTD still occurs. (The example log file of the latest try has Creature Framework and Slaverun Reloaded ENABLED. Here is my load order The log is shown below, which is also avaliable in attatchment. Thanks again for anyone with any ideas! Papyrus.0.log
  24. After around 10 minutes of gameplay the .skse compaion saves nearly double their size, but i can't find the cause for the bloat. Netimmerse Override Cleaner is able to cut out the excess, but it returns in a bit. Can anyone smarter look at the attached files and tell what the cause for the save being large is? I have the latest SKSE, SKYUI, FNIS, RaceMenu, skeleton, load order sorted with LOOT, etc. quicksavecleaned.skse quicksaveold.skse
  25. It is weird. today suddenly SKSE takes 20 seconds to login screen. it took 3-5 seconds for this all years long. deleting many mods and start a new game did not change anything, so i fear it is maybe a hardware error ? but nothing wrong in hardware manager. What can it be ? edit : finally i decided to deinstall skyrim and deleted all mods, reinstalled skyrim and skse only. resiult : login screen in half a second !
×
×
  • Create New...