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TLDR: I need a script that hooks into any time the engine calls the OnObjectEquipped event so I can call a function when it does, but I'm not really a programmer so I don't know how. Best I've managed was a papyrus script that still required the script to be connected to the actor either directly or through a ReferenceAlias, and I need it to be able to fire without having to attach a copy of the script to every actor in the game. It's my understanding that SKSE allows for engine independent scripts to run?
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Version 2.3.0
855 downloads
A lightweight SKSE plugin that lets you add, save, search, and execute console commands directly from the SKSE Menu Framework without keyboard. No more typing long commands manually! Console Commander is a SKSE plugin that lets you add, save, search, and execute console commands directly from the SKSE Menu Framework without keyboard. Endorse if you like it. Features Console Commander 1.2.5 -> Default key for SKSE Menu Framework is F1 -> Config and Commands are saved in ConsoleCommander.ini [Data\SKSE\Plugins\ConsoleCommander.ini] -> Add console commands and control 'console close' behavior -> Reload config instantly Console Commander 2.1.2 -> [New] Added custom tooltip function for additional information (Optional: Hover over Execute) -> Format: Name|ConsoleCommand|CloseConsole (1=yes, 0=no)|Tooltip (optional) -> Example: Add Gold - 100|Player.additem f 100|1|Adds 100 gold to player inventory -> [New] Added custom ini support. Modders can now add custom ini with console commands. -> Custom ini is saved in: Data\SKSE\Plugins\ConsoleCommander\ConsoleCommander_*.ini -> Add ConsoleCommander_[name].ini in ConsoleCommander folder with the commands. it will scan add the command in the UI. -> Format: ConsoleCommander_QAR.ini [ConsoleCommands] Quick Armor Rebalance|QAR|0|Open Quick Armor Rebalance UI -> Custom Commands will appear after user added commands in the Custom Commands tab. -> If no Custom Commands are present or all hidden, Custom Commands tab will not show up in UI. -> User can Hide/Unhide Custom Commands. A button 'Show Hidded/Hide Hidden' has been added to Show/Hide Hidden Commands. (Applicable for Custom Commands) Console Commander 2.2.2 -> [New] Added support for execution of multiple commands at once. ->Separate multiple commands by adding , (comma) to execute the commands in sequence. ->Format: Name|Command1,Command2,Command4,Command4|CloseConsole (1=yes, 0=no)|Tooltip (optional) Console Commander 2.3.0 -> [New] Added support for execution of commands with custom variable input when executing command. ->An option to add a command as variable command has been added in the 'Add Command' ->In the console command box: input a command without the last value. [Ex: player.additem f] it will add [#] to recognize the variable as variable command. ->Format: Name|Command [#]|CloseConsole (1=yes, 0=no)|Tooltip (optional) ->A popup will show up and ask for specific value before executing. Video Demonstration (Old) Console Command Showcase Source Code: Github Requirements - SKSE Menu Framework (required) - Kill Caps Lock NG (Optional)[Strongly Recommend][It keeps caps lock off only in console] Installation 1. Make sure SKSE Menu Framework is installed and working 2. Download and install the mod. How to use 1. Open SKSE Menu Framework (default key: F1 or whatever you set) 2. Go to "Console Commander" 3. Click "Add Command" → enter name and console command → Add 4. Select a command → click "Execute" 5. (Optional) Edit Data\SKSE\Plugins\ConsoleCommander.ini manually and click "Reload Config" Notes: - It simulates keyboard key input to execute command so don't press any keys when executing the console command. - If Caps Lock behaves strangely in console → install Kill Caps Lock NG (optional) - Tested on Skyrim AE v1.6.1170 and v1.6.353. Confirmed to work on v1.5.97. Should work on all versions of Skyrim SE/AE. - ini file will be created after adding a command. or use the provided ini below. ConsoleCommander.ini config: ; Console Commander Config [Delays] ; in ms EscDelay=100 ; Delay to close SKSE Menu framework after executing OpenConsoleDelay=200 ; Delay to open console after SKSE Menu framework is closed TypingStartDelay=150 ; Delay before start typing CharDelay=30 ; Typing Speed EnterDelay=200 ; Delay to press enter after typing. CloseConsoleDelay=50 ; Delay after entering command to close console. [ConsoleCommands] ; Format: ; Format: Name|ConsoleCommand|CloseConsole (1=yes, 0=no)|Tooltip (optional) Example: Add Gold - 100|Player.additem f 100|1|Adds 100 gold to player inventory For multi command execution Format: Name|Command1,Command2,Command4,Command4|CloseConsole (1=yes, 0=no)|Tooltip (optional) For custom variable command execution Format: Name|Command(without value) [#]|CloseConsole (1=yes, 0=no)|Tooltip (optional) Example: Add Gold|player.additem f [#]|1|Adds x gold amout of gold in player inventory Console Commander - Default ini.zip Console Commander - Faster Execution ini.zip Optional Custom Command Opens 'Quick Armor Rebalance (QAR)' Menu Requirement Quick Armor Rebalance (QAR) https://www.nexusmods.com/skyrimspecialedition/mods/127967 Console Commander - QAR ini.zip Uninstallation Disable/remove the mod in your mod manager. Bug Reports If you encounter issues, please report them through Github or support. Include 'ConsoleCommander.log' from Documents, description of the bug and steps to reproduce it. Credits * Mrowrpurr - for her amazing SKSE tutorials in YT (Skyrim Scripting) * SkyrimThiago - for SKSE Menu Framework * QTR-Modding - for SKSE Menu Framework 3 Example Template Permissions This project is licensed under the MIT License. You are not allowed to use this mod in any mods/files/modlists that are being sold for money. Enjoy faster console command execution! Check out my other mods! Execute Hotkeys - Without Keyboard Through UI - SKSE Menu Framework Simple Text Viewer - Create Open Edit Delete Text Files In-Game - SKSE Menu Framework-
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View File Console Commander - Add and Execute Console Commands Through UI - SKSE Menu Framework A lightweight SKSE plugin that lets you add, save, search, and execute console commands directly from the SKSE Menu Framework without keyboard. No more typing long commands manually! Console Commander is a SKSE plugin that lets you add, save, search, and execute console commands directly from the SKSE Menu Framework without keyboard. Endorse if you like it. Features Console Commander 1.2.5 -> Default key for SKSE Menu Framework is F1 -> Config and Commands are saved in ConsoleCommander.ini [Data\SKSE\Plugins\ConsoleCommander.ini] -> Add console commands and control 'console close' behavior -> Reload config instantly Console Commander 2.1.2 -> [New] Added custom tooltip function for additional information (Optional: Hover over Execute) -> Format: Name|ConsoleCommand|CloseConsole (1=yes, 0=no)|Tooltip (optional) -> Example: Add Gold - 100|Player.additem f 100|1|Adds 100 gold to player inventory -> [New] Added custom ini support. Modders can now add custom ini with console commands. -> Custom ini is saved in: Data\SKSE\Plugins\ConsoleCommander\ConsoleCommander_*.ini -> Add ConsoleCommander_[name].ini in ConsoleCommander folder with the commands. it will scan add the command in the UI. -> Format: ConsoleCommander_QAR.ini [ConsoleCommands] Quick Armor Rebalance|QAR|0|Open Quick Armor Rebalance UI -> Custom Commands will appear after user added commands in the Custom Commands tab. -> If no Custom Commands are present or all hidden, Custom Commands tab will not show up in UI. -> User can Hide/Unhide Custom Commands. A button 'Show Hidded/Hide Hidden' has been added to Show/Hide Hidden Commands. (Applicable for Custom Commands) Console Commander 2.2.2 -> [New] Added support for execution of multiple commands at once. ->Separate multiple commands by adding , (comma) to execute the commands in sequence. ->Format: Name|Command1,Command2,Command4,Command4|CloseConsole (1=yes, 0=no)|Tooltip (optional) Console Commander 2.3.0 -> [New] Added support for execution of commands with custom variable input when executing command. ->An option to add a command as variable command has been added in the 'Add Command' ->In the console command box: input a command without the last value. [Ex: player.additem f] it will add [#] to recognize the variable as variable command. ->Format: Name|Command [#]|CloseConsole (1=yes, 0=no)|Tooltip (optional) ->A popup will show up and ask for specific value before executing. Video Demonstration (Old) Console Command Showcase Source Code: Github Requirements - SKSE Menu Framework (required) - Kill Caps Lock NG (Optional)[Strongly Recommend][It keeps caps lock off only in console] Installation 1. Make sure SKSE Menu Framework is installed and working 2. Download and install the mod. How to use 1. Open SKSE Menu Framework (default key: F1 or whatever you set) 2. Go to "Console Commander" 3. Click "Add Command" → enter name and console command → Add 4. Select a command → click "Execute" 5. (Optional) Edit Data\SKSE\Plugins\ConsoleCommander.ini manually and click "Reload Config" Notes: - It simulates keyboard key input to execute command so don't press any keys when executing the console command. - If Caps Lock behaves strangely in console → install Kill Caps Lock NG (optional) - Tested on Skyrim AE v1.6.1170 and v1.6.353. Confirmed to work on v1.5.97. Should work on all versions of Skyrim SE/AE. - ini file will be created after adding a command. or use the provided ini below. ConsoleCommander.ini config: ; Console Commander Config [Delays] ; in ms EscDelay=100 ; Delay to close SKSE Menu framework after executing OpenConsoleDelay=200 ; Delay to open console after SKSE Menu framework is closed TypingStartDelay=150 ; Delay before start typing CharDelay=30 ; Typing Speed EnterDelay=200 ; Delay to press enter after typing. CloseConsoleDelay=50 ; Delay after entering command to close console. [ConsoleCommands] ; Format: ; Format: Name|ConsoleCommand|CloseConsole (1=yes, 0=no)|Tooltip (optional) Example: Add Gold - 100|Player.additem f 100|1|Adds 100 gold to player inventory For multi command execution Format: Name|Command1,Command2,Command4,Command4|CloseConsole (1=yes, 0=no)|Tooltip (optional) For custom variable command execution Format: Name|Command(without value) [#]|CloseConsole (1=yes, 0=no)|Tooltip (optional) Example: Add Gold|player.additem f [#]|1|Adds x gold amout of gold in player inventory Console Commander - Default ini.zip Console Commander - Faster Execution ini.zip Optional Custom Command Opens 'Quick Armor Rebalance (QAR)' Menu Requirement Quick Armor Rebalance (QAR) https://www.nexusmods.com/skyrimspecialedition/mods/127967 Console Commander - QAR ini.zip Uninstallation Disable/remove the mod in your mod manager. Bug Reports If you encounter issues, please report them through Github or support. Include 'ConsoleCommander.log' from Documents, description of the bug and steps to reproduce it. Credits * Mrowrpurr - for her amazing SKSE tutorials in YT (Skyrim Scripting) * SkyrimThiago - for SKSE Menu Framework * QTR-Modding - for SKSE Menu Framework 3 Example Template Permissions This project is licensed under the MIT License. You are not allowed to use this mod in any mods/files/modlists that are being sold for money. Enjoy faster console command execution! Check out my other mods! Execute Hotkeys - Without Keyboard Through UI - SKSE Menu Framework Simple Text Viewer - Create Open Edit Delete Text Files In-Game - SKSE Menu Framework Submitter Edzio Submitted 02/19/26 Category Regular Mods Requirements SKSE Menu Framework Kill Caps Lock NG (Optional)[Strongly Recommend] Regular Edition Compatible No Install Instructions
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Version 1.0.0
89 downloads
Simple Text Viewer is an in-game text file viewer/editor for Skyrim SE / AE with the help of SKSE Menu Framework. Features * Browse text files from SimpleTextViewer folder (Location: SKSE\Plugins\SimpleTextViewer) * Open and edit files in-game thanks to SKSE Menu Framework * Edit and Save changes * Create new text files * Rename existing files * Delete text files Tested on Skyrim AE v1.6.1170 and v1.6.353 Supported File Types * .txt, .ini, .json, .log, .md, .xml, .yaml, .yml, .toml, .csv, .psc Usage 1. Open the 'Simple Text Viewer' menu from SKSE Menu Framework 2. Browse files in the Notes tab 3. Click a file to open it in the viewer/editor 4. Edit text freely 5. Use the 'File → Save' menu to save the file Notes * Maximum size for text files is 1MB for stability reasons. It should be more than enough for simple notes. * Files larger than '1 MB' will display a warning in editor. It will not view all the contents. * Do not save files larger than '1 MB' or you will lose contents of the file. * Unsupported files are ignored/hidden * Supports All standard ASCII characters. Does not support Non-ASCII / extended Unicode. Compatibility It only works on the 'SimpleTextViewer' folder. So, no compatibility issues. Bug Reports If you encounter issues, please report them in github. Include 'SimpleTextViewer.log' from Documents and description of the Bug and steps to reproduce it. Source Code Permissions This project is licensed under the MIT License. You are not allowed to use this mod in any mods/files/modlists that are being sold for money. Enjoy viewing/editing your notes without leaving Skyrim-
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Simple Text Viewer - Create Open Edit Delete Text Files In-Game - SKSE Menu Framework View File Simple Text Viewer is an in-game text file viewer/editor for Skyrim SE / AE with the help of SKSE Menu Framework. Features * Browse text files from SimpleTextViewer folder (Location: SKSE\Plugins\SimpleTextViewer) * Open and edit files in-game thanks to SKSE Menu Framework * Edit and Save changes * Create new text files * Rename existing files * Delete text files Tested on Skyrim AE v1.6.1170 and v1.6.353 Supported File Types * .txt, .ini, .json, .log, .md, .xml, .yaml, .yml, .toml, .csv, .psc Usage 1. Open the 'Simple Text Viewer' menu from SKSE Menu Framework 2. Browse files in the Notes tab 3. Click a file to open it in the viewer/editor 4. Edit text freely 5. Use the 'File → Save' menu to save the file Notes * Maximum size for text files is 1MB for stability reasons. It should be more than enough for simple notes. * Files larger than '1 MB' will display a warning in editor. It will not view all the contents. * Do not save files larger than '1 MB' or you will lose contents of the file. * Unsupported files are ignored/hidden * Supports All standard ASCII characters. Does not support Non-ASCII / extended Unicode. Compatibility It only works on the 'SimpleTextViewer' folder. So, no compatibility issues. Bug Reports If you encounter issues, please report them in github. Include 'SimpleTextViewer.log' from Documents and description of the Bug and steps to reproduce it. Source Code Permissions This project is licensed under the MIT License. You are not allowed to use this mod in any mods/files/modlists that are being sold for money. Enjoy viewing/editing your notes without leaving Skyrim Submitter Edzio Submitted 01/27/2026 Category Regular Mods Requirements SKSE Menu Framework Regular Edition Compatible No Install Instructions * Install SKSE Menu Framework and their dependencies * Install this mod through your mod manager.
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View File Execute Hotkeys - Without Keyboard Through UI - SKSE Menu Framework Execute key or key combo through UI without keyboard to launch your mods or MCM hotkeys. You don't need to remember all the key combo anymore. Add hotkeys with the name to the list to execute without keyboard. We've all been there. Setting endless hotkeys for our favorite mods just to forget what it was. Now, with the help of Execute Hotkeys, you don't need to remember the hotkeys anymore. Just add the key or key combo to the list and execute it through UI to launch your mod MCM hotkey. After adding and selecting a hotkey from the list, SKSE Menu Framework will close and execute the key combo. F1 hotkey is all you need to remember now. Tested on Skyrim AE v1.6.1170 and v1.6.353. Confirmed to work on v1.6.640 Video Demonstration: Youtube Execute Hotkeys v1.1.0 Execute Hotkeys v1.2.1 Features: * Execute key or key combo through UI with the press of a button without using keyboard. * New: Ability to hold down hotkeys * New: Ability to search for saved hotkeys * Add, remove, and manage hotkeys in SKSE Menu framework in Execute Hotkeys section. * Configuration is saved in `ExecuteHotkeys.ini`. It will be created when a hotkey is added. * You can use the UI or edit the ini to add hotkeys. Format(v1.2): Name|DxCode|LCtrl|LAlt|LShift|RCtrl|RAlt|RShift|IsPress(1=Press/0=Hold)|HoldMs * Use DXScanCodes listed here. Do not use invalid DXScanCodes in ExecuteHotkeys.ini. Only Keyboard DXScanCodes supported. Edit: Mouse keys support added. * Since SKSE Menu Framework supports controller. You can technically use controller to execute Keyboard shortcut. (Testing needed) Inspiration: I can't remember 20+ key combos for the mods I use. Source Code Bug Reports If you encounter issues, please report them in github. Include 'ExecuteHotkeys.log' from Documents, description of the bug and steps to reproduce it. Compatibility No compatibility issues. Permissions This project is licensed under the MIT License. You are not allowed to use this mod in any mods/files/modlists that are being sold for money. Enjoy executing hotkeys without keyboard. Submitter Edzio Submitted 01/26/2026 Category Regular Mods Requirements SKSE Menu Framework Regular Edition Compatible No Install Instructions * Install SKSE Menu Framework and their dependencies * Install this mod through your mod manager.
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Version 1.2.1
183 downloads
Execute key or key combo through UI without keyboard to launch your mods or MCM hotkeys. You don't need to remember all the key combo anymore. Add hotkeys with the name to the list to execute without keyboard. We've all been there. Setting endless hotkeys for our favorite mods just to forget what it was. Now, with the help of Execute Hotkeys, you don't need to remember the hotkeys anymore. Just add the key or key combo to the list and execute it through UI to launch your mod or MCM hotkey. After adding and selecting a hotkey from the list, SKSE Menu Framework will close and execute the key combo. F1 hotkey is all you need to remember now. Tested on Skyrim AE v1.6.1170 and v1.6.353. Confirmed to work on v1.6.640 Video Demonstration: Youtube Execute Hotkeys v1.1.0 Execute Hotkeys v1.2.1 Features: * Execute key or key combo through UI with the press of a button without using keyboard. * New: Ability to hold down hotkeys * New: Ability to search for saved hotkeys * Add, remove, and manage hotkeys in SKSE Menu framework in Execute Hotkeys section. * Configuration is saved in `ExecuteHotkeys.ini`. It will be created when a hotkey is added. * You can use the UI or edit the ini to add hotkeys. Format(v1.2): Name|DxCode|LCtrl|LAlt|LShift|RCtrl|RAlt|RShift|IsPress(1=Press/0=Hold)|HoldMs * Use DXScanCodes listed here. Do not use invalid DXScanCodes in ExecuteHotkeys.ini. Only Keyboard DXScanCodes supported. Edit: Mouse keys support added. * Since SKSE Menu Framework supports controller. You can technically use controller to execute Keyboard shortcut. (Testing needed) Inspiration: I can't remember 20+ key combos for the mods I use. Source Code Bug Reports If you encounter issues, please report them in github. Include 'ExecuteHotkeys.log' from Documents, description of the bug and steps to reproduce it. Compatibility No compatibility issues. Permissions This project is licensed under the MIT License. You are not allowed to use this mod in any mods/files/modlists that are being sold for money. Enjoy executing hotkeys without keyboard.-
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Skyrim Sentinel [BETA]
Somnacyl posted a topic in Downloads - Skyrim: Special Edition Non Adult Mods
Skyrim Sentinel Supply Chain Security for SKSE Plugins TL;DR: Know exactly what's in your load order. Sentinel verifies SKSE plugin hashes against a community-curated database of official releases. 🟢 Verified | 🟡 Unknown. Portable, offline-capable, open source. What is this? Know your DLLs. Every SKSE plugin in your load order is a compiled binary you're trusting to run on your machine. Sentinel gives you visibility into that trust. It scans your mods folder, generates SHA-256 hashes, and checks them against a community-curated database of official releases. Think of it as a provenance checker—answering: "Is this the exact file the author published?" Other modding communities (Minecraft, Factorio) have dealt with supply-chain compromises. This tool exists so Skyrim modders don't have to learn that lesson the hard way. 🟡 Most Plugins Will Show as "Unknown" — That's Expected Unknown does NOT mean unsafe. It simply means the plugin isn't in our database yet. Sentinel currently covers ~100 popular SKSE plugins (Engine Fixes, RaceMenu, po3 Tweaks, etc.). Adult-specific plugins from LL are underrepresented—we're building that coverage with your help. This is a community project. The database grows as people contribute verified hashes. Scan your MO2/Vortex mods folderVerify against 100+ curated plugins🟢 Verified | 🟡 UnknownClick to copy hashes, export unknowns for submissionWorks offline with cached database Download ⬇️ Download SkyrimSentinel.exe (v0.1.0-beta) Just download and run — no Python or installation needed. 📖 How to Use Download and run SkyrimSentinel.exe Click Browse and select your mods folder Click Scan Review results — green means verified! 🤝 Help Build the Trust Registry See unknown plugins? You can fix that. Click Export Unknown after scanning Add the mod name + Nexus/LL link to the JSON Drop it in this thread or open a GitHub PR Every submission helps the next person. We're building the definitive integrity database for SKSE plugins—together. ⚠️ Antivirus False Positives Some AV tools may flag SkyrimSentinel.exe. This is a false positive—extremely common with Python apps packaged as .exe files. PyInstaller bundles Python into a single executable, which looks "packed" to heuristic scanners. This is a well-documented issue affecting thousands of legitimate apps. See also: StackOverflow discussion. The code is 100% open source—review it yourself, or run from source. VirusTotal Analysis: View Full Report Roadmap More LL-specific plugins (SexLab, OStim, DD, etc.)🔴 Revoked status for known-bad hashesMigration to Nuitka (fewer AV false positives)Auto-update for databaseDirect hash submission from the app Requirements Windows 10/11 That's it. Source Code Fully open source: GitHub Repository About Me I started modding Skyrim in 2017—struggling to run Dual Sheath Redux on a low-end rig. Since then I've moved into Cybersecurity and Software Engineering (currently in university). I built Sentinel because I love this community and want to see it stay resilient. Other ecosystems have learned hard lessons about supply-chain security. My goal is to give Skyrim modders the tools to stay ahead—without adding friction to the chaos that makes this place great. Discord: Lullavy | GitHub: Lullacy Looking for Collaborators I'd appreciate suggestions and collaborators to help with: Threat modeling for Sentinel — identifying attack vectors and edge cases Algorithm development & optimization for traversing/walking the folder structure on the client side If you have experience in security research or performance optimization, I'd love to hear from you! A Note on Development I used GitHub Copilot as a development aid. All AI-generated code was reviewed and verified before inclusion. The architecture and security model are my own. Questions? Feedback? Hashes to submit? Post below! 👇 -
Skyrim Sentinel Supply Chain Security for SKSE Plugins TL;DR: Know exactly what's in your load order. Sentinel verifies SKSE plugin hashes against a community-curated database of official releases. 🟢 Verified | 🟡 Unknown. Portable, offline-capable, open source. What is this? Know your DLLs. Every SKSE plugin in your load order is a compiled binary you're trusting to run on your machine. Sentinel gives you visibility into that trust. It scans your mods folder, generates SHA-256 hashes, and checks them against a community-curated database of official releases. Think of it as a provenance checker—answering: "Is this the exact file the author published?" Other modding communities (Minecraft, Factorio) have dealt with supply-chain compromises. This tool exists so Skyrim modders don't have to learn that lesson the hard way. 🟡 Most Plugins Will Show as "Unknown" — That's Expected Unknown does NOT mean unsafe. It simply means the plugin isn't in our database yet. Sentinel currently covers ~100 popular SKSE plugins (Engine Fixes, RaceMenu, po3 Tweaks, etc.). Adult-specific plugins from LL are underrepresented—we're building that coverage with your help. This is a community project. The database grows as people contribute verified hashes. Scan your MO2/Vortex mods folderVerify against 100+ curated plugins🟢 Verified | 🟡 UnknownClick to copy hashes, export unknowns for submissionWorks offline with cached database Download ⬇️ Download SkyrimSentinel.exe (v0.1.0-beta) Just download and run — no Python or installation needed. 📖 How to Use Download and run SkyrimSentinel.exe Click Browse and select your mods folder Click Scan Review results — green means verified! 🤝 Help Build the Trust Registry See unknown plugins? You can fix that. Click Export Unknown after scanning Add the mod name + Nexus/LL link to the JSON Drop it in this thread or open a GitHub PR Every submission helps the next person. We're building the definitive integrity database for SKSE plugins—together. ⚠️ Antivirus False Positives Some AV tools may flag SkyrimSentinel.exe. This is a false positive—extremely common with Python apps packaged as .exe files. PyInstaller bundles Python into a single executable, which looks "packed" to heuristic scanners. This is a well-documented issue affecting thousands of legitimate apps. See also: StackOverflow discussion. The code is 100% open source—review it yourself, or run from source. VirusTotal Analysis: View Full Report Roadmap More LL-specific plugins (SexLab, OStim, DD, etc.)🔴 Revoked status for known-bad hashesMigration to Nuitka (fewer AV false positives)Auto-update for databaseDirect hash submission from the app Requirements Windows 10/11 That's it. Source Code Fully open source: GitHub Repository About Me I started modding Skyrim in 2017—struggling to run Dual Sheath Redux on a low-end rig. Since then I've moved into Cybersecurity and Software Engineering (currently in university). I built Sentinel because I love this community and want to see it stay resilient. Other ecosystems have learned hard lessons about supply-chain security. My goal is to give Skyrim modders the tools to stay ahead—without adding friction to the chaos that makes this place great. Discord: Lullavy | GitHub: Lullacy Looking for Collaborators I'd appreciate suggestions and collaborators to help with: Threat modeling for Sentinel — identifying attack vectors and edge cases Algorithm development & optimization for traversing/walking the folder structure on the client side If you have experience in security research or performance optimization, I'd love to hear from you! A Note on Development I used GitHub Copilot as a development aid. All AI-generated code was reviewed and verified before inclusion. The architecture and security model are my own. Questions? Feedback? Hashes to submit? Post below! 👇
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Hello! I have not been modding the game since 2021 and slowly coming back. I encountered an issue where SKSE is not launching through MO2, and so I have come here to ask for external opinion on whether or not my load order is correct. I hope someone has a little bit of time to take a peak and tell me what I have done wrong, I have been diligent and reading every single mod and its requirements. Thanksies in advance ❤️❤️❤️ loadorder.txt modlist.txt
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So, as I'm aware, the last Skyrim update basically all old mods that used the old SKSE. Has this been fixed in any way? If not, is there any sort of list of what mods have been updated to work with this update? I've been away from the modding scene and skyrim in general since that update dropped, so sorry for my ignorance.
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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
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New install of Skyrim (SE/AE, GOG 1.6.1179) on a new laptop. Installed SKSE (2.2.6 GOG) manually Tested: getskseversion Good to go. Installed SkyUI via MO2. Nothing else. Tested. SkyUI claims SKSE is not running. Error code 1. getskseversion still says SKSE is still fine. Parts of SkyUI show up, but with major lag. Mod Config menu is blank, and if my memory is right, SkyUI should show up in there. Hours of internet searches with only results being trolls accusing people of installing SKSE wrong. It's dropping two files into a folder... not sure what could go wrong. Besides, of that were installed wrong, the console wouldn't give positive results. Just for kicks I downgraded SSE to 1.6.1170 and switched to that version of SKSE. Same results. I can't be the only one having this problem. Anybody have any ideas? (I've also tried a hundred other things with no luck)
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My Skyrim AE recently stopped working asking me to update my SKSE, so I did. Now I get a warning that several key mods, such as JContainers, will not work. I attempted to update them, at least JContainers, and there are no updates. I downloaded the new SKSE through Vortex. What am I doing wrong and how do I fix it, please somebody competent help me.
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Long time veteran of modding LE through Mod Organizer, but now I've started my first try at modding SE/AE. I held off from using SE for the longest time (and taking a break from modding in general for a good while) but after having to do a clean install on my PC, I've finally gotten around to creating a modlist in MO2 for SE. Unfortunately I've run into an issue of the game crashing as soon as it gets to the start menu (right after the bethesda intro). This only occurs when launching SKSE through MO2, not when I launch via steam without mods. I've tried to sift through the dlls I've installed (boy howdy do SE mods require a lot of them) to see if one of those might be causing problems. But after going through them, I'm pretty stumped. I am also using Pandora Behaviour Engine to see if it could help me avoid the headaches that's involved with FNIS and Nemesis, so this might be causing the issue too. I initially had TK dodge installed, but removed it during my troubleshooting process, to no avail. Also I have not installed SL or many animation mods at all, since I wanted to be sure the core of my modlist was working before installing any of those. No ENB installed yet either. I attached the CrashLogger log and the txts from MO2 below. I also may have missed some steps in terms of adjusting the ini settings, here's what they are in the MO2 profile: skyrim.ini: skyrimprefs.ini: Not only am I rusty at modding, but I was never that good understanding crash logs anyways, so any help parsing through this one and getting my modlist up and running again would be much appreciated Edit: Found out what was causing the CTD: I was using an outdated version of the QuickLoot mod. For anyone else interested, here's the most updated version that I'm now using : https://www.nexusmods.com/skyrimspecialedition/mods/120075 Amazing how a single DLL can tank a modlist like that crash-2024-11-15-04-33-49.log modlist.txt plugins.txt loadorder.txt
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View File This file is a racemenu preset for the female nord based on the likeness of a renown and sexy model named Encina Severa. There are two files, the first one (EncinaSevera.jslot) which is the racemenu preset, and the 2nd file (femalebrow_01.dds) is a set of custom eyebrows that I created specifically for this mod. One of the femalebrow_## files in the following directory computer/local disk/programfilesx86/steam/steamapps/common/skyrim/data/textures/actors/character/femalebrows must be overwritten. Read and follow the below instructions very carefully. ===INSTALLATION=== Step 1. After downloading this file, go into the directory my computer/local disk/program files x86/steam/steamapps/common/skyrim/data/skse/plugins/chargen/presets and drag and drop the file EncinaSevera.jslot into there. NOTE: before the "chargen" directory is created, you have to save a preset in racemenu, so just go into the racemenu screen and then go into presets, then press F5 to save any preset and create the directory. Step 2. Boot the game up, go into racemenu by typing "showracemenu" in the console, then click "presets" on the bar in the top right of the screen, and press F9 to load presets and load "EncinaSevera.jslot" (it should be in there) and voila, there you are! Step 3. To install her eyebrows, go into the following directory computer/local disk/programfilesx86/steam/steamapps/common/skyrim/data/textures/actors/character/femalebrows and drag the femalebrow_01.dds file contained in the download into the open directory screen for skyrim's female eyebrow textures, drag and drop the file contained in this download into the Skyrim femalebrows folder click "move and replace" to replace the existing texture. Be sure to back up the original beforehand unless you want to lose them. ===REQUIREMENTS=== *SKSE 1.7.3 or above *Racemenu (latest version) *Xenius Character Enhancement Compilation Pack <---- XCE Compilation Pack is not 100% necessary but is strongly recommended! *Caliente's Beautiful Bodies Edition (CBBE) OR Dimonized UNP Skinny (UNP) whichever you prefer *The Eyes Of Beauty *SG Hair Pack 268 Edition By HelloSanta Make 100% sure that you have the above mods installed before playing this or else this will not work properly! ===Optional/Recommended=== Sexy Vanilla Female Armor for UNP and SevenBase with BBP Red Dress UNP HN66s Golden Earrings Ashara Dimonized Dragon Dress And Jewelry Dovabling Jewelry Replacer Immersive Jewelry Bracelets By Ezuka Sexy Swimsuit and bikinis for CBBE Wedding Rings By Ezuka FNIS Sexy Walk/FNIS 5.2 Submitter Kernel39 Submitted 10/28/2015 Category Models & Textures Requires SKSE 1.7.3 Racemenu, XCE Compilation Pack, Caliente's Beautiful Bodies Edition, SG Hair Pack 268 Edition By Hellosanta, True Eyes, The Eyes Of Beauty. Special Edition Compatible
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I didn't add any new mods before this started happening. But when I load it pops up this framework warning message and my LazyFollowers are gone, my quest log is barren aside from mod quests that auto start like Kaidan. All the mod startup things happen like loading MCM menus and Sjel Blad Castle messages popping up. It suggests re-installing the SkyUI or extracting the scripts from a BSA but there isn't a BSA for SkyUI. Maybe I'm not understanding that part. Yesterday when this started I did indeed redownload the same exact SkyUI file from the nexus and it worked. I tried doing that again today (installing the same exact file for the third time) and it isn't helping anymore.
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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
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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
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Hi, I've recently discovered these mods and I've downloaded and put all the files in the correct destination, but, is there anyway of telling whether it's enabled or not so I can tell if I installed them correctly or not.
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The original mod isn't going to be easy to port, as the source code isn't available, and it uses a .dll file, however, the source code for immersive first person view is available, though the mod hasn't been ported to SE, and that mod also contains in it camera directed headtracking in 3rd person. Would anyone experienced in SKSE64 be willing to make a plugin for player headtracking from that source? I seriously love how much this mod adds to the feel of the game when playing on third person, and am sorely missing it. If someone successfully ports it I'd even be willing to pay them.
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long time ago watching a YT video where put it in the MO2. Why did do?
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I'm having issues with Approach Redux and Bakafactory's version of horrible harassment, no matter how many times I reinstall the mods manually and through vortex their menus don't appear in the mcm. I don't know what's wrong is it possible that these mods aren't compatible with my version of the game ? And yes the mods appear in FNIS funny enough I got one of the horrible harrasment loading screens but still once I got into the game and waited for new menus in the mcm msg and even tried console commands no luck.
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I've been fighting with Skyrim to get NPC inventories the way I want, but it seems to be far more complicated than I hoped. I'm getting NPCs to equip an item, and then change to another item and remove the first one. When I remove the item from the NPC, they seem to put on their default item again. For now I can just not remove the old items, but I'd like to not have all the duplicate items in their inventories for immersion purposes. Player inventories are behaving as I want them to, so I'm wondering if there's any way to get NPCs to temporarily stop this behavior. I've tried using the ObjectReference AddInventoryEventFilter, but that didn't seem to stop the behavior, so I'm thinking it might not even be a Papyrus event like OnItemRemoved. Would it be possible to modify this behavior with an SKSE plugin? I'm trying to do it with Papyrus, but I'd learn plugin development if it could be done that way. Any ideas would be really appreciated. Thanks, v
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I found out that Skyrim SE can play VR files and vice or versa. You can copy SkyrimVr.esm/.bsa to SkyrimSE set up 100 mods plus SKSE with dlls too and the equivalent versions for Skyrim VR which can run FNIS/NEMESIS too. I hardlinked my saves. And it's cool to continue the same save from Skyrim SE or go back too VR. WIN! (I'm using mod organizer to pull these off.) plugin list 100% same. Yes, FISS /SMP/CBPC, and sexlab will cross over.