Jump to content

Crash Fixes and ENB


Recommended Posts

Posted

I understand that ENB helps with memory and graphics and have been wanting to use it for some time. However, I also use Crash Fixes and the .dll's for the two seem to conflict.

 

So, can they be run together?

Can I edit the ENB .ini file to include the settings from Crash Fixes?

Do I even need Crash Fixes with ENB, despite running 255 plugins?

 

Well, I will have them installed. Rather, re-installed. Dodgy power supply and in working on the FrankenPuter, I lost all my mod files :dissapointed_relieved:

But, since I am rebuilding, I thought this would be a good time to see if I can get ENB running.

 

Oh, and should I use the ENB Injector or Wrapper?

Posted

You can use ENB/ENBoost and Crash Fixes.  They are two different mod types entirely.


ENB/ENBoost is a graphics wrapper, and its files go into the Skyrim root directory, while the Crash Fixes .dll goes into the Data/SKSE/Plugins directory.  The SKSE Plugin Preloader also goes into the Skyrim root directory, but no ENB/ENBoost should use the same .dll name here.


The 255 plugin limit refers to the max number of .esp/.esm files you can have loaded at any time, and not related to Crash Fixes or ENB.


You should use the Wrapper version of ENB.  The ENB Injector is mainly used if you have a laptop or with potentially conflicting overlay software if the Wrapper doesn't work, but then I would tell you to fix whatever breaks the wrapper version.  If its a software conflict, remove the software.  If its a laptop, set the beefy GPU as the one running the game instead of integrated via the GPUs control panel.


It is recommended to use ENB/ENBoost and Crash Fixes for the most stable game, I do myself without issue.

 

To get the most out of Crash Fixes, look on the mod page and setup the "memory allocator patch".  This replaces the SKSE memory patch, and works a ton better.

 

Cheers :smile:

Posted

Thanks, I'm actually doing pretty good using Crash Fixes. Its definitely one of my 'must-haves' :smile:

 

I mentioned the 255 plugins because that's what I typical have active. Mods to the max, man :tongue:

And I know that running that many will put a strain on a system's graphics and memory.

Posted
1 hour ago, Sarge Misfit said:

I mentioned the 255 plugins because that's what I typical have active. Mods to the max, man

Nice to have all things maxed out but be very carefull about even approaching the plugins limit as on several occasions users have already had problems of instability with their savegames. If I were you - what I'm not obviously, I would be more careful on this subject and if I can afford a wise advice: merge mods and don't approach the limits so close.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...