Skse Mods Not Working
I have both SKSE64 20005 and SkyUI 52. I am launching the game using SKSE's loader. When I get in the game, SkyUI simply doesn't work, no errors or anything, it just never appears. I'm used to the old Skyrim (non special edition), where you load mods before launching the game. Now it seems Bethesda wants you to have an account or something. It will usually indicate on the mod's download page whether SKSE is required (at least on sites like Nexus.) If you're happy to play Skyrim without your 3rd party mods, or with those mods potentially not working properly, you can run the standard executable and the game will work. SKSE will not be affected if you do this.
Junior MemberRegistered: Posts: 2Posted EditedThis is an amazing mod but I'm currently having an issue. It worked perfectly fine the first time I used it for about a week, then I took a bit of break from the game and it stopped working in Skyrim. I tried it in other games and it worked fine. I tried pressing F10 to turn it off and then back on and nothing changed.
Everything is still showing up (the FPS and logo), but it is not doing what it is supposed to do. I ran HialgoBoost.exe as an administrator and tried uninstalling and reinstalling it but the problem persisted. I'm not using an ENB, but are there any mods that this is not compatible with?
I noticed that sometimes when I load a game it starts working at first for maybe a second but then immediately stops working, making me think it stops working when the mods are loaded. However, I don't believe the mods are the problem because I have not added any mods since I last used it and it worked perfectly fine then. ModeratorRegistered: Posts: 958Posted Guys @Painish and @gamy, I vaguely remember that there were such complains before, several times, and that they have been resolved, but I do not remember how. It seems that @Painish knows all the tricks of how to run BOOST. So, simply try searching this forum for SKSE. Good luck!!BTW, if logo is showing, it means that HiAlgo is successfully injected. Maybe cache files got corrupted (because of a conflict with another mod?).
Try deleting cache files; before that - check the log file - are there error messages? Junior MemberRegistered: Posts: 2Posted EditedThank you both for your replies. I looked over the FAQ and tried the options that seemed likely but nothing worked. However, I did get it to work just a few hours ago. I completely uninstalled and reinstalled Skyrim but I'm not quite sure that is what fixed it because the problem still persisted at first. @gamy Here is what I think you should try: Once all of your mods are loaded wait for a few minutes. If it is still not working go into your Mod Configuration menu and refresh all of your mods.
I believe what was causing my problem was the mod Immersive Armors. Once I went into the menu for that mod it refreshed it, so I exited the pause menu and the message 'Configuring Immersive Armors' popped up in the top left corner. After a few moments the message 'Immersive Armors Configuration Complete' popped up and Boost started working just fine again for me.
If refreshing all of your mods does not fix it I would look at the section of the FAQ that I linked to the bottom of this reply, or, if none of those work, try uninstalling and reinstalling Skyrim. I hope this fixes your problem as well.
I've not had a chance to play around much with this yet, but based on my research there should be an executable called protonrun created in /tmp that could potentially be used to run skse without needing to rename files. Here's the info (found through Shenmue):specifically the steps:. Run the game it will probably fail but will create an important file named protonrun. Open File explorer then Press CTRL + L write /temp. Go to /tmp.
Locate file called protonrun inside tmp. Copy the file protonrun, paste it in another location, I put mine inside a folder named proton in my desktop.Looking forward to trying it out when I get a chance myself, just too much going on for me right now to start playing skyrim again. I did a git clone of proton and used whichever version of wine it uses.
I ran the git submodule update -init and then I applied the patches to the wine directory before building. However, I found a post on reddit indicating that it is possible to perform a binary patch against ntdll.dll.so instead of having to build it from source. I have not tried that method, but it's probably faster and easier. You can read more about that here:I am able to run getskseversion from the console in skyrim and get a version string (which I was unable to do before) and the skse log seems to indicate normal behavior, although I'll admit I haven't yet found a mod which works correctly with skse under proton. These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image. These patches:1.
Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2. Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow. Feature Request + Modding Report: The Elder Scrolls V: Skyrim Special Edition (489830)Issue transferred from.posted on 2019-01-14T09:10:13: Feature RequestIntegrate patch found here: They were originally done for Fallout 4/F4SE but also works for SKSE64. I confirm:. that I haven't found another request for this feature. that I have checked whether there are updates for my system available thatcontain this feature already.DescriptionNon-SKSE64 mods are working.
You can either manually drop them in the Data folder and edit your loadorder.txt and plugins.txt files, or you can install a mod manager (I'm using Nexus' Vortex currently) via Wine or Proton. I have played a few hours now with several mods, both plugins and loose files/texture and audio replacers.SKSE64 however does not work. It silently fails and just goes on to load Skyrim without hooking in. I've been doing some digging and it's a difference in how it loads into memory compared to SKSE for Skyrim Legendary Edition (72850).
There are patches for Wine that address the same issue with F4SE for Fallout 4, and because SKSE64 works in the same way this fixes the problem. Justification optionalThis would open up Skyrim SE and Fallout 4 modding without needing to jump through hoops or compile their own versions of Proton and/or Wine. They still would need to get a mod manager working on their own if they want to use one, but having SKSE64 or F4SE working without hassle would eliminate a major roadblock.Combined with the FAudio patches which seem to be already being worked on, this could help make both Skyrim Special Edition and Fallout 4 candidates for whitelisting. Risks optionalNone known. References optional. These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image.
These patches:1. Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2. Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow.
These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image. These patches:1.
Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2. Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow.
These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image. These patches:1.
Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2. Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow. These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image. These patches:1. Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2.
Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow. These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image. These patches:1. Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2. Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow.
These are patches to get Fallout 4 Script Extender working in wine. F4seallocates memory for trampolines in the spaces before the Fallout4 exeimage and the f4se dll image. These patches:1.
Fix VirtualQuery rejecting any blocks before the image as alreadyallocated (it looks like getfreememstatecallback sees blocks beforethe exe base address as overlapping the exe base from calculating theblock end address as block start address + size, ie a 256 byte blockstarting at 0x100 would 'end' at 0x200).2. Switches dlls not loaded at their preferred address to be loaded at highaddresses rather than low ones to work around code in f4se that gives upallocating the trampolines (it compares the address being queried to alowest acceptable address computed by subtracting 0x78000000 from themodule address, which will wrap around and fail with lower addresseseven if there's free space).Apparently these patches also get SkyrimSE script extender working, but Idon't own that so I can't test that.Github-Link:Github-Link:Github-Link:Signed-off-by: Kai Krakow. At times it happens that Skyrim doesn’t launch.
Skse Not Starting
It gets caught in a small loading screen or nothing occurs when you try to open the executable. This problem has been there since the nemesis of the game and irritates users often. We will let you know that how can you fix it without wasting your time.1- Refreshing Steam Entirely: Let it confirm that you backup your data and have the credentials. You have to change the essential Steam installation files and try not to get your downloaded game data removed. You are supposed to fix the Steam library files and if that doesn’t work then refresh the app on your own.2- Checking Installed Mods: In case you are utilizing numerous mods to alter the game play or add some features, then you should disable these mods and start the game. Mods alter the main files of the game and twist the behavior.
Skse Is Not Running
In case there is some mod which is conflicting with the settings, it is better to delete that mod and try to start the game. For more methods open3- Checking SKSE: Skyrim Script Extender is utilized for broad mod programs and for handling them. It has been observed that although SKSE has a huge follower base, it is still under development and encounter periodic updates. This mod manager deal all the mods that are working at the moment on your system, there are higher possibilities that it might cause issue to the game.Yes.I have renamed the skyrim launcher exe with a copy of the skse64.exe and so whenever I launch skyrim se it just loads the script extender, seems to work well. (after you mount the files correctly).As above. But keep in mind that proton has not got the skse64 patch (single line code fix) last time I checked. I might have been pushed to latest version of wine staging however, can't be sure.The best solution is to create your own proton prefix which you can update and use from within steam yourself (there is a proton guide on howto add your own proton versions to steam in the drop down list).Is proton 3.7 the latest?