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Installing SKSE64 for SkyUI on SSE

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#11
oblivionfan52

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Let me say it again. Vortex can not install the SKSE or SKSE64 archive downloaded from Silverlock successfully. It can install the executables or it can install the scripts. Not both.

If you are modifying the archive to make it installable - that will just lead others here when they mess it up.

 

By default
If Silverlock just zipped up their Script Extenders one level up, then the script extender could be installed perfectly by Vortex and any other mod manager, but because they zip up the files in a directory within a directory the best any mod manager can do is dump the script extender directory into the game root folder.
 

However, there's a guide in the Vortex wiki that explains how to repackage the Script Extender Archive to be an installable mod in Vortex.
However, it's caused more problems than it tries to help, because people unfamiliar with the terminology used in the guide, end up making a complete mess of the custom archive and end up with the Script Extender installed in it's own folder in the root directory, then they come in here asking for help with SkyUI errors and Mods not working because their script extender isn't working.

All the guide needs to say is
1. Drag the folder out of the script extender archive

2. Right click on the folder and pick ADD TO ARCHIVE, type in a name for it and zip it.
(Instead the guide goes through some extra confusing and unnecessary steps.)

It's much easier, and much more fool-proof to manually install the Script Extender because it requires two clicks, and a drag

 

Actually HadToRegsiter what you posted about the giude won't work, if you try to install skse with Vortex without the steps in the tutorial it will not install correctly because Vortex kills the the data folder during the initial install of the arcive, so the steps in the tutorial guide are necessary to recreate the data folder for the scripts, the executables go to the top level then set Vortex to install skse as mod type dinput, name as you like and your done.
 
I also Like Dragonstar99 have been using the posted method in the Vortex knowledge base for months and I prefer to install that way.
 
It may seem confusing at first but it really is not, and once you get it you can install with this method in under a minute, maybe under thirty seconds I tend to be slow.


#12
johang

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Also - Vortex can't tell you SKSE64_2_00_16 is installed and enabled. Vortex can't install SKSE. All it can do is install the Data portion (scripts).

Follow the directions from Silverlock and copy the exe and dlls to your game directory manually.

And, like Augusta said - make sure everything is for Skyrim SE if that is what you are running.

But Vortex can install SKSE64 or SKSE.  I've installed SKSE with Vortex in my game and its been working fine for months now.  Follow the tutorial in Tools Setup:  Script Extenders  in the Vortex knowledge base....  

 https://wiki.nexusmo...cript_Extenders

 

There is no mod type field in the window opening upon double-clicking the mod archive. It ends with the category field. The Modtype dinput extension is enabled. I have version 1.0.

 

I tried F4SE, not SKSE, but I expect the mod type functionality to be there anyway.



#13
oblivionfan52

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 You might try disabling extension dinput and then re-enabling and see if fixes the problem.  Sorry I can't be more help I don't have fallout 4.



#14
johang

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 You might try disabling extension dinput and then re-enabling and see if fixes the problem.  Sorry I can't be more help I don't have fallout 4.

 

I solved it: the option is only available once the mod has been installed.



#15
rmm200

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 You might try disabling extension dinput and then re-enabling and see if fixes the problem.  Sorry I can't be more help I don't have fallout 4.

 

I solved it: the option is only available once the mod has been installed.

 

 

And that is too late. By the time the mod is installed, the Data contents have been moved to the base. When you Enable, everything goes into the game directory, losing scripts and plugins.



#16
oblivionfan52

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 You might try disabling extension dinput and then re-enabling and see if fixes the problem.  Sorry I can't be more help I don't have fallout 4.

 

I solved it: the option is only available once the mod has been installed.

 

 

And that is too late. By the time the mod is installed, the Data contents have been moved to the base. When you Enable, everything goes into the game directory, losing scripts and plugins.

 

Actually Rmm200, Johang is correct you install the mod, make the changes from the Vortex tutorial in the mod staging folder and then select dinput. 

 

Sorry if I'm not supposed to do this but it seemed the easiest to make sure it's explained correctly.

 

TUTORIAL BELOW

Download and install

First, you will need to download the archive. Even the files hosted at Nexus Mods will need to be downloaded manually.

Next, in your mods tab on Vortex, click the "Install from File" button and select the archive you've just downloaded.

800px-SKSE1.JPG

This will add a new disabled mod entry for your script extender. Leave it disabled for now as we need to make a few changes before deploying it.

Move the files into the correct directories

Generally, script extenders aren't packed in a way that would allow installing them this way, so we'll need to move the files around to make it play nice.

To do this, right-click the script extender mod and select "Open with file manager".

SKSE2.JPG

In the example of SKSE64, you need to create a new folder called "Data" on the top level and move the scripts folder inside it.

Then move skse64_1_5_53.dll, skse_loader.exe, skse64_steam_loader.dll to the top level. You can delete the skse64_2_00_10 folder after this.

You should now have a Data folder (containing the scripts), 2 DLL files and an EXE file on the top level.

Update mod info in Vortex

Now we need to tell Vortex this isn't a normal mod and should be added to the game folder, not the mods folder.

Double-clicking the mod will open the mod details pane on the right. Make the following changes:

SKSE3.JPG

  • Mod Name - This is optional, but you can make the name of the mod more friendly, such as "SKSE64" or "Script Extender".
  • Version - This is recommended, add the current version of the script extender, so you know if you need to update.
  • Mod Type - This is required change this to "dinput".

Now you can enable this mod. If you have automatic deployment turned off, you will need to click "Deploy Mods" to all the installation into the game folder.



#17
rmm200

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I have seen enough users here to know most do not read the Wiki - or tutorials.

Modifying the SKSE archive is not something that is intuitively obvious, or something I would recommend.



#18
oblivionfan52

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I have seen enough users here to know most do not read the Wiki - or tutorials.

Modifying the SKSE archive is not something that is intuitively obvious, or something I would recommend.

I totally agree with you on not enough people reading the tutorials, it is unfortunate.

 

As to modifying the SKSE archive you may be right on that to, but while I don't consider myself by any means an expert with this stuff I was able to follow that slightly confusing at first tutorial and within five minutes I had SKSE installed with Vortex and got it right the first time. Now it's my preferred way to install SKSE while using Vortex, with Mod Organizer it's back to the old tried and true methods.

 

My only problem is when I come into the forums and see knowledgeable people saying you can't install SKSE with Vortex, that bothers me because it's incorrect information. I have no problem with advising people new to Vortex to use the old methods, that makes since. 

  

 

Oops I meant sense not since



#19
HadToRegister

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The reason I don't bother turning SKSE into an installable mod, is by the time I did all the required steps, I could've just opened up the archive, opened the two sub folders, then dragged the exe, dlls, and DATA folder into the game directory



#20
AugustaCalidia

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One thing in favor of turning a script extender into a mod is this: it's easy to uninstall the script extender material from the Scripts folder while leaving other scripts untouched.  You may want the ability to do that when, for example, you are updating a script extender.  Granted, you can achieve the same result simply by turning the script extender Data folder itself into a mod while manually installing all other elements of the script extender.  This would be a little less complicated than the method in the Vortex Wiki, but it probably would take about the same amount of effort and time to achieve. 







Also tagged with one or more of these keywords: skse64, skyui, sse

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