connordaniels91 Posted November 24, 2021 Share Posted November 24, 2021 This isn't working for me. when I add the exe to my Skyrim game folder or launch it from MO2 it's still looking for the game on my C drive, but it's on my games drive and actually it's now in a new location so it won't automatically update to AE prelim. Not all my mods are ready to work with the new version and that's why I moved my game, unfortunately now I can't get SSEedit to find the correct file path and I think it's kind of silly for a program like this to have no kind of settings or options. Link to comment Share on other sites More sharing options...
xgmckeex Posted January 14, 2022 Share Posted January 14, 2022 (edited) This isn't working for me. when I add the exe to my Skyrim game folder or launch it from MO2 it's still looking for the game on my C drive, but it's on my games drive and actually it's now in a new location so it won't automatically update to AE prelim. Not all my mods are ready to work with the new version and that's why I moved my game, unfortunately now I can't get SSEedit to find the correct file path and I think it's kind of silly for a program like this to have no kind of settings or options. Ahem, agree with this 1000%. Modding generally means multiple profiles, i.e. multiple paths, multiple plugin.txt's. Insane that SSEedit cannot handle multiple profiles correctly. What happens when you have 2 or 3 different profiles for same project? Say for example (SFW) and (NSFW), you can clean one profile but not the other? I am not a programmer and may not be seeing the BIGGER picture here but seems like SSEedit should be looking to MO2 to obtain the path to the plugins.txt or linked somehow to the profile path like BethINI is. Oh, can we pass the path to plugins.txt as a parameter of our shortcut? Something like LOOT does with --game="Skyrim Modding", that's my profile in LOOT. Edited January 14, 2022 by xgmckeex Link to comment Share on other sites More sharing options...
xgmckeex Posted January 14, 2022 Share Posted January 14, 2022 Did you place the TES5Edit files and exe in the Skyrim Folder, where the Skyrim.exe is? OK so I tried this and it appears to have worked. Let me elaborate for those who are doing what I am doing and having issues. I am using what is called a Stock Game Folder, basically a copy of the Skyrim Special Edition folder inside the root of my MO2 folder. Everything but SSEedit I have successfully pointed to this folder including LOOT. So essentially my Modded game runs out of D:\Skyrim Modding\Stock Game Folder. Following these instructions I copied SSEedit.exe, SSEeditQuickAutoClean.exe, the Edit Scripts and Optional folders into my Stock Game Folder and then deleted and recreated my shortcuts in MO2. SSEedit is still loading the plugins.txt from \AppData\Local\Skyrim Special Edition\ but now both tools show a plugins.txt:1 and a plugins.txt:2 along with all of the loaded mods. Elegant? no but success yes! Link to comment Share on other sites More sharing options...
NebadonAdams Posted July 1, 2023 Share Posted July 1, 2023 It looks as though OP has solved his issue with SSEEdit. I had a similar issue, and after scouring every board I could find, I knew the solution had to be with the program itself... SSEEdit 4.0.2 (F796EF8E) starting session 2023-06-29 21:11:42Using System Special Edition Data Path: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Using Backup Path: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SSEEdit Backups\Using Scripts Path: D:\MO2\SSEEdit\TEST-SSEEDIT 4.0.2\Edit Scripts\Using Cache Path: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SSEEdit Cache\Using ini: C:\Users\adams\Documents\My Games\Skyrim Special Edition\SavesUsing Creation Club Content list: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Skyrim.cccUsing plugin list: C:\Users\adams\AppData\Local\Skyrim Special Edition\Plugins.txt As before, I noticed that the paths are all pointing to C:\ (I want them to point to D:\), but I also noticed that SSEEdit was calling out certain processes (yes, I am a bit slow). It needs to know where Skyrim is, where to place backups, caches, the location of the .ini file, plugins, etc. I am aware of the commands one can make in MO2 to point to a certain path (for example: -d:"D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data"), so I could at least run SSEEdit - even if it couldn't see my mods. I checked out the "Information" tab in SSEEdit, and came across a description of command line edits. I looked at the list, and these entries leapt out to me: -C:<path> [path to use for cache files]-S:<path> [Path to look for scripts]-T:<path> [Temporary Directory]-D:<path> [specify a Data Directory]-O:<path> [specify path for generated LOD files]-I:<path> [Game INI Files]-G:<path> [save Game Path]-P:<path><filename> [Custom Plugins.txt file]-B:<path> [backups path i.e. Edit Backups\]-R:<path><filename> [Custom xEdit Log Filename]All path parameters must be specified with trailing backslash. The command line edits in SSEEdit looked the same as the lines I could type to point to certain paths in MO2. So, I added a cache line to MO2: In MO2, go to the "Pick a Program to run" drop-down and select "<Edit...>"On the left pane, find and select "SSEEdit" in the "List of Executables" I already have the app pointing to D:\ for the data directory: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data In the "Arguments" line I added this: -c:"D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data" -d:"D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data" I was expecting to have to add a line for plugins as well, but simply pointing to the D:\...\Data folder was enough for SSEEdit to point to all the correct paths. I know I am way late to the game, but I am paying it forward, because I wish I had found this post two days ago. Link to comment Share on other sites More sharing options...
dahoinz Posted October 2, 2023 Share Posted October 2, 2023 Thank you so much, NebadonAdams, you probably saved me hours of fiddling with SSEEdit! Link to comment Share on other sites More sharing options...
panajotak Posted October 18, 2023 Share Posted October 18, 2023 thank you @NebadonAdams - i was fiddling with command arguments as well - just used what you wrote did the trick Link to comment Share on other sites More sharing options...
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