leonardo2 Posted April 5, 2018 Share Posted April 5, 2018 Unfortuntely, this bug needs to be fixed. @Falloutdude11: Did you delete the old skse64_<official patch>.dll file? I did that and SKSE64 2.0.7 works for me. Link to comment Share on other sites More sharing options...
Falloutdude11 Posted April 5, 2018 Share Posted April 5, 2018 (edited) Actually, I was able to improve the situation with the unofficial Nexus Mod Manager that had SKSE support, weirdly enough. Now it's a mod causing it not to launch. Without any error. Even in SSEEdit. Somehow. Gotta do process of elimination now. Edited April 5, 2018 by Falloutdude11 Link to comment Share on other sites More sharing options...
Aaron1248 Posted April 6, 2018 Share Posted April 6, 2018 SKSE64 may be updated but when I manually installed it and ran it, it never made it past the company logo before crashing. It comes up normally without the SKSE64 loader so can someone help? Link to comment Share on other sites More sharing options...
Zanderat Posted April 6, 2018 Share Posted April 6, 2018 I had this issue. Delete the Simply Talking .dll file. It needs an update. Link to comment Share on other sites More sharing options...
LOLZpersonok Posted April 6, 2018 Share Posted April 6, 2018 (edited) I've just updated to the most recent version of SKSE64 to support the Skyrim: SE 1.5.39 update. Game now crashes even before reaching the Bethesda logo. It doesn't seem to be mod-related, as the same thing happens with all my mods disabled. Not sure if it's something that I did wrong (I doubt that though) or if there's a problem with the latest version of SKSE64. Edit: Something about my game was broken. Validating files with Steam fixed it. Edited April 6, 2018 by LOLZpersonok Link to comment Share on other sites More sharing options...
COMBATFUN Posted April 7, 2018 Share Posted April 7, 2018 (edited) Hi, this should solve the problem:Install the latest version of Papyrus: https://www.nexusmods.com/skyrimspecialedition/mods/13048If you installed the new skse version without deleting the old one, delete the old skse64.dll in your skyrim se main folder, so that only the .dll of the new version is active. Edited April 7, 2018 by COMBATFUN Link to comment Share on other sites More sharing options...
sakora Posted April 8, 2018 Share Posted April 8, 2018 Back after a 6 month hiatus, do we have a working stable SKSE64 yet? Link to comment Share on other sites More sharing options...
archerarcher Posted April 8, 2018 Share Posted April 8, 2018 Yes, sakora, asking myself the same question. What's going on there? Link to comment Share on other sites More sharing options...
BrANdt4l0p3 Posted April 8, 2018 Share Posted April 8, 2018 (edited) Ok I'm pretty new to the modding scene so don't tear me a new butthole if i say something stupid. My game crashes immediately before the bethesda logo when i launch with skse64. Normal launch works just fine however. Last version of skse worked great, and now my game wont even start up completely. Any help?? I have already validated game files, and im doing a fresh install now to see if that works. I'll update if I figure anything out. EDIT:Ok so ive uninstalled every single mod that i have, and now skse launches fine. Does one of my mods need to be updated for the new skse or...? Sorry if these are stupid questions, im just trying to figure s#*! out at this point. Edited April 8, 2018 by BrANdt4l0p3 Link to comment Share on other sites More sharing options...
ArizonaSteve Posted April 8, 2018 Share Posted April 8, 2018 (edited) I don't know if this forum is read by any of the SKSE developers these days, but I'd like to ask: Has any thought been given to externalizing the offsets used by SKSE? If this could be done then any changes to Skyrim SE would only require an update to the externalized offsets file instead a recompile of SKSE, and would remove the requirement to recompile every mod dll that uses SKSE. I'm thinking of something like a .properties file with name=value pairs like (assuming that offsets represent class definition locations). actor.offset=0x12345678 objectreference.offset=0x09ABCDEF Edited April 8, 2018 by Arizona_Steve Link to comment Share on other sites More sharing options...
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