The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

통계 보기:
handmade_ghost 2019년 8월 13일 오전 10시 37분
Skyrim SE skse crashing before Bethesda Logo
I run my game through skse and mod manager. I've tried finding errors in SSE Edit and it says everything looks fine, and I always run LOOT after altering my load order and I have no clue why it's started to crash or how to fix it. If you need my load order, lmk and I'd be happy to give it.

My only thought is that there are some patches I need to disable because of uninstalled or disabled mods, but usually loot gives me an error message if that's the case and if not SSE Edit should have caught it.
Help much appreciated :-)
handmade_ghost 님이 마지막으로 수정; 2019년 8월 13일 오전 10시 38분
< >
9개 댓글 중 1-9개 표시
Nadinomok 2019년 8월 13일 오후 1시 37분 
The same happened to me. Deactivate all of your mods and load game. Then activate 20 mods and load game until it crashes again. Do the same with those 20 mods until you find the one crashing your game. Fastest method in my opinion
DragonMaster 2019년 8월 13일 오후 7시 56분 
First off are you sure that your PC meets the minimum requirements to run the game? Post your LOOT sorted load order
Ihateeverybody 2019년 8월 13일 오후 8시 34분 
Crashing before the Logo is indicative of an SKSE problem. Be sure you have the correct version of Skyrim Script Extender 64bit installed.

http://skse.silverlock.org/ Current SE build 2.0.16 (runtime 1.5.80)

IF that is not the issue go to your data\skse\plugins directory and sort by file type. You need to look at the .dll files and see if they are date current with your skse64_loader.exe. They should all have a data post the loader date. If they do not. Read up on their mod page and see if they are version neutral. If so ignore them. If not check for updates.

IF THEY DO NOT HAVE UPDATES uninstall them completetly. Disabling the mod doesn't matter to SKSE if the plugin .dll is still there. It will still try to load it.
ralphtobybob 2019년 8월 14일 오전 12시 36분 
By coincidence I had the same problem. Reinstalled SKSE. Turns out I had a Skyrim 32 bit mod installed. I had followed a link from another site and didn't notice it was for Skyrim instead of SE.
Luckily I remembered which mods I had just added. Some of the Alternate Start LAL mods that I've doublechecked by file name generate a warning, so I had ignored it, I guess.


Ihateeverybody 2019년 8월 14일 오전 2시 23분 
"My only thought is that there are some patches I need to disable because of uninstalled or disabled mods, but usually loot gives me an error message if that's the case and if not SSE Edit should have caught it."

This makes me nervous...there are just so many issues that can arise. If you have a patch for a mod but disabled the mod, you don't need the patch. If it is something that patches two mods (one of which is still active) you enter into a completely new territory of possible issues.

Just go ahead and post your load order.
smr1957 2019년 8월 14일 오전 2시 50분 
If you uninstalled/disabled a mod, you need to go back to a save made prior to the installation of that mod, or start a new game. There are no other options.
See:
https://steamcommunity.com/app/489830/discussions/0/1520386297681801135/
smr1957 님이 마지막으로 수정; 2019년 8월 14일 오전 2시 55분
ralphtobybob 2019년 8월 15일 오전 10시 56분 
smr1957님이 먼저 게시:
If you uninstalled/disabled a mod, you need to go back to a save made prior to the installation of that mod, or start a new game. There are no other options.
See:
https://steamcommunity.com/app/489830/discussions/0/1520386297681801135/

You often find that out from experience when the game crashes when you ignore the game warning. The downside about having to start over is that it can take days to get the game stabilized, since some crashes don't happen until you do something specific or go to a certain area. If you find out it's a mod conflict, you have to start over again when you decide which mod you want to keep.



GeekyDiciple 2021년 2월 24일 오후 3시 17분 
Ihateeverybody님이 먼저 게시:
Crashing before the Logo is indicative of an SKSE problem. Be sure you have the correct version of Skyrim Script Extender 64bit installed.

http://skse.silverlock.org/ Current SE build 2.0.16 (runtime 1.5.80)

IF that is not the issue go to your data\skse\plugins directory and sort by file type. You need to look at the .dll files and see if they are date current with your skse64_loader.exe. They should all have a data post the loader date. If they do not. Read up on their mod page and see if they are version neutral. If so ignore them. If not check for updates.

IF THEY DO NOT HAVE UPDATES uninstall them completetly. Disabling the mod doesn't matter to SKSE if the plugin .dll is still there. It will still try to load it.

^^^^^^THIS...100% worked for me with the EXACT same issue. The only note I would add is that the current SKSE64 build is 2.0.19, so .dll files in the data/skse/plugins directory must have dates AFTER 8-7-2020 with the notable exception of PapyrusUTIL.dll (file date of 2-4-2020 for version 3.8 of PapyrusUtil which says it works for SKSE64 2.0.17 but it will still work with SKSE64 2.0.19).

For me the mod that was causing the trouble was "Simply Knock SE". If you use this mod, you will need to find a subsequent mod called "Simply Knock SKSE64 DLL" and install it AFTER Simply Knock SE. The "Simply Knock SKSE64 DLL" mod replaces the .dll file from "SImply Knock SE" to make it compatible with SKSE64 build 2.0.19. NOTE that NONE of the tools I use (LOOT, Wrye Bash, SSEedit, Vortex) detected this.

If I had found this post earlier it would have saved me HOURS of troubleshooting.
GeekyDiciple 님이 마지막으로 수정; 2021년 2월 24일 오후 7시 18분
ChoccyChips 2021년 5월 18일 오후 1시 20분 
GeekyDiciple님이 먼저 게시:
Ihateeverybody님이 먼저 게시:
Crashing before the Logo is indicative of an SKSE problem. Be sure you have the correct version of Skyrim Script Extender 64bit installed.

http://skse.silverlock.org/ Current SE build 2.0.16 (runtime 1.5.80)

IF that is not the issue go to your data\skse\plugins directory and sort by file type. You need to look at the .dll files and see if they are date current with your skse64_loader.exe. They should all have a data post the loader date. If they do not. Read up on their mod page and see if they are version neutral. If so ignore them. If not check for updates.

IF THEY DO NOT HAVE UPDATES uninstall them completetly. Disabling the mod doesn't matter to SKSE if the plugin .dll is still there. It will still try to load it.

^^^^^^THIS...100% worked for me with the EXACT same issue. The only note I would add is that the current SKSE64 build is 2.0.19, so .dll files in the data/skse/plugins directory must have dates AFTER 8-7-2020 with the notable exception of PapyrusUTIL.dll (file date of 2-4-2020 for version 3.8 of PapyrusUtil which says it works for SKSE64 2.0.17 but it will still work with SKSE64 2.0.19).

For me the mod that was causing the trouble was "Simply Knock SE". If you use this mod, you will need to find a subsequent mod called "Simply Knock SKSE64 DLL" and install it AFTER Simply Knock SE. The "Simply Knock SKSE64 DLL" mod replaces the .dll file from "SImply Knock SE" to make it compatible with SKSE64 build 2.0.19. NOTE that NONE of the tools I use (LOOT, Wrye Bash, SSEedit, Vortex) detected this.

If I had found this post earlier it would have saved me HOURS of troubleshooting.




I had just downloaded the "simply knock" mod as well, and even when i disabled it SKSE still wouldnt launch, so i figured that wasnt the problem. I downloaded the patch mod you mentioned and it worked right away, thank you so much for your comment because i was at my wits end!
< >
9개 댓글 중 1-9개 표시
페이지당 표시 개수: 1530 50

게시된 날짜: 2019년 8월 13일 오전 10시 37분
게시글: 9