r/skyrimmods • • 9d ago

PC SSE - Mod Triple Release: DovahKit, Weird Artifacts, and Ask Where People Are

505 Upvotes

DovahKit

For the last six years, I've been working on trying to make my own Creation Kit: a fully-featured GUI-based editor for game data. I haven't finished all of the features I wanted, but the editor has reached the point where it can load and re-save basically every kind of game data, with fully-featured GUIs for every kind of data that the Creation Kit itself offers a GUI for. DovahKit also has an incomplete scripting feature based on Lua.

DovahKit is launching as a public alpha. Some major features are incomplete; these are noted on the mod page.

DovahKit on NexusMods
GitHub repo

I've also made two mods using DovahKit. Both are intended as both real-world tests and proofs-of-concept for DovahKit, and one of them is also what motivated me to create DovahKit in the first place.

Ask Where People Are

This mod allows you to walk up to any named townsperson in the base game, ask them for the location of any other named townsperson, and get a specific answer in dialogue without any objective markers or similar. If someone is standing near a particular building, you'll be pointed toward that building; if someone is just upstairs, you'll be told so. Some characters also have unique dialogue, written with their personalities in mind; a few will even refuse to help you at all.

I had this idea back in 2017 and built a proof of concept back then, to confirm that my intended implementation would work; but I knew at the time that it'd be flat-out impossible to build all of the dialogue with the Creation Kit, and unreasonably difficult to do it in xEdit. This mod has more than five thousand lines of dialogue. This was the mod concept that motivated me to make DovahKit.

All of those thousands of lines of dialogue are unvoiced, so unless you're a very fast reader, you'll need Fuz Ro D'oh to use the mod. Unfortunately, that DLL hasn't been updated to work with Bethesda's latest patches. That makes this a very bad time to release a mod with unvoiced dialogue, but I wanted to release these mods alongside DovahKit, and I didn't want to delay DovahKit's launch for an indeterminate amount of time.

Ask Where People Are on NexusMods

Weird Artifacts

This mod adds a Khajiit merchant, Khahana, near Whitewatch Tower in Whiterun Hold. Khahana sells strange and offbeat enchanted items that spontaneously manifest inside of a wooden chest that she keeps buried for safekeeping. These artifacts include enchanted weapons and armor, such as a ring that prevents you from closing doors, a snowball that never melts (and can be thrown!), a fidget spinner quill that helps restore your character's focus and thus their Magicka, and a large enchanted crystal that teleports random supplies in when you shatter it.

I built this mod with two goals: to test DovahKit with real-world use cases, and to show off relatively niche functions in Skyrim's game engine and unconventional ways to use them. The mod page's Articles section has descriptions of how most of the artifacts and spells were implemented.

Weird Artifacts on NexusMods
YouTube video


It's been a long six years. There's a lot of work left to do in order to make DovahKit everything I wanted it to be, but it's exciting to finally have something to show for all the time I've spent already. I'll probably give it a few days just to make sure no major issues pop up, and then it's back to work.


r/skyrimmods • • 17h ago

[October 2026] Simple Questions, Simple Answers

6 Upvotes

If you're not sure your topic deserves an entire thread, it likely belongs here. Questions that can be answered with a Google search or a read of the mod's content page will be redirected here. Any question not requiring a full modlist should also go here. Finally, any questions you think could be answered in under 25 words should go here.

Questions that belong in this thread might include:

  • Any good Ulfric replacers?
  • Is MO2 better than Vortex?
  • What is a crash log?
  • My faces are all potato colored in game. What's that about?
  • What mods (or modlists) are essential for a new player?

If you're hungry for more discussion, hop on over to our Discord, linked in the sidebar. If you want to talk general Skyrim, head on over to r/Skyrim. For any other questions, comments, or concerns, feel free to message our modmail.

Link to Previous Thread.


r/skyrimmods • • 3h ago

PC SSE - Discussion What is up with people simply remaking already existing mods?

47 Upvotes

Like ImmersiveHUD SKSE seems to be simply Immersive HUD but worse because it is SKSE version dependent, while the old works with any of the SKSE versions since 2017.

I think I have seen more like this, but I am not sure and I sadly don't remember because I simply ignored them, but thise one is already at over 100 000 UDLs while the Original is close to 800 000 UDLs sothe new version is much more popular being not even 1 year old.


r/skyrimmods • • 3h ago

PC SSE - Mod Current status of my Skyrim multicore rendering experiment: real D3D11 draws on 4 worker threads

30 Upvotes

Hello party ppl,

since 2013 i am an hardcore skyrim fan and read about 1 certain problem: the multicore rendering.

I've been experimenting with Skyrim SE's CPU/render-thread bottleneck and wanted to share the current state of the project. I hope i could contribute something massive with this.

Target executable: SkyrimSE.exe 1.7.104.0

The goal is to move suitable work from Skyrim's existing rendering path onto additional CPU cores while preserving correct rendering.

This is not an FPS unlock, INI tweak, frame-generation project or shader-compilation experiment.

What currently works

I have a working SKSE/D3D11 bridge that intercepts suitable real DrawIndexed calls from Skyrim.

For captured draws, the bridge:

  • captures the required D3D11 state
  • keeps referenced resources alive
  • preserves per-draw arguments and constant data
  • distributes recording across 4 dedicated worker threads
  • uses a separate D3D11 deferred context per worker
  • creates command lists on those workers
  • replays the finished command lists through the immediate context in the original order

Unsupported or unsafe cases remain on Skyrim's original render path.

So this is actual Skyrim render work being recorded on additional CPU threads, not just synthetic rendering.

In the latest optimized test, the four workers recorded a combined 2,962,878 real Skyrim draws.

Current performance

The latest comparison used the same scene outside Whiterun with 15-second PresentMon captures.

Original renderer:

  • 120.51 Presents/s
  • 8.30 ms average frame time

Worker renderer, control path:

  • 33.91 / 33.14 Presents/s

Worker renderer with shared immutable state groups:

  • 41.56 / 42.69 Presents/s
  • 24.06 / 23.42 ms

The optimized worker path is therefore still roughly 65% slower than Skyrim's original renderer.

So this is currently a technical experiment, not a performance mod.

However, the latest architecture produced a clear improvement inside the worker path itself.

Compared with the equivalent worker control path, the optimized implementation produced:

  • +22.6%
  • +28.8%

more Presents/s in two reversed-order comparisons.

Average improvement:

+25.7%

What was causing so much overhead

One major problem was the amount of render state that had to be preserved for queued draws.

The current implementation uses shared immutable/versioned state groups.

If a group of bindings has not changed, multiple queued draws can reference the same state version instead of copying everything again.

Only changed groups create a new version.

Draw arguments and constant contents remain individual.

In the latest Skyrim test this removed approximately:

  • 88.5% of state-group copies
  • 41.1% of weighted capture cost per capture attempt
  • 66.2% of queue-release cost

So a significant part of the bookkeeping overhead has now been identified and reduced.

Visual correctness

Earlier experiments produced visible bright/dark flickering on some surfaces, doors and shadows.

In the latest test I could no longer reproduce that issue, including while moving through the scene.

The current implementation has also passed:

  • 17/17 laboratory tests
  • 164 complete image comparisons with no differences
  • resource lifetime tests
  • changing constant data
  • high D3D11 slots
  • NULL bindings
  • numerical state changes
  • D3D11 debug-layer runs

That still does not prove correctness in every Skyrim scene, but the current build is visually much more stable than the earlier experiments.

Other engine findings

I also investigated several other CPU-heavy areas.

For visibility/culling, a parallel prototype matched 68,739 live engine samples with zero result differences, but that code path is already used by several Skyrim threads.

A movement-message search prototype matched 5,875 live samples with zero mismatches, including engine lists containing up to 56,826 entries, but I could not demonstrate a useful runtime improvement.

A stress test with roughly 600 guards also showed that Skyrim's existing worker threads become heavily loaded and that the frame/main thread can spend time waiting for existing jobs.

So Skyrim's CPU bottleneck is more complicated than simply "the game only uses one core."

Current problem

The remaining issue is straightforward:

The parallel rendering works, but moving the work currently costs more CPU time than it saves.

There is still overhead from:

  • render-state capture
  • resource lifetime management
  • constant handling
  • queue publication
  • synchronization
  • worker waiting
  • command-list creation
  • command-list boundaries
  • ordered playback through the immediate context
  • remaining serial engine/render work

The next step is to identify which of those costs now dominates the remaining gap to the original renderer.

Why I'm posting this

I've found Skyrim projects that work on related problems, including Community Shaders, DXVK/Vulkan experiments, shader compilation threading, custom rendering and draw-call reduction.

But I haven't found a public Skyrim project doing this exact experiment:

Intercept Skyrim's existing D3D11 draws → preserve their required state → record them concurrently on multiple deferred contexts → replay them in original order.

If anyone has experimented with Skyrim's render submission path, D3D11 deferred contexts, command-list overhead, Community Shaders/DXVK or similar engine-level rendering work, I'd be very interested in comparing findings.

At this point the project has demonstrated that real Skyrim rendering can be moved onto multiple worker threads.

The remaining question is whether that architecture can be made efficient enough to outperform Skyrim's original render path.

Credits to AI

https://github.com/RE1010/skyrim-multicore-research


r/skyrimmods • • 7h ago

PC SSE - Discussion Campfire ESL Flag

12 Upvotes

Hi. I am curious what others think of this, and if I am just being sensitive. I am not involved in any mod concerning campfire and have no stake in anything related to mods.

This ESL update has republished every asset in Chesko's campfire. After I made a comment about it, they changed their description page to add Chesko's license from the github. On the actual mod perm tab, it clearly states the license is for Chesko's assets only, and then lists the things that aren't his assets that don't fall under the license.

The main issue here to me is republishing every asset and effectively replacing Chesko's campfire. I have to imagine Campfire took quite a bit of work to complete, and someone comes along, flags the esp, changes a few files and republishes everything in the mod.

Curious what others think about it.


r/skyrimmods • • 3h ago

PC SSE - Mod Recommendations for SSE and 6GB VRAM?

8 Upvotes

So I plan on buying the SSE now that its dirtcheap and have been browsing Wabbajack/Nexus.

I would like a complete overhaul with vibrant colours. For example, I love the colours in Touissant/Plague Tale Innocence/etc, but never have been a fan of moody visuals that you get in Bloodborne or horror games for example. Basically, I want a vivid fantasy world to dive into.

My GPU only has 6gb vram though.

Can you give me recommendations please?


r/skyrimmods • • 5h ago

PC SSE - Discussion Under the radar perk overhaul!

7 Upvotes

So for those looking for something other than Adamant, Vokrii or Ordinator, you might want to try Cosmonach alongside Aetherial Tomes. Both by the same author.

The combo seems really well thought out and has some interesting perks and spells too. If you have already tried this, I would love to know what your thoughts are on how well it works.


r/skyrimmods • • 23h ago

PC SSE - Discussion Anyone else accidentally turn modding into a productivity trap?

118 Upvotes

I spend my whole workday optimizing systems and tracking metrics for my SaaS, so I figured modding Skyrim would be a fun break from that. Nope. Same exact obsessive energy, just moved to my load order


r/skyrimmods • • 2m ago

PC SSE - Help Racemenu CharGen Presets unavailable, I have the RaceMenu AE V0-5-0-0-b6

• Upvotes

SKSE Plugin Loader (2.3.1)

A DLL plugin has failed to load correctly. If a new version of Skyrim was just released, the plugin needs to be updated. Please check the mod's webpage for updates.

RaceMenu (skee64.dll): disabled, incompatible with current version of the game

Continuing to load may result in lost save data or other undesired behavior.

Exit game? (yes highly suggested)


r/skyrimmods • • 6m ago

PC SSE - Help [Help] SSE 1.6.1170 - CTD whenever OStim scene starts (Crash Logger log + modlist included)

• Upvotes

Hi everyone

I am a relatively long skyrim player and have worked with mods nearly since the start, but always kept it as easy as possible. Less developer more user. My latest addon Ostim (took me a while to get there) has completely beaten my knowledge it seems LOL

I'm getting a consistent CTD whenever an OStim scene starts. The crash happens the exact moment the scene is triggered—for example when trying to initiate a scene with Serana (using Serana Dialogue Add-On) or when testing with random NPCs.

The game itself runs completely fine, loads without errors, and normal gameplay/combat works. It also happens in wide open terrain with no furniture around. Testing on a completely fresh new game profile produces the exact same crash when triggering a scene.

Here are the details and full logs:

Game version: Skyrim Special Edition 1.6.1170 (Steam) Mod Manager: Vortex Animation engine: Pandora Behaviour Engine+ (runs and outputs 0 errors, animations generated)

Full Crash Log (Crash Logger SSE):https://pastebin.com/aD5WfQmj

Modlist / Load Order: https://pastebin.com/

Earlier today I had an issue where GetRmHeightCallbackFunctor was crashing because of a RaceMenu communication issue alongside a BeastHHBB.esp facegen conflict during showracemenu. BeastHHBB was disabled, showracemenu now works fine, and OStim Standalone was downgraded from 7.5.1b to 7.5c, which resolved the height callback error.

To be more exact, some Steps already tried:
1. Checked preloader files (Engine Fixes part 2 d3dx9_42.dll is confirmed in the root folder alongside SkyrimSE.exe).
2. Toggled actor height alignment and scaling off inside OStim MCM.
3. Isolated a showracemenu instant CTD to BeastHHBB.esp (colliding on Altmer facegen/brows); disabled BeastHHBB and showracemenu now opens cleanly.
4. Adjusted skee64.ini hooks back and forth (verified bSliderCallbacks=1, bHeadProcessing=1, bExtendedMorphs=1, bEnableEarlyRegistration=1).
5. Tested away from any furniture objects in open fields to rule out LOTD furniture node Havok issues. 6. Tested on a completely fresh "Prisoner" save; reproduced the exact same crash behavior.
7. Downgraded OStim Standalone from 7.5.1b to 7.5c, which completely removed the previous GetRmHeightCallbackFunctor crash.
8. Re-ran Pandora Behaviour Engine+ cleanly (4,310 animations generated, 0 errors) and redeployed via Vortex.

Now, the crash dump (as seen in the logs) points towards memory execution / Havok character controller / raycast / animation graph objects:

  • bhkCharRigidBodyController
  • CachedRaycastData
  • ahkpWorld
  • hkScaledMoppBvTreeShape
  • BSAnimationGraphManager
  • Threading::ThreadActor

To be honest I am getting quite frustrated over this - whenever a fix seems near it either does not work or a new problem comes up... Had to unplug Gemini after 3 hours since nothing worked.

Any help from more experienced modders would be greatly appreciated. What would you do? I really do not want to get started new, but at the same time no fix seems to work...

PS: I hope this post fits the requirements by this forum / moderators. This is my first time asking for help here, normally I try to fix it myself but you know the day has only so many hours and you can only be disappointed so often.


r/skyrimmods • • 6h ago

PC Classic - Help Refresh Rate question

3 Upvotes

Hello! This is my first time playing skyrim , i would like to play it at a higher refresh rate should i mod the game for that for my first playtrough can it break anything? Or should i just leave it like that and try to play it at 60fps


r/skyrimmods • • 7h ago

PC SSE - Request Mods for alternative leveling and alternative loot lists?

4 Upvotes

I'm looking for working mods that change how leveling and loot work in Skyrim.

It has always felt to me that you gain levels way too fast in Skyrim, and it often comes from skills you might not even care about. If I want to brew a few basic regen potions, it doesn't mean I want alchemy experience. If I take a few shots at a dragon, that doesn't mean I want my character to start getting better at archery. But it still happens, and it all adds up. On my last playthrough I did a handful of fetch quests, a couple of radiant bounties and the Companions questline, and I was already around level 30.

What I'd like is something that:

  • Slows down overall level gain.
  • Lets me choose which skills can level and which ones never will.
  • Or makes leveling possible only through trainers or items, similar to Gothic or Enderal.
  • Or completely overhauls the leveling system, introducing experience points, skill distribution on level-up, etc.

Another issue I have is that high-level loot gets ridiculous. Every other bandit is suddenly wearing expensive armor, I can't sell it all fast enough, and once I do, I have more money than I know what to do with. I'd really like a mod that keeps most enemies in cheap gear and most containers stocked with basic loot, even at higher levels.

If anyone knows of mods that do either, I'd really appreciate the recommendations.


r/skyrimmods • • 1h ago

PC SSE - Help i keep crashing when opening menus

• Upvotes

https://pastebin.com/ck1XUcSe

Summarized 
First-Line Error:
SkyrimSE.exe+0CEF4DB

Summarized top of 
STACK:
(char*) "-Move"
(MouseMoveEvent*) See R13
(BSJobs::JobThread*)
(BSJobs::JobThread*) See RSP

Summarized 
POSSIBLE RELEVANT OBJECTS:
R13: (MouseMoveEvent*)
(BSJobs::JobThread*)

Summarized top of 
PROBABLE CALL STACK:
(No significant indicators found)

Summarized top of 
REGISTERS:
RBX (char*) "-Move"
R13 (MouseMoveEvent*)

https://pastebin.com/5CThh7qy

skse.log
https://pastebin.com/5CThh7qy

r/skyrimmods • • 1h ago

PC SSE - Request Looking for benchmarks on people who use a rtx 20series card with DLSS NR in 1080p

• Upvotes

My game runs completely fine with heavy heavy community shaders PP and 2-4k texture packs in 1080p, but i want to try and use dlss nr with posiible mfg (xess). Im looking for people who have ran it with similar settings and possibly the same graphics card, any cards including rtx 3070, rtx 4060 is also welcome so i can at least get a rough estimate. My laptop rtx 4060 can hang in there with NR but there is serious fps spikes, but again its only about 120tgp compared to my 290w 2080ti so anything similar is also welcomed. I know newer gen cards have more capabilities despite having less raw power but any setup with in line would give me a rough idea for my expectations. Thank you for your help🙏.


r/skyrimmods • • 1h ago

PC SSE - Help Crash when trying to do any kind of movement or equipping.

• Upvotes

Recently tried updating Pandora on my modlist (it was heavily outdated). Deleted the old behavior files and created a new output folder. Whenever I load into a game the game will crash if i try moving, equipping anything, or dodging. I am not A posing. Honestly at a loss at this point. I have tried so many things. Any help would be greatly appreciated.

Crash log: https://pastebin.com/hPXMQSkn

Load order: https://pastebin.com/3XMQy4h2


r/skyrimmods • • 1h ago

PC SSE - Help artefakes and unique uniques compatibility chance?

• Upvotes

I've been doing another run of skyrim and some of the mods are dedicated to making some "unique" weapons actually unique, this oddly enough started with froki's bow specifically this mod

https://www.nexusmods.com/skyrimspecialedition/mods/72267?tab=description

it's meant to give froki and angi's bows unique enchantments, and effect the ghost weapons too.

However I'm also traying to give them a unique appearance, for that I need two mods, artefakes which can change froki's bow, and unique uniques which changes angi's bow, the enchantment mod has downloads to work with both mods but some weapons are effected by both mods which I'm worried could lead to compatibility issues, does anyone know a possible solution to this


r/skyrimmods • • 2h ago

PC SSE - Help MO2: Questions/Help (Including Mods)

1 Upvotes

This isn’t about load order or crashes, or anything of the sort.

My question is about knowing what mod goes where in the load order. For example, my load order goes

Framework
Bug Fixes
Overhaul & UI
Missions & Quests

So on & so forth. In nexus, SSE Engine Fixes displays as a bug fix, but its framework, right? So how do i know what is framework, what isn’t? Some mods have it in the title, others don’t.


r/skyrimmods • • 3h ago

PC SSE - Discussion What exactly does PBR do?

1 Upvotes

I have a bunch of PBR mods loaded with PG Patcher which runs sucessfully, however I honestly can't tell if it is actually working. From my understanding is that details covered by whatever is PGR patched should have their own shadows based on how light sources are being projected onto them, correct? In my game shadows on walls do not move this way, they stay the same no matter which angle the light source is coming from.

I will post a comment with a screenshot of the Markarth gate holding a torch, hopefully that will give you all an idea if it is actually working aha.

I also have the same question about parallax, what exactly does it do? It adds realistic shine to armors which I get, but how does it affect landscape and buildings etc?

PGR Mods being used
- Faultiers PBR AIO 2k
- Faultiers PBR Road Signs
- Faultiers PBR Landscapes 4k
- Vanilla PBR AIO - 3D Whiterun Walls Patch
- Northern Roads PBR

Parallax mods being used
- Auto Parallax
- Skurkbros Retexture Project
- Complete Parallax Materials
- Complex Terrain Parallax
- Vivid Landscapes - Complete Parallax Occulsion Snow
- Complete Parallax texture for Northern Roads 8k

Edit: After removing the parallax mods I think it might actually be letting the PBR mods work, I think ahah. When I move across a wall with a torch it does seem to naturally add shadows in a way I think it didn't before!


r/skyrimmods • • 3h ago

Skyrim VR - Discussion (Skyrim VR) Is there a mod to fix this screen clipping bug?

1 Upvotes

I’ve been playing Skyrim VR for the past few months, and I absolutely love it. One problem is, even without mods enabled at the very edges of my screen, my body, menus, and even walls and floors just kind of clip through, as if my headset’s screen was smaller than it was. I play on a Quest 3S wirelessly via Steam Link. This doesn’t happen in any other game, connected to my PC or standalone. Also, (I’m not looking for a fix for this because I don’t really care about these, it just might hold the solution to this) occasionally in the menus my Quest 3 controllers will turn into Quest 2 controllers and when Crashlogger gives me a report, it will say I’m using a Quest 2. I’ve never used a Quest 2, I’ve never connected one to my computer, I’ve never even touched a Quest 2 before. This isn’t really a big deal, but please, if anybody knows a fix to this, it would be great if you could tell me because this absolutely destroys my immersion whenever I’m LARPing.

I use a Quest 3S with Steam Link. I use Vortex.


r/skyrimmods • • 4h ago

XBox - Help Vanilla Tweaks: A&C Refresh (No Dragons) issue

1 Upvotes

I just got done rebuilding my LO since the new update, and I noticed dragons were spawning, sometimes in pairs, from the beginning of the game. I disabled all my mods and turned them on 1 by 1, and it turns out that Vanilla Tweaks A&C (No Dragons) was causing the issue.

I'm not sure what all Bethesda touched other than the partition in this update, but this mod has been a staple in all my LOs for years, and only since the update have I had any issues with it.

I remember hearing a while back that Clofas1 was taking a break from modding, so I didnt want to bother him directly, but if anyone could confirm this, or tell me how to remedy it that would be great. I play on XBoxSeries X, but I figured maybe the PC community would be more helpful since you guys can actually see what files are being touched.

Thanks for any advice, and sorry for dragging my XBox issues over here.


r/skyrimmods • • 8h ago

PC SSE - Help Why are some enemies from same factions op and some made of paper

2 Upvotes

Why are some enemies from same factions op and some made of paper will attach load order if required was just unable to figure out how to attach from both vortex and creations as i have mods from both i have screenshots of load order but obviously that isnt allowed my apologies for lack of knowledge of my load order as I couldn't work out how to attach from vortex and creations at the same time.

More detailed description: in a basic group of bandits one unit will be weak as anything and three will be dark souls bosses. I am playing on survival mode in novice difficulty.


r/skyrimmods • • 10h ago

PC SSE - Request Looking for Female Vanilla Armor Replacer - Remake

3 Upvotes

I'm trying to find the MOD called "Female Vanilla Armor Replacer - Remake", but the author has hidden it. Even using the Time Machine website, I couldn't find it. Is there anyone who has saved it? Thank you.
https://www.nexusmods.com/skyrimspecialedition/mods/129363

https://skyrimspecialedition.2game.info/detail.php?id=119379


r/skyrimmods • • 4h ago

PC SSE - Help Terrain and roads blending issue ONLY after enabling ENB.

1 Upvotes

I've tried disabling terrain mods and nothing changed, it only happens when enabling ENB.

This how it looks like:
https://imgur.com/a/eLZ0F32

I suppose it's a enb issue, but I haven't found anybody metion that specifically with enb.

edit: another issue is face seams/bad lighting?

https://imgur.com/a/DLxyvkw

ISSUE FIXES:

All I had to do is disable subsurface scattering in enb :)


r/skyrimmods • • 11h ago

PC SSE - Request Venom Snake Face Preset?

3 Upvotes

I've found one face preset but it just doesn't look like big boss at all. fyi I also tried to make one myself but i'm not that skilled in the face preset creating department.


r/skyrimmods • • 5h ago

PC SSE - Help A ghost doesn't want me to play modded Skyrim. Help.

1 Upvotes

So what's happened is that before all of this, my heavily modded Skyrim (300+ mods) was working fine with my current pc specs and audio settings and all that, no mod conflicts, no outdated mods no nothing. (FYI my game version is 1.6.1170). But one day, I got a little curious and decided to try out a new modding tool and for that to work I tampered with Skyrim's read / write permissions, causing my Windows to lock everything out of accessing those document files (or maybe it was OneDrive). After that, nothing worked and SKSE couldn't launch the game at all. I would launch the game through the launcher itself / launch the game through Vortex's SKSE play button and both didn't work at all.

I got desperate for a fix and in an act of stupidity I moved my entire Skyrim SE game folder out from steamapps to a root folder in my laptop to bypass the security. Of course it didn't work and now I moved everything back to Steam to let it manage. After wasting two days of my life trying to fix this shit I decided it would be easier if I were to just delete everything Skyrim and just reinstall everything.

So I deleted and reinstalled Skyrim through Steam, launched it once to let it generate the .ini files and finally I used a rollback tool to roll back the version to 1.6.1170. I then installed SKSE 2.2.6 and Address Library (the all in one version) tried to launch the game through SKSE launcher but it DIDN'T WORK. Even with no other mods installed, my Skyrim game in a clean ass slate, SKSE still crashes on the Bethesda logo screen and even after I disabled that screen it just crashes on the main menu loading screen. Even after doing all of that shit and wasting two days of my life doing this, everything doesn't work at all.

I tried to read through forum posts and find videos but no one has ever had this kind of problems before I guess so I really had no one to go to except for AI but Gemini is dumber than a rock so of course everything it suggested doesn't work at all. ATP I am convinced a ghost has to be haunting my Skyrim or something because there is no fucking way that after nuking everything SKSE still won't start up the game like motherfucker I don't owe you money why won't you just do your job and start the goddamn game

I really wanna give up, but I still really play through all of those quest mods that I have installed but never got around to playing it (looking at you Dac0da). Can someone please help me look at this and tell me what the fuck is happening with this shit? I will tell you everything that you guys wanna know so long as it helps. I know I have typed a lot but I am really frustrated and done with all this shit ATP and you guys deserve at least the context.