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原文描述
Engine Fixes for Skyrim Special EditionA WIP skse64 plugin for Skyrim Special Edition to fix bugs and patch issues. The majority of current work on this plugin (5.0+) is being done by Ryan, who deserves more credit than you can imagine :^) Installation
– Install the Part 1 zip as you would any SKSE plugin, be that through your mod manager or directly to your data folder. The "_preload.txt" file is required to be in the directory if you want to use the memory manager patch, so if your Mod Manager warns you about it, make sure it gets added.- Install the Part 2 zip by extracting it to your Skyrim SE folder (the three dlls should be alongside SkyrimSE.exe, etc) For configuration see the INI Settings below. The defaults should be stable for all users. If you prefer SSE Fixes' version of the same fixes to this one, you can install them together and Engine Fixes will automatically disable its conflicting patches :) INI Settings/Configuration EngineFixes
– VerboseLogging (default: false)
– Enables more verbose logging in the log file.
– CleanSKSECosaves (default: true)
– Deletes SKSE cosaves with no matching save on launch. Patches
– DisableChargenPrecache (default: false)
– "Precache Killer" function, duplicated from RaceMenu.
– EnableAchievementsWIthMods (default: true)
– Enables achievements when you have mods installed.
– FormCaching (default: true)
– Caches recently accessed forms. Similar to SSE Fixes.
– MaxStdio (default: true)
– Raises max file handle limit from 512 to 2048, which should fix "False Save Corruption" bug in most cases.
– RegularQuicksaves (default: false)
– Makes quick saves use the regular save handler.
– SaveAddedSoundCategories (default: true)
– Saves volume settings for mod-added sound categories to a separate ini file. This functionality is the same as Audio Overhaul for Skyrim SE's dll, but they will not conflict.
– ScrollingDoesntSwitchPOV (default: false)
– Makes it so using your scroll wheel won't swap between 1st/3rd person. See LE mod here
– SleepWaitTime (default: false)
– Lets you change the time it takes to sleep or wait. See LE mod here
– SleepWaitTimeModifier (default: 0.3)
– The in-game default time is 1.0; smaller values speed up the sleep/wait time, higher values slow it down
– TreeLODReferenceCaching (default: true)
– Requires FormCaching. Fixes the very slow Tree LOD function that causes framerate drops most noticeable in Riften. Similar to SSE Fixes.
– WaterflowAnimation (default: true)
– Decouples water flow animation from in-game timescale, so that decreasing/increasing your timescale doesnt mess with the water animation speed.
– WaterflowSpeed (default: 20.0)
– Sets the waterflow speed for the animation patch. The default of 20 is equal to the default timescale, and is probably OK unless you want the water to appear slower/faster for some reason. Fixes
– ArcheryDownwardAiming (default: true)
– Fix a bug where projectiles sometimes don't fire properly if you're aiming downward. Ported from Cobb's LE fix (see here)
– AnimationLoadSignedCrash (default: true)
– Fix an improper unsigned/signed conversion. Should allow loading more animations before a CTD. If you use Animation Limit Crash Fix SSE I suggest disabling this to use that mod's fix instead.
– BethesdaNetCrash (default: true)
– Fixes a crash on startup caused by improper handling of non-ASCII characters in Bethesda.net HTTP response headers.
– BSLightingAmbientSpecular (default: true)
– Fixes a bug where lighting template Directional Ambient Specular & Fresnel Power are broken
– BSLightingShaderForceAlphaTest (default: true)
– Forces alpha testing in the lighting shader. Fixes object LOD reflections on water.
– BSLightingShaderParallaxBug (default: true)
– Fixes a bug with parallax lighting shaders
– CalendarSkipping (default: true)
– Fixes the bug listed under Notes on this page
– DoublePerkApply (default: true)
– Fixes a bug where NPCs in the player's cell will have their perk effects applied twice on game load
– EquipShoutEventSpam (default: true)
– Fixes a bug where the 'Equip Shout' script would fire a shout equipped event even if the equip failed.
– GetKeywordItemCount (default: false)
– Fixes the condition function "GetKeywordItemCount" returning incorrect values in some situations.
– GHeapLeakDetectionCrash (default: true)
– Fixes a crash where scaleform attempts to report a memory leak but the code doesnt exist in Skyrim
– LipSync (default: true)
– Fixes the lip sync bug, same as LE bug fixes.
– MemoryAccessErrors (default: true)
– Fixes a handful of out-of-bounds or use-after-free bugs. Required for experimental memory patches.
– MO5STypo (default: true)
– Fixes a typo in the ARMA (Armor Addon) form loader preventing 1st person female alternate texture sets from being loaded.
– PerkFragmentIsRunning (default: true)
– See Misc Fixes SSE's readme for details.
– RemovedSpellBook (default: true)
– See Misc Fixes SSE's readme for details.
– SaveScreenshots (default: true)
– Fixes save game screenshots being blank when TAA is disabled.
– SlowTimeCameraMovement (default: true)
– Fixes camera movement being slow during slow time effects.
– TreeReflections (default: true)
– Fixes tree LOD reflections. No conflict with ENB.
– UnequipAllCrash (default: true)
– Fixes a crash when invoking "Actor.UnequipAll" on an actor without an AI process.
– VerticalLookSensitivity (default: true)
– Makes vertical look sensitivity not tied to framerate.
– WeaponBlockScaling (default: true)
– Fixes weapon blocking so it correctly scales off of the blocking actor's weapon. Warnings
– DupeAddonNodes (default: true) ADDN (Addon Node) forms have a node index that must be unique across your entire load order. A warning box will pop up if you have a conflict in your load order, and the conflicting mods will be logged to your Engine Fixes log file. To resolve this, you need to contact the mod author(s) whose mods have conflicts, and one of them will have to change which node index they are using. Please be courteous :)
– RefHandleLimit (default: true)
– RefrMainMenuLimit (default: 800000)
– RefrLoadGameLimit (default: 1000000) For detailed information on this engine limitation, see my reddit post. This will pop up a warning box if your reference handle limit is above the configured warning levels at your main menu and whenever you load a save game. Over the course of a 100+ hour game session, it is easily possible to build a large reference count in your save game, so the Main Menu limit is by default configured to 800k, which is 250k~ below the actual limit. If you don't intend to play long saves you can probably safely raise this warning limit. The load game limit is set to 1 million (48k below the limit). If your save game is getting dangerously close to the limit it is possible to reduce the references stored in it using ReSaver, but keep in mind this can cause things in your game world to disappear/respawn depending on your choices. Currently, the only solution to this issue is to either remove non-master plugins with large reference counts from your load order, or turn them into master plugins. Experimental
– CellInit (default: true)
– Fixes a rare crash where a form does not get converted from an id to a pointer.
– MemoryManager (default: false)
– Disables built-in memory manager for the game's largest heaps. This is the famous "Use OS Allocators" patch from LE.
– UseTBBMalloc (default: true)
– If you enable the memory manager patch, this will also replace standard malloc with tbbmalloc. This does nothing if the memory manager patch is disabled.
– SaveGameMaxSize (default: false)
– Expands maximum save game size from 64 MB (uncompressed) to 128 MB. If you have a long playthrough and your game starts crashing when you try to save, this might fix it. Marked experimental because I can't test it myself, but is most likely safe. Credits Nukem
– more stuff than I can mention Sniffleman/Ryan
– Misc Fixes + CommonLibSSE meh321
– research into tree LOD function (SSE fixes), bugfixes LE & port permissions sheson
– skse plugin preloader for LE alongside meh himika
– scatter table implementation from libskyrim (LE), plus tons of research function/variable names kassent
– useful information from the source code of various skse plugins Kole6738
– cosave cleaner idea+code LStewieAL
– Things ported from here Source & ContributingSource is available on Github. While I intend to look into some other known bugs, no promises. If you feel like tracking down a bug and theorizing a fix or even implementing one yourself, feel free to contribute; I'm willing to maintain it for future game updates. Preloader can be found here. tbb.dll and tbbmalloc.dll are Intel's Threaded Building Blocks library.

版本更新内容

最新 7.0.20 2026-02-26 11:57
Version 7.0.20 - (SE 1.5.97) fix bug with InitHitData patch causing crashes when NPCs uses disarm shouts - add missing snow flag to snow flag patch Version 7.0.19 - add fix bSavedHavokDataLoadInit (default:true) - fixes a bug where havok objects reloading can have invalid motion vectors, causing distortion in TAA and TAA-replacements (DLSS/FSR upscaler, etc) - enable MemoryManager bOverrideRenderPassCache by default, if you use CommunityShaders below version 1.4.0 you MUST disable this or you will crash - add patch bDisableSnowFlag (default: false) - optional patch added by request that force disables snow flags in LTEX and MATO records - add patch bIniSettingCollection (default: true) - ported from Buffout. can provide minor speedup at game launch with heavy modlists. - remove bSleepWaitTime and use fSleepWaitTimeModifier as the sole control; changing it from the default of 1.0 enables the patch - add MemoryManager bOverrideHavokMemorySystem (default: true) - ported from Buffout. last builtin memory allocator that wasn't overriden. if you encounter new crashes maybe disable this first. - make texture load crash display all file paths instead of just some of them - add fix bNiControllerNoTarget - fixes a crash when a malformed nif with NiTimeController that has no target is used. will log a warning when such a nif is loaded - enable MemoryManager bReplaceImports by default - should be safe now - disable parallax fix if CommunityShaders is loaded since it isn't needed and causes a conflict Version 7.0.18 - add bTextureLoadCrash - fixes the game crashing when a texture fails to load on 1.5.97 (0xD6DDDA crash). this crash was already fixed in 1.1.1170 by Bethesda. for both versions, also logs texture load errors to EngineFixes.log - add bTextureLoadFailed - pops up a message box when you exit the game telling you to check your log if there was a failed texture load - add bPrecomputedPaths - fixes a crash when there's a load order conflict in your navmesh precomputed paths. logs the involved navmesh. while this stops the game from crashing, navmesh conflicts are a problem with your load order and not Engine Fixes. - add bPrecomputedPathHasErrors - pops up a message box when you exit the game telling you an error was logged related to precomputed paths - add bPrintDetailedPrecomputedPathInfo - debug option that prints more detailed info about broken precomputed paths, for people who know what they're doing Version 7.0.17-fix - fix crash issue on loading a save in 1.5.97 build Version 7.0.17 - patch 2 more locations for the shadow map fix to resolve crashes Version 7.0.16 - remove debug messagebox left in by mistake - fix vertical look sensitivty on AE Version 7.0.15 - backported to 1.5.97 by fuzzles - add bBSLightingShaderPropertyShadowMap - fixes an issue where the renderer re-uses render passes for directional shadow casting lights, can improve stability in scenes with multiple shadow casting lights and high geometry counts - add bOverrideRenderPassCache - disables game's render pass cache, reducing RAM usage and improving stability in scenes with high draw call counts. this feature is disabled by default as it currently has a conflict with CommunityShaders; it should be safe to enable if you don't use CommunityShaders. we are working on a CS fix. - add bReplaceImports - replaces the imported CRT memory allocator functions. disabled by default due to lack of extensive testing. Version 7.0.14 - fix a rounding error in the ESL CELL fix that broke exterior cells Version 7.0.13 - add ESL CELL load bug fix - fixes issue where overriding interior cells created in ESL masters breaks the cell and the issue where reloading a save doesnt properly reset references contained in ESL interior cells Version 7.0.12 - add BGSKeywordForm load fix - fixes malformed keyword forms (KSIZ = 0, KWDA empty), this caused a CTD before main menu, EngineFixes.log will print a warning if any are present in your load order Version 7.0.11 - fix an issue reading EngineFixes.toml - add an explicit MessageBox error for people who don't have the preloader installed - (AIO) use the correct version Version 7.0.10 - release version - add debug option to use std allocator instead of tbb; this will cause CTDs, do not enable this option unless you have a reason Version 7.0.9-beta - attempt to safeguard against mixed allocator usage Version 7.0.8-beta - validate correctness of memory manager patch Version 7.0.7-beta - fix tree lod cache Version 7.0.5-beta - fix trampoline error Version 7.0.4-beta - should load on GoG version now, but I don't have it so i can't check - make max stdio patch a bool; it will automatically use the largest available on your system Version 7.0.3-beta - fix some more form caching bugs Version 7.0.1-beta - fix bug with tree lod cache - fix bug with weapon block scaling that caused crashes in combat - fix bug with form cache that caused temporary forms to be wrong Version 7.0 - BETA VERSION - it is impossible for me to test extensively - future versions are Skyrim AE 1.6.1170 only; I do not have time or energy to support multiple game versions - complete plugin rewrite - the config toml format has changed, please double check your settings - update to newest CommonLibSSE to fix log folder bug - fix a few fixes that have been broken in AE versions (vertical look sensitivity, slow time camera, some others I discovered while re-checking everything) - update form caching patch to be a bit more robust - allow configuration of save game max size patch - make TBB dependency a static lib, tbb.dll/tbbmalloc.dll are no longer required for this version, the preloader d3dx9_42.dll is still required - include pdb in release for better crash logs Version 6.2.0-AIO - Repacked as an optional all-in-one installer. If you have Engine Fixes installed in two parts, you do not need to update to this version Version 6.1.1 - fix bug in last release with double perk apply fix (shad0wshayd3) Version 6.1.0 - Update for 1.6.629+ (shad0wshayd3) - Fix perk apply bugfix (shad0wshayd3) - Fix memory patch crash (shad0wshayd3) Version 6.0.2 - Fix a bug with the climate bugfix Version 6.0.1 - Fixed a bug where climate sunrise/sunset records didn't properly load when loading a save game in interiors. Version 5.9.1-AIO - Repacked as an optional all-in-one installer. If you have Engine Fixes installed in two parts, you do not need to update to this version Version 5.8.0 - Added three null ptr crash fixes (fgenesis) Version 5.7.0 - Added MusicOverlap fix. Version 5.6.1 - MaxStdio is now customizable (8192 is the max on updated Windows10/11 systems) Version 5.6.0 - Add GlobalTime fix - CleanSKSECosaves is no longer enabled by default Version 5.5.0 - Reworked MemoryManager patch - Added ScaleformAllocator patch - Added SafeExit patch - Removed UseTBBMalloc experimental patch Version 5.4.1 - Improved error reporting mechanisms Version 5.4.0 - Reduce plugin conflicts by using SKSE's shared trampoline Version 5.3.5 - Fixed a bug with creating the log Version 5.3.4 - Fix for sleep/wait timer - Updated tbb dependency Version 5.3.3 - Fixed sleep/wait time patch - Adjusted exit patch Version 5.3.2 - Actually included the dll this time Version 5.3.1 - Fixed a bug where configs would not load Version 5.3.0 - Renamed and adjusted UnequipAllCrash to NullProcessCrash - Added TorchLandscape fix - Added CreateArmorNodeNullptrCrash fix - Updated tbb distro Version 5.2.0 - Integrated memory patch Version 5.1.1 - CellInit fix is no longer experimental - Exited beta phase Version 5.1.0.3 - Modified experimental `CellInit` patch Version 5.1.0.2 - Updated experimental `CellInit` patch Version 5.1.0.1 - Fixed a bug where `ConjurationEnchantAbsorbs` was hooking the wrong spot - Added `UnequipAllCrash` crash fix - Added experimental `CellInit` patch - Added `WeaponBlockScaling` fix - Fixed a bug where CleanSKSECosaves failed to clean cosaves from MO2 profiles Version 5.0.0.1 - Support version 1.5.39-1.5.97 via meh's offset library (Ryan, meh) - Fixed a bug where `PatchDisableChargenPrecache` was enable by the wrong setting - Adjusted archery downward aiming patch to spawn the arrow from your eyeballs - Fixes to GetKeywordItemCount to cause less issues - Fixed a crash when serializing sound categories Version 4.13.0 - Disable GetKeywordItemCount fix by default since it crashes some people apparently - Add a fix for a bug causing parallax lighting shaders to work improperly if specular is not enabled - Fix a bug with object LOD reflection fix - If you use "Animation Limit Crash Fix" please diable AnimationLoadSignedCrash in EF Version 4.12.0 - Add a fix for the condition function "GetKeywordItemCount" which returns the wrong values in some situations. (Ryan) Version 4.11.0 - Update for SSE 1.5.97. Memory Patch also updated. - Fix an improper signed cast in the animation loader. Should allow more animations to load before the game CTDs. (submitted by CakeTheLiar) Version 4.10.0 - Disable Tree Reflection fix if ENB is detected due to conflict. ENB contains its own fix for this bug. - Fix verbose logging. Version 4.9.0 - TimeManagerSkipping - Fixes the bug listed under Notes on this page https://www.creationkit.com/index.php?title=GetCurrentGameTime_-_Utility (Ryan) - Split the MemoryManager/UseTBBMalloc patches into their own DLL. The main DLL no longer pre-loads, but the pre-load archive is still required since you need tbb.dll. This was done due to incompatibilities with newer versions of CommonLibSSE and preloading, but will also help people having issues with the preloader not working correctly. If you need the MemoryManager patch to play the game, download the optional DLL. - Allow plugin to load on SSE 1.5.73 since the offsets are the same in both versions. Version 4.8.0 - Add a patch to allow the game to successfully create save games larger than 64 MB (uncompressed). This won't be necessary for most folks, but if you have a long playthrough that begins to crash when you try and save, this might fix it. Disabled by default. Thanks to SevereArtisan for helping debug this. Version 4.7.0 - Fix broken offset causing memory patch to crash. - Add lip sync fix from meh's LE bug fixes (Ryan) Version 4.6.1 - Update skse crosshair ref fix so it works with 1.5.80 Version 4.6.0 - Update for SSE 1.5.80/skse64 2.0.16 Version 4.5.0 - Disable alpha testing on ENVMAP lighting shaders. Should fix texture issues on armor caused by EF (TBD Tavern Clothes for example). Version 4.4.0 - Add Cobb's Archery downward aiming fix (see https://www.nexusmods.com/skyrim/articles/52111) ported by Ryan Version 4.3.0 - Add a fix for spell absorb triggering on conjuration summons from enchanted items. (see: https://afktrack.afkmods.com/index.php?a=issues&i=26414) Thanks to Ryan for the fix as ever. Version 4.2.0 - Fix the code I re-added, shouldn't be any more 3rd person camera CTDs now Version 4.1.0 - Fix Engine Fixes bug causing third person camera to break Version 4.0.0 - Update for SSE 1.5.73/skse64 2.0.15 - Disable addon node warning temporarily - Add temporary fix for skse64 2.0.15 that makes the crosshair ref handler dispatch like it used to (fix for QuickLoot RE) - Add fix for broken object LOD. If this causes graphical glitches elsewhere, you can just disable it for now, it won't cause anything but visual glitches if there are bugs. - Add fix for a crash in scaleform's heap (Ryan) - Add back vertical sensitivity fix Version 3.7.0 - Rewrite sound category saving to fix a bunch of crashes. Version 3.6.0 - Bugfix for tree stuff..again.. Version 3.5.0 - Fix a bug where the "EquipShout" script would fire the "shout equipped" event even if the shout failed to equip. Fixes the XPMSSE/High Hrothgar crash that XPMSSE released a work-around for a while back. (Ryan/SniffleMan) Version 3.4.0 - Hopefully fix addon node warning showing extra times when disabling/enabling plugins in-game. - Fix crash on startup caused by bethesda.net connection issues when living in specific regions. Thx to the people who provided crash dumps + Nukem & SniffleMan for the usual. Version 3.3.0 - Fixed a typo in my tree LOD code preventing disabled tree LOD from hiding. Version 3.2.0 - Port "Scrolling Doesn't Switch POV" and "Faster Sleep Wait" from LStewieAL's Skyrim LE plugins https://www.nexusmods.com/skyrim/users/2232669?tab=user+files&BH=0 - Fix a bug where non-boolean ini configuration wasn't being read properly - Disable tree reflection fix by default because I honestly don't know if it conflicts with ENB Version 3.1.0 - Fix addon node warning from warning on overrides that keep same node index (ITMs, etc) Version 3.0.0 - Re-do mod page and ini file to be more clear/concise - Merge Misc Fixes SSE patches in (ty Sniffleman) - Add fix for MO5S load bug - Use tbbmalloc instead of jemalloc for memory patch - Update preloader to work with Skyrim VR if necessary, and also load plugins from meh's DLLPlugins directory if you don't have meh's loader installed - Add warnings for duplicate addon node indexes and the reference handle limit - Remove temporary fixes from source/page since SKEE & SKSE have long updated to fix those bugs - Add the achievements with mods active patch so I can use less DLLs :P If you were previously not using this please disable it to continue seeing your save games. Version 2.16.0 - Fix shutdown crash caused by SNCT save fix Version 2.15.0 - Fix snow sparkle compatibility w/ BDS (and others) Version 2.13.0 - SSE 1.5.53 Version 2.12.0 - fix stdio patch Version 2.9.0 - fix leftover bug with TAA disabled and DOF enabled causing quicksave flicker - temporary patch for skse 2.0.7 that fixes extra enchantment vtbl, allowing Loot&Degradation and XtendedLoot to properly add enchantments dynamically; will fix any other mod that uses this functionality - temporary patch for skse 2.0.7 that enables mouse pointer in custom menus (fixes missing mouse pointer in UIExtensions-based menus like AddItemMenuSE, etc) Version 2.8.0 - fix TAA-related quicksave & save screenshot bugs for hopefully good. no side effects anymore - add skse64 orphaned cosave cleaner, will auto delete orphaned cosaves on launch Version 2.7.0 - change save screenshot patch, disable both by default - add debug mode for stdio Version 2.6.0 - add alternate patch for save game screenshots - separate save game screenshots and quicksave delay patches - add "disable quicksave" feature from LE skse plugin of the same name Version 2.5.0 - add patch for quicksaving + game screenshots when ingame TAA/DOF disabled - please read main page for info on this fix Version 2.4.0 - add a patch to set max stdio file handles to 2048 instead of system default 512; this should fix the false save corruption bug in 99.9% of use cases - add racemenu precache killer from LE. this is disabled by default as most users shouldn't need it Version 2.3.0 - add a patch to save mod-added volume menu sound categories to an external ini file, allowing volume settings to be preserved - add a temporary fix for a vanilla bug with ShaderParticleGeometry ParticleDensity >10 - patch scrapheap in memory manager patch - add a temporary patch that applies if skee64 is detected, which fixes the XPMSSE4.3/Racemenu/skee64 crash Version 2.2.0 - fix memory allocation issue. memory manager patch should be "stable" now, but again, there is little point in using it unless you are having infinite loading screen issues, or just want to test it on your hardware Version 2.1.0 - add a fix for a snow sparkle bug. this also fixes a CTD with the memory patch when in areas with snow meshes Version 2.0.0 - use TBB for caching data structures instead - add skse64 preloader & support it with plugin - add memory manager patch ("use OS allocators"), which requires the preloader Version 1.1.0 - Force disable form cache fix if SSE fixes is detected, since people aren't removing SSE fixes properly and breaking their games. Version 1.0.0 - Initial release for SSE 1.5.39
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