To edit Skyrim SE’s game files directly, we need a tool by the name of SSEEdit. It is also commonly referred to as xEdit as it is available for all Bethesda games, allowing you to quickly load up, view and edit up to 255 plugins at once. Entire mods can being created exclusively with xEdit. You can also use it to build your own conflict resolution patches, or clean Bethesda’s official master files.

7.1.1 Instructions

  • Download the latest version of SSEEdit.
  • Extract the downloaded archive to {Your Modding Folder}\Tools\SSEEdit.
  • Open Mod Organizer 2.
  • Add SSEEdit.exe as executable to the drop-down menu.


7.2.1 mteFunctions.pas

This is a script by mator which enables extra functions that other scripts can use.

  • Navigate to {Your Modding Folder}/Tools/SSEEdit/Edit Scripts.
  • Right-click and select New > Text Document.
  • Name your new file mteFunctions.pas (not mteFunctions.pas.txt) and open it with Notepad ++.
  • Open mator’s mteFunctions.pas (a script for xEdit) on GitHub.
  • Mark + Copy (Ctrl + A and Ctrl + C) the entirety of the code, then paste (Ctrl + V) it into your new PAS file.
  • Save and close the file.

7.2.2 Check for old form version

This little script can be run to quickly check if one of your plugins still has Form Version 43.

  • Download the latest version of Check for old form version.
  • Extract the downloaded archive (1 script) to {Your Modding Folder}\Tools\SSEEdit\Edit Scripts.

7.2.3 Ref Count script (optional)

Also potentially useful is the Ref Count script. There is a highly interesting write-up on the reference handle cap by aers which is worth the read. For this guide alone, you are in no danger to reach the cap, but if you intend to go beyond or are interested for other reasons, here is how to install the script:

  • Go to this page here.
  • Click on Download ZIP.
  • Open the archive and extract the file inside the folder to{Your Modding Folder}\Tools\SSEEdit\Edit Scripts.