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Cl3mus33 edited this page Aug 20, 2026 · 1 revision

Using AutoSeasons

Launching AutoSeasons.exe with no arguments opens the launcher window, with two tabs: General and Options.

General tab

Config Profile

  • Load Config... / Save Config As... — load or save your full settings (everything below, as JSON) to an arbitrary file. Useful for keeping separate profiles per modlist, or sharing a known-good configuration with someone else. Your settings are also auto-saved to AutoSeasons_config.json next to the executable every time you close the launcher normally, so day-to-day use doesn't require touching this at all — it's for managing multiple setups.

Game Location

The path to your game install / merged load order. If you're running AutoSeasons through Mod Organizer 2, point this at MO2's virtual Data folder (or the game's own Data folder — MO2's VFS makes both resolve to the same merged view when launched through MO2). A warning is shown if this doesn't look like a valid game folder.

Game Type

Skyrim SE, Skyrim VR, Skyrim GOG, or Enderal SE.

Output Location

Where AutoSeasons writes its generated plugin, Data/Seasons/*.ini files, and (for PBR modlists) PBRNIFPatcher/PBRTextureSets json files. Install this folder as its own mod afterward. Re-running AutoSeasons always clears its own previous output here first — it's safe to point this at the same folder every time.

Seasonal Variation Blocklist

Glob patterns (e.g. *\interiors\*) matched against each mesh's own relative disk path. Any record using a mesh matching one of these patterns never gets a seasonal duplicate, even if a season-suffixed texture exists for it. Comes pre-populated with sensible defaults covering interior-only asset trees (dungeon kits, Blackreach, generic terrain meshes, anything with "interior" in its path) — objects that are never placed outdoors and so should never seasonally change. Add your own entries here if you find AutoSeasons generating a duplicate for something that shouldn't seasonally vary.

Season-Locked EditorID Keywords

Keywords (case-insensitive substring match against a record's EditorID) that exclude a record from seasonal variation entirely, regardless of what texture files exist on disk. Defaults to coast, river, cave, dead — e.g. "dead" catches already-leafless records like DeadTree01 that shouldn't spring back to life for spring/summer. Add your own if a specific naming pattern in your modlist needs the same treatment.

Manage Season Mod Conflicts...

Opens a dialog for controlling how AutoSeasons interacts with other mods that ship their own Data/Seasons/*.ini files. See Season Mod Conflicts for the full explanation.

Remove grass in winter if no winter variant exists

On by default. When a grass type has no detected winter mesh variant, this drops it from winter's LandscapeTexture duplicate entirely rather than leaving it visible poking through snow. Decided per grass slot, not per texture — a landscape texture with five grass types where only one has a winter variant still keeps that one and drops the other four. Turn this off if you'd rather keep every grass type visible year-round by default.

Preview only (dry run)

Runs the full scan and logs exactly what would be created or skipped, but writes nothing to the output directory — no previous output is cleared either. Useful for testing a blocklist or keyword change before committing to it.

Options tab

Language

The GUI's display language, loaded from AutoSeasons_translations/<code>.json next to the executable. Falls back to English if a translation file is missing a string.

Theme

System (follow the OS), Light, or Dark.

Running a generation

Once your settings look right, click Start Patching. A progress window opens showing live progress through the scan and generation, followed by a summary (how many records of each type got a seasonal duplicate, how many were skipped because another mod already covers them, etc.) and a path to the full log file for troubleshooting.

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