The Elder Scrolls V: Skyrim Mod Thread

I haven't played for a year or more and tried to play and NMM is crashing. I installed a new version of it, and a new version of .NET and SKSE cause I got messages about those, and it's still crashing and making Skyrim crash if i catch the moment it opens and launch Skyrim.

Is there some way to keep the mods I have and use something else to launch Skyrim? Some way to cleanly uninstall NMM better, but keep my mods, and install whatever will fix this?

So you are launching the game through NMM? If so try launching the game with the SKSE launcher instead. If NMM is the problem you should be able to play the game without it but you will have problems if you want to remove any mods.

Tried that. And most of my mods don't seem to be working. I tried launching Skyrim by itself to get that screen of "data files" and it shows them all turned on.

Is there something that changed in last year that would make them not work, besides SKSE, which I did update?

Is there something else besides NMM that will check my mods to see if they work/update them?

How long has it been since you successfully used this install? How many mods are we talking?

I don't think there is a one-hit auto-updater for loads of mods, sadly. Could be wrong though, and it would no doubt depend highly on where you got the mods from.

I'm pretty sure that Skyrim logs to somewhere, or at the very least logging can be enabled - that might at least give you a start on where it's crashing. Alternatively, you could try disabling all mods and then re-enabling one at a time until you see an issue. Depending on how many mods you have, though, it's probably be a good idea to get them updated, even if it is painfully manual.

If it's been 'too long' since I last played, I tend to be starting a fresh save anyway, and with a clean slate of install+current/latest mods.

Probably is best to start over. There are so many different things that can cause a crash. I use Mod Organizer that doesn't install mods but it is to late to use that at this point for you.

Baron Of Hell wrote:

Probably is best to start over.

+1

That's what I did a few months ago.

Mods get abandoned, new mods arise, old mods get updated, required additional mods get added, etc. It's like untangling cooked spaghetti.

I felt it was faster to just to delete the whole thing and start fresh.

So I've been meaning to return to Skyrim after enjoying the HELL out of Elder Scrolls Online of late, but lost the list of mods I'd been using since I last visited two years ago. Tank GOD for Mod Organizer, as it listed which mods were associated with my latest save file, and was able to redownload most of them (some had been replaced with newer versions, but most of them were still available). 40+ mods later, I was back in business. I forgot how much I'd missed my Breton warrior mage with his modded Dawnbreaker sword.

Just for Veloxi - Dragonbone sword. And armour. And arrows

...and at some point I'll manage to link the picture from my Steam library...

It's happening!!!

PaladinTom wrote:

It's happening!!!

That does look pretty cool. I wonder if it will be compatible for the remaster version of Skyrmi that's coming out in the fall.

robc wrote:

That does look pretty cool. I wonder if it will be compatible for the remaster version of Skyrmi that's coming out in the fall.

I would guess it won't be. They've been working on this for years. It's a sequel to Nehrim which was a total conversion mod for Oblivion - which I loved.

I can't believe it's releasing soon. I played the original in German with English subtitles, but I think I'll wait for the English spoken version this time as it's only another month.

Although, I may just fire it up asap and play the first hour or so...

If a mod works for the current version of Skyrim, it should "basically" work on the new version too.
SKSE and any mod relying on it will definitely be broken until a 64-bit version is put out (which shouldn't take that long), but the Enderal team expects it will break their mods, but aren't sure how exactly they will break. It won't be compatible with the SE initially, but it probably won't take that much work for them to make it compatible.

I am willing to bet they will have some kind of work around by November.

I would think that it would be exactly the type of thing Bethesda would want to push to consoles, so they would want to make it very easy to move mods from the normal to special edition

Not likely, any sort of mod like that is going to require the SKyrim Script Extender, which is a third party program. The team behind the Skywind overhaul has said they may contact Bethesda to see if they can work out getting them to add SKSE support in the future, but doesn't think it's likely. I think to get it on consoles it couldn't just be treated like a normal mod to support and would require Bethesda to fully incorporate SKSE with their engine (though that would be great as I've often wondered why Bethesda doesn't treat the mod community for their games as a talent pool to hire from).

Stengah wrote:

Not likely, any sort of mod like that is going to require the SKyrim Script Extender, which is a third party program. The team behind the Skywind overhaul has said they may contact Bethesda to see if they can work out getting them to add SKSE support in the future, but doesn't think it's likely. I think to get it on consoles it couldn't just be treated like a normal mod to support and would require Bethesda to fully incorporate SKSE with their engine (though that would be great as I've often wondered why Bethesda doesn't treat the mod community for their games as a talent pool to hire from).

Ah. So mods that use SKSE won't be compatible with the new console version?

Godzilla Blitz wrote:
Stengah wrote:

Not likely, any sort of mod like that is going to require the SKyrim Script Extender, which is a third party program. The team behind the Skywind overhaul has said they may contact Bethesda to see if they can work out getting them to add SKSE support in the future, but doesn't think it's likely. I think to get it on consoles it couldn't just be treated like a normal mod to support and would require Bethesda to fully incorporate SKSE with their engine (though that would be great as I've often wondered why Bethesda doesn't treat the mod community for their games as a talent pool to hire from).

Ah. So mods that use SKSE won't be compatible with the new console version?

Almost certainly not. They won't work on the new PC version either until the SKSE team puts out an updated version of SKSE.
Edit - the SKSE team really keeps on top of updates though, it took them all of two days to get the script extender for Fallout 4 running (a bit longer to get it to be more stable).

Stengah wrote:
Godzilla Blitz wrote:
Stengah wrote:

Not likely, any sort of mod like that is going to require the SKyrim Script Extender, which is a third party program. The team behind the Skywind overhaul has said they may contact Bethesda to see if they can work out getting them to add SKSE support in the future, but doesn't think it's likely. I think to get it on consoles it couldn't just be treated like a normal mod to support and would require Bethesda to fully incorporate SKSE with their engine (though that would be great as I've often wondered why Bethesda doesn't treat the mod community for their games as a talent pool to hire from).

Ah. So mods that use SKSE won't be compatible with the new console version?

Almost certainly not. They won't work on the new PC version either until the SKSE team puts out an updated version of SKSE.
Edit - the SKSE team really keeps on top of updates though, it took them all of two days to get the script extender for Fallout 4 running (a bit longer to get it to be more stable).

Interesting, thanks.

Enderal is out!

Why are you still reading this? Go get it!!!

Ooh my giddy aunt! That's this evening sorted, depending on download speed from their servers, I'm guessing they'll be getting pretty hammered..

I read this is a total mod conversion so does it replace the game or do you adventure to the new location like the other dlc?

Thanks,
Chad

Cool stuff

I think it is a total conversion /different beast from all other mods, it's a different game , i'm not sure but it may even add a desktop link once you install it.

Yeah, it's entirely a different game. You start it with a different launcher and it has nothing to do with Skyrim (world, characters, skill levelling, etc). It replaces your skyrim folder, but makes a backup. From within the launcher you can switch back and forth between base Skyrim and Enderal. It doesn't currently work with mods, especially ENBs as the mod has it's own lighting changes etc. It does warn you multiple times about that in the install though, and also suggests that there will no doubt be mods/ENBs that are made specifically with Enderal in mind.

In fact, looks like there are already presets popping up.

Downloaded and installed it last night, started it up to make sure it works. I teeny bit janky in the very beginning, but more than one 'What... the... f....' moments even within the first few minutes. Very much looking forward to finding out what on earth is going on.

Yup. This mod is good.

Like, GOOD good.

Intro was a little framey, but after that it was smooth sailing.

VERY interesting writing.

Aaron D. wrote:

Yup. This mod is good.

Like, GOOD good.

Intro was a little framey, but after that it was smooth sailing.

VERY interesting writing.

Great to hear.

This may be too technical a question but can the installer create the game on a different drive? I have skyrim on a very full ssd.

I take it the origins skyrim is left intact?

Thanks,
Chad

I know it creates an alternate Enderal.exe launcher in Skyrim's root directory. Might be easiest to use the 'Add A Non-Steam Game To My Library' feature and direct it to that Enderal.exe launcher. Either way, if you launch Skyrim from your Steam list, it will launch Skyrim. So Enderal is not overwriting the original game or restricting your access to it.

Not savvy enough to answer your question about alternate drive instillation, though. Sorry.

Aaron D. wrote:

I know it creates an alternate Enderal.exe launcher in Skyrim's root directory. Might be easiest to use the 'Add A Non-Steam Game To My Library' feature and direct it to that Enderal.exe launcher. Either way, if you launch Skyrim from your Steam list, it will launch Skyrim. So Enderal is not overwriting the original game or restricting your access to it.

Not savvy enough to answer your question about alternate drive instillation, though. Sorry.

How big an install is this? Just curious as its using existing skyrim assets?

Thank you for the previous response.

Chad

I'm nervous about the no-Skyrim-mods issue, though. I can't imagine pla--

/r/enderal wrote:

Enderal is already using SkyUI

Aaaaaaaaand sold.

If I remember correctly, as part of the install it 'backs up' your existing Skyrim directory, and allows you to choose the backup location. Obviously if you put it on a different disk, then switching back to base Skyrim (also done through the Enderal Launcher) may take a little more time. The download is 7.8GB, but I can't attest to the installed size.

omni wrote:

If I remember correctly, as part of the install it 'backs up' your existing Skyrim directory, and allows you to choose the backup location. Obviously if you put it on a different disk, then switching back to base Skyrim (also done through the Enderal Launcher) may take a little more time. The download is 7.8GB, but I can't attest to the installed size.

You should start with a vanilla Skyrim - don't have any mods installed. My final install size after installing to a clean version is 21GB.