The Elder Scrolls V: Skyrim Mod Thread

Stengah wrote:
Godzilla Blitz wrote:

Are former Mod Organizer users doing okay with a switch back to Nexus Mod Manager?

I haven't really noticed any dramatic changes from how NMM worked when I used it for Skyrim (before switching to MO), its UI is still frustrating, but it gets the job done. There is a beta version of Mod Organizer 2 that can be made to work with Skyrim, but Nexus hired the Mod Organizer developer to work on NMM, so it's not likely to get updates.

Yes, it sounds like the next version of NMM will adopt a lot of the features of MO. It also sounds like the next version of NMM is quite a ways away.

I grew accustomed to using profile sets on MO. Those were super handy. I would miss them so.

So, I've just built my new PC, and now have two choices. Either I try to transfer my S.T.E.P install from my current PC, or I start afresh with the SE and whatever mods are available for it.

Has any S.T.E.P user made the switch to SE? Without being disappointed

omni wrote:

So, I've just built my new PC, and now have two choices. Either I try to transfer my S.T.E.P install from my current PC, or I start afresh with the SE and whatever mods are available for it.

Has any S.T.E.P user made the switch to SE? Without being disappointed :)

Yes, I was a STEP user and I haven't been disappointed. I just did a basic set of visual mods, and got results better than I ever did with STEP. Examples:

IMAGE(http://images.akamai.steamusercontent.com/ugc/98346819269449587/C58319FDDD8101F7E24A9D7C9BE6F25A5795B2B0/)
IMAGE(http://images.akamai.steamusercontent.com/ugc/98346819270044870/BB5C6B6B4D2D01681E659FA14F7117102C5D5F9C/)
IMAGE(http://images.akamai.steamusercontent.com/ugc/98346819260898140/6C74D2EE5C6F1DB82B53F6F8499562234AD22F7A/)
IMAGE(http://images.akamai.steamusercontent.com/ugc/98346819270045266/F361A4FD7A3BADE7524954FC43440441EE147A8B/)

I can cap a screen of my mod list later today, but it's probably the same as most people here. Offhand I can recall installing Flora Overhaul, Verdant Grass, Vivid Weathers, Lighting and FX (thanks to Mateo for recommending this one), Wet & Cold, and the water mod that isn't W.A.T.E.R.

On a GTX 1080 I run that at 1080p and it never drops below 60 fps. If I pump it up to 4k it's a different story, which is why I don't do that.

STEP Guide for SE. Very much a work in progress.

Neat, I may just go that route then. Is there a port of the mods that add capes, backpacks and the likes? I can't remember the mod name currently, just asking in case it was known. Will check for myself tomorrow.

^ SE-wise, there's Cloaks and Capes (mostly light linen) and also the fantastic Winter is Coming which lets you craft everything from common to absolutely regal wolf and bear pelt cloaks. Some of them let you choose between white fur or black fur on the mantle with primary colors of black, brown, white. IIRC, some of the Northborn's Fur Hoods have half cape-like action going on. I believe there are also a slim few cloaks/capes bundled in Immersive Armors too -- I believe that's where the redguard one in my crafting list came from. If your a mage type there's a bunch of good stuff in Black Mage Robes (may not be SIC on the name but close enough to find).

As to backpacks, I've seen some (both traditional and a port of the keg backpack ;-P )but less help with names there as I don't use them.

On a different front, I realized yesterday that LeanWolf's Better-Shaped Weapons SE is up. One of the handful of remaining must-have mods for me. It chiefly deals with making certain swords look less like giant oars/LARP swords. Also, there's options for trimming down and reshaping some of the quivers and it bundles in optional scabbards for 2H and a few other things.

Thanks! I'll check them out if my STEP install doesn't work first time this evening (I won't spend any time on it if it doesn't 'just work' and I'll move on to SE).

I don't tend to like anything that feels remotely cheaty, which is why STEP was so good, but it is odd that nobody in the Elder Scrolls world had invented a backpack/knapsack yet, or at least, one that wasn't nailed unmovable to a table.

Even if they didn't add that much carrying capacity, at least there's a small possibility of 'That's where you keep all the stuff you're carrying', rather than your 400 lettuce just kinda... existing... in your persona somewhere...

Can't wait to get back in to Skyrim. I had just started a new STEP Character when I decided I was going to build a new PC, so put it off until then... and the time has finally arrived \o/

ahrezmendi wrote:

I can cap a screen of my mod list later today, but it's probably the same as most people here. Offhand I can recall installing Flora Overhaul, Verdant Grass, Vivid Weathers, Lighting and FX (thanks to Mateo for recommending this one), Wet & Cold, and the water mod that isn't W.A.T.E.R.

That would be great for when I go down that route (could be sooner than later). Does Wet & Cold add buffs/debuffs that are temperature dependant? There was one STEP mod that made all NPCs wear cloaks outside when it was bad weather or night time, was awesome.

EDIT: Oh, and I assume you guys are using NMM opposed to the in-game mod browser thing?

I've decided to let the mod scene settle a bit before starting in in earnest in a new game. I've got a winter break coming up toward the end of December, and I'm thinking that might be a great time to dig in.

My only real concern is SkyUI, but apparently you can get that working even without SKSE.... The rest will fall into place I'm sure.

@ Omni - I tend to be too literal sometimes; while technically not a backpack, Bandoliers might be right up your alley. Various belt pouches/satchels, bandoliers, potion vials, etc in differing sizes. IIRC, +25 up to +100 weight. Colors are brown leather, grey-ish ('pale') and black. Slots are cross-chest bandoliers, potion vials (bandolier or belt areas) and the small pouches 25 pound can be front left, front right, either side, back left, or back right. Or all slots, but that tends to be OP.

To your one open Q, I use a combination of both NMM and the in-game Bethesda mod support tools. NMM will read everything you've grabbed with the Bethesda interface (and also let you order-sort those too) just fine. When possible, I prefer to have them tracked in the Bethesda interface ONLY because NMM can be really glitchy with how it tracks mods with pending updates. Using the Bethesda interface if you don't have the mod name to search for though can be a PITA.

I finally finished Enderal last week! It was a little sloggy at the end, but overall it was a fantastic total conversion. Highly recommended for anyone who has finished all of the Skyrim story/quest content and wants something new.

Now I've wiped Skyrim yet again and will re-install when/if Skywind or Skyblivion are ever finished.

PaladinTom wrote:

...finished all of the Skyrim story/quest content...

Is this even possible?

Veloxi wrote:
PaladinTom wrote:

...finished all of the Skyrim story/quest content...

Is this even possible?

Well, mostly I guess. "Finished" for me at least.

I did the main story, guild quests, dlc, and as many side quests as I could find. I built two houses, played the other side of the civil war with a new character and finished the Falskaar mod as well as several smaller story/quest mods.

I did NOT find all of the Dragon Priest masks and I didn't finish the Helgen Reborn mod. I also never started The Lost City mod. I also spent countless hours camping, hunting, keeping warm, cooking, drinking and eating.

I also spent a good amount of time with my two player characters hanging out together!

I think I'm good for a while. The pile beckons!

omni wrote:
ahrezmendi wrote:

I can cap a screen of my mod list later today, but it's probably the same as most people here. Offhand I can recall installing Flora Overhaul, Verdant Grass, Vivid Weathers, Lighting and FX (thanks to Mateo for recommending this one), Wet & Cold, and the water mod that isn't W.A.T.E.R.

That would be great for when I go down that route (could be sooner than later). Does Wet & Cold add buffs/debuffs that are temperature dependant? There was one STEP mod that made all NPCs wear cloaks outside when it was bad weather or night time, was awesome.

EDIT: Oh, and I assume you guys are using NMM opposed to the in-game mod browser thing?

I'm using NMM.

Wet & Cold doesn't change gameplay, so no buffs/debuffs. It does have an option to add "weather appropriate gear" which can include capes/hats. I haven't tried it yet though, as the mod indicates it's a permanent change (I'm assuming it just dumps a cloak/hat into their inventory).

I have a couple of questions regarding modding Skyrim, particularly with the special edition. Back in the day, I modded the beejesus out of Oblivion and Morrowind. Except that when Skyrim came out and there was the Steam workshop, well... I got lazy, complacent. Now that the Special Edition is out, and that the workshop isn't available for it, I was wondering
Can we still mod Skyrim ?
Will modding invalidate my progress with achievements?

Thanks gang, and apologies if this has already been covered, but I couldn't find anything in the last couple of pages.

I don't use the workshop because I didn't find it very good for modding. Well not good for me I'm sure it is fine for some people. You can use nexus for modding.

Eleima wrote:

I have a couple of questions regarding modding Skyrim, particularly with the special edition. Back in the day, I modded the beejesus out of Oblivion and Morrowind. Except that when Skyrim came out and there was the Steam workshop, well... I got lazy, complacent. Now that the Special Edition is out, and that the workshop isn't available for it, I was wondering
Can we still mod Skyrim ?
Will modding invalidate my progress with achievements?

Thanks gang, and apologies if this has already been covered, but I couldn't find anything in the last couple of pages.

Yes you can. It's internal to the game now, I. E. There's a menu once you launch the game. Yes, will mark future saves with an M and disallow achievements.

Eleima wrote:

I have a couple of questions regarding modding Skyrim, particularly with the special edition. Back in the day, I modded the beejesus out of Oblivion and Morrowind. Except that when Skyrim came out and there was the Steam workshop, well... I got lazy, complacent. Now that the Special Edition is out, and that the workshop isn't available for it, I was wondering
Can we still mod Skyrim ?
Will modding invalidate my progress with achievements?

Thanks gang, and apologies if this has already been covered, but I couldn't find anything in the last couple of pages.

Skyrim is still eminently moddable, Eleima. The workshop does not work with the Special Edition, so I went back to using Nexus Mod Manager (there are others, but NMM is the one I use).

http://www.nexusmods.com/games/?

You can then download the Nexus Mod Manager (link is at the top of the nexusmods page), and this can download and help keep your mods up to date. It also keeps them loaded as individual items, which helps when you are suffering crashes and need to eliminate mods one by one to check for problems.

I've currently got about 20 loaded (mainly tweaks and a few new companions) and am getting achievements.
PM me if you want a list of which ones I've got running.

Eleima wrote:

Can we still mod Skyrim ?

You can. You will need to use a mod manager app. Right now the easiest to use is Nexus Mod Manager (download from here). It is still in beta but supposedly works fine. It is a little more technical to use that Steam Workshop was though.
You can get mods for SE from Nexus here. There is also a section on Nexus for regular Skyrim too, so make sure you are in the right section. Some mods from the older version will still work but many will cause problems in SE. Also, sometimes the front page of the Skyrim SE part of Nexus features mods that are NSFW, so be warned.

Eleima wrote:

Will modding invalidate my progress with achievements?

I believe progress will be saved but you you will not progress further with mods installed, although I am not 100% sure of that. There is a mod that enables achievements with mods enabled, if you really really have to get those Steam cheevos.

Eleima wrote:

Will modding invalidate my progress with achievements?

It will by default, but there's a mod to fix that! Just install Achievements Mods Enabler, and you're golden.

tboon wrote:

There is a mod that enables achievements with mods enabled, if you really really have to get those Steam cheevos.

I really, really have to get those Steam cheevos. I got 100% with the standard version, so you bet I'm chasing those 75 achievements this time around.
I'm going to go take a dive into the Nexus, I figured I'd need to head there. Hopefully I'll manage to shift through the lot of it.

davet010 wrote:

I've currently got about 20 loaded (mainly tweaks and a few new companions) and am getting achievements. PM me if you want a list of which ones I've got running.

Thanks, I might take you up on that. For starters, I remember using the Barenziah stones quest markers because egad, that's an annoying one. Probably weightless potions and books, better visuals, map markers for the houses, a key ring in the inventory, pretty basic stuff.
I'm not one for the naked and sexy mods.

misplacedbravado wrote:
Eleima wrote:

Will modding invalidate my progress with achievements?

It will by default, but there's a mod to fix that! Just install Achievements Mods Enabler, and you're golden.

Guess that's where I'm starting! Thanks!!

Damnit - Thanks for bumping this. Now I have to go down this rabbit hole again? Arrggh! Its...so much fun!

I was thinking about deep diving in this again. Anyone with recent Special edition modding experience able to advise whether it's worth modding it or just going back to Original Skyrim for heavy modding?

I'd say it's still worth making the jump to SE even though a few of the notable mods are missing from it so far. last I played a couple of months ago, SKSE hadn't made it yet, which meant that SkyUI wasn't there. Having said that, if you already have a heavily modded Oldrim install, it may not be worth it. but if you are starting afresh with a blank slate, I'd go SE.

I have also been a huge fan of Oldrim when following the S.T.E.P guide, which is graudally being ported to Skyrim SE - http://wiki.step-project.com/Project:Skyrim_Special_Edition.

For my SE playthrough, I basically went with that guide, with a sprinkling of my own choices, too. I'm not one for the nudie stuff either, and S.T.E.P's entire aim is to not change the base game much, just improve on the visuals and stay true to the original as much as it can.

I used the Nexus and NMM because I'm very much used to it after all these years, but I know people who have 150+ mods entirely through the in-game mod browser. Just remember to use LOOT once you have all your mods in place.

Welcome back to Skyrim! And remember, all roads lead to Sneaky Archer

I've become a fan of the in-game mod browser. I decided to start a fresh game when I first installed SE shortly after it came out, and only switched because I was having trouble downloading anything from Nexus at the time. I do miss SkyUI a bit ... but this may be the first time that I haven't ultimately managed to break things with some mod addition or tweak. It has been surprisingly absurddoctor-proof so far, with my 50 or so mods installed that way.

omni wrote:

Welcome back to Skyrim! And remember, all roads lead to Sneaky Archer :)

What can I say, it's home. I set out with a Dunmer, thinking I'd go mage for a change. Guess what I'm playing as.
Yup, sneak archer.

So I installed the Nexus mod manager, and it's a LOT more player friendly then I remember the Oblivion Mod Manager to be.

Without SKSE (yet) SkyUI would be missing most of its functions. However, people have had some luck using an older version of SkyUI, and there's even a patch to get rid of the 'SKSE is not installed' warning. The SkyUI team have said they don't plan on making an SE version, as they have moved on to other projects, but if someone else did the work, they would upload it to the nexus etc. So we'll have to wait and see, but if older versions of Oldrim SkyUI work with SE, there's every chance that the SKSE version may work once SKSE arrives.

However, Until SKSE/SkyUI/Some other alternative becomes an option, I went with QD Inventory. It's nowhere near as amazeballs as SkyUI is/was, but it's infinitely better than the vanilla UI.

The number one thing I cared about from SkyUI was sortable inventory, especially sortable by weight/value, which it looks like this has. Thanks Omni!

So I'm in a bit of a pickle. I'm at 90 hours in this Skyrim SE playthough, and ever since I entered the Soul Cairn, I've been getting CTDs, no warning, no error message. Have the following mods installed:

  • Unofficial Skyrim SE patch
  • Achievements mods enabler
  • Quality World Map
  • Legendary Player home map markers
  • Stones of Barenziah quest markers
  • Paarthumax dilemma
  • Run for your lives
  • When vampires attack
  • Weightless ultimate
  • QD inventory
  • Better skill and quest books names
  • Rich Skyrim merchants
  • Dragon souls to perk points
  • Skyrim 2017 textures
  • Realistic female armor overhaul

I've tried rolling back to an older save, and delete a truckload of saves, autosaves and quick saves, to free up space and memory, but no luck. I also tried validating my files in Steam, that didn't help. Apparently, some Googling tells me that disabling the "Touch Keyboard and Handwriting Panel" Service in Windows might help, but no luck either. I'm really bummed. Please tell me I don't have to scrap the whole playthrough, I'm almost at level 50, am nearly done with Dawnguard and then will only have the Dragonborn DLC to wrap up.

Edit: So I tried PaladinTom's advice, and uninstalled all my mods, went back in, seemed stable for 15 min or so, and then went back out and reinstalled all my mods save for "Run for your lives", "When Vampires attack" (sorry, peons), the "Paarthumax Dilemma" (done with that part of the story anyhow), "Dragon Souls to Perk Points" and "Realistic Female Overhaul". Seems like it's more stable now. Fingers crossed!

I was going to suggest you can enable logging following something like:

Find your Skyrim.ini file somewhere like: C:\Users\\Documents\my games\skyrim

Important: Always back your ini files up before making changes so you can easily roll back if you have issues.

Change the following section to read:

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

But I hope you've got it sorted now anyway! \o/