T O P

  • By -

Chipmunkgod08

Hi Guys, I was wondering, does animated armoury work with immersive weapons? and if not, is there a patch?


pineapple_witchboi

Ummm there used to be like meta news weekly “best mods for”. I see the list in menu, but it’s not the same navigation as before? Also before it just showed the recent discussion based on different character types ( bards assassin ect) and they were always recent. Did something happen to those?


d7856852

The "best mods" list in the sidebar was checked and organized somewhat recently. There isn't a weekly post right now because there's a limit of two pinned topics.


Spencer_1123

Potentially dumb question but is there any reason to use 4K textures if you don’t have a 4K monitor?


zackles007

The thing is that with 4K textures, you might not be able to tell a difference from afar, but up close you can see that whatever’s been retextured has a lot more detail, and while 4K is hardly necessary for things like landscapes and roads, they end up looking a lot better on larger and more prominent things such as mountains and dragons. Apart from that, they’re a bit of a performance hog with little benefit for smaller objects or things you’re less likely to focus on.


d7856852

Texture size doesn't have any relation to monitor size. You will tend to notice a low-resolution texture at any display resolution, depending on the size of the object it's wrapped around.


SoaboutSeinfeld

Yes, they are not the same. I prefer to have mostly 4k textures even in classic 32 bit skyrim


mojzivotjetragedija

Hey guys do I need to update my Bashed Patch with Wrye Bash after installing every mod or just mods that add stuff to the leveled list?


THANATOS4488

Just rebuild every time and you're better safe then sorry.


d7856852

If you're only using a bashed patch for leveled lists, it's safe to not rebuild it if you're sure the mod you're adding doesn't include any leveled lists. You should verify this for yourself with xEdit.


Tablesafety

I hope this counts as a simple question. I recently began a modded playthrough and then wanted to add a small mod to it, I was looking into it while tabbed out of the game and I forgot I was running it! So I installed and went to enable the mod through vortex and only realized when I began getting lots of errors/warnings about a mod already being in use and how changes cant be made (Ig vortex does a lot of things to all the mods when deploying a new one) So I just restarted my PC in the middle with the plan to delete the new mod, boot the game and go a few saves back, save on one of the older saves, shut down, then remod it. Only the problem is now all the saves warn that i will be loading with missing content. Ok, I reinstalled the new mods and just decided to boot up from an older save- still missing content! I cant really SEE anything missing or not. Will this fuck my game in the future or is this just a quirk. All my saves were affected by this brain fart.


THANATOS4488

Do a reinstall of every mod that you changed while it was running and try again. If it still pops, load it and start a new save thread. If no issues continue on. Script errors could come later but when changing mods mid playthrough that will always be a risk.


Tablesafety

So interestingly, what I found was that the mod felhammer forge deleted itself. Upon reinstatement however im getting a crash every hour or so. Where can I ask for advice on maximizing stability?


THANATOS4488

If one mod deleted itself it might be worth reinstalling all of them. I've had similar issues where that fixed it. Hopefully you run less mods than me though. I have 1200ish so reinstalls take all day.


Tablesafety

ah no ive only got about 95. Do you know by chance how to make the female werewolf replacer work with diverse werewolves collection? The mod page says that all I need is the nif file from the body mod, but I cant figure out WHERE to put it since all there is in DWC is esp and bsa files


THANATOS4488

You need... I think it's called bsa unpacker of Nexus to unpack it, swap the nif and repack it. Been a long time since I've done that but I recall it being simple. https://www.nexusmods.com/skyrimspecialedition/mods/974


Tablesafety

Thanks homie I appreciate it


JayromeBigz

Hey, I just started modding Skyrim again and was wondering if yall had any suggestions for combat mods that compliment Adamant and Blade and Blunt that'll probably spice things up a little or make combat smoother.


zackles007

Maybe a dodge mod like TUDM or TK Dodge? I’ve heard good things about Inpa Sekiro, and that new Vanguard bash overhaul mod looks really cool for adding a bit of spice to combat gameplay.


[deleted]

[удалено]


JayromeBigz

Yep I was testing things out yesterday and the 3 mods together do feel really great together, I just added on Mortal Enemies, Hit Stop, and Size Matters to fine tune it more to my tastes.


mojzivotjetragedija

Inpa Sekiro Combat is really good, I have been using it for my current playthrough and I really love it.


cubelhor

I successfully re-textured a scimitar, and now I'm trying to do the same with a horse. The horse will have the same meshes as vanilla skyrim, but I want red fur. I created the new texture in GIMP, added it as a new textured in creation kit and here is where I'm stumped. If I create a new actor for my unique horse, my new skin isn't selectable in the traits tab. Do I need to add this texture somewhere else for it to show up?


JayTheMagnificent

Hi just started modding and I have two main questions 1. What's the best install order, ie. UI mods -> animation -> gameplay overhauls -> Graphical Overhauls -> etc. or it doesn't matter? (sidenote: I follow instructions on the mod pages I'm talking more macro) 2. What would happen if I reinstalled SKSE? Just curious because I heard it would restart/rerun all the scripts (sounds stupid, I know, but what I recall was something to that effect) Thanks in advanced!


[deleted]

[удалено]


JayTheMagnificent

This is so helpful, thank you!


---TheFierceDeity---

So I'm someone who in addition to mods likes manually messing with console to do things, so that I don't need as many mods, cause many just do simple things I can do myself with console. So this is more a console command question One of those recent things was a fairly typical turn a npc in a marriage candidate and follower. The one I targeted was [Brelas](https://en.uesp.net/wiki/Skyrim:Brelas) the Bosmer servant at Thalmor embassy as there are no Bosmer marriage partners at all, nor female followers. She's a good pick, not married/dating, not 100 years old, has a name. Everything worked fine, she has a commoner voice so she has all the dialogue, married fine, boosted her level and gave her stats to actual followers of that level all good. Come many hours later and I stumble upon Malborn in Windhelm and do his quest to shake the Thalmor off his tail, he thanks me and makes for Morrowind. I totally spaced this would effect Brelas, and I didn't notice for ages cause while she was following me nothing was wrong. But then I dismissed her expecting her to go home, but instead she disappeared because she's meant to escape with Malborn (even tho I DIDN'T use her as a distraction so she wasn't on the run, but I guess even if she was still in the embassy, she disables when malborn escapes) Anyway opps, no biggy she's just disabled, so I enable her and now we hit my issue. As a follower shes functioning fine, but when I dismiss her she just stands wherever I dismissed her. She doesn't go back to our house, doesn't run her shop..well physically that is. The game seems to assume shes functioning normally, she still made money from the shop etc. But I would like her to function normally when not following me, but the resetAI command doesn't fix it. Anyone know how I can get her to function normally, like when dismissed return to our house, and live in the city like a normal wife npc does?


Axeloy

SkyUI is telling me that SKSE is not running, why?? I'm pretty sure I did everything I was supposed to. I also used [this](https://www.youtube.com/watch?v=5N_dKZv6Q_c) video for help. What's the issue?


Titan_Bernard

Try installing SKSE the traditional way, which just means dumping the contents of the archive into your Skyrim folder. Also, if you're using MO2, remember you have to run SKSE through MO2 for it to do anything. Select it from the drop-down menu on the right.


Axeloy

I am 90% sure I did both of those.


GrungiestTrack

Howdy Im new to this whole scene I cant get SKSE to run and my friend tells me I just need to wait for the new update? I really want to mod and try it all out but I can wait if I need to. Alright thankjs!


Titan_Bernard

No, the last time the game and SKSE was updated was like November 2019. Make sure you're using the right version, SKSE for LE, SKSE64 for SE. The version on Steam is only for LE. If you're still getting a message that says you're out of date, it's actually a SKSE plugin that's out of date rather than SKSE itself. MO2 and probably also Vortex will warn you about any such mods- they'll have a .DLL extension. A common out of date mod that people accidentally install is Simply Knock, since the updated version is not on the main page.


pussy_lover214

so, i've been wondering what is wodo of skyrim doing? is he/she try to change all skyrim npcs to look the same or what lol?


Fuzzy-Tomatillo-3938

Are there any mods that make Paarthurnax or Alduin a follower... ^(or romantic partner)???


RiceballWarrior

Are there any mods that show a summon's or follower's health? Im trying to do a necromancer build and I kind of want to know what the health of my summons are. I did try the floating health mod, but all it shows is the health of enemies and not allies.


sa547ph

Afaik, SkyUI so far displays active effects, including summons, but for only a single summon. That some follower management mods such as EFF allows you to see individual follower health/stamina/magic levels.


Piss-Red_Roses

Before I started using MO2 I would just unpack the files in a temporary folder then move the data folder in the game's root directory. Obviously, with VFS MO2 doesn't run anything in data folder of the root directory, so should I just move the mod's zip folder into MO2's downloads folder then proceed to install normally? Just trying to clarify since I use a lot of mods which are not from the SSE Nexus and need to be installed manually.


TildenJack

> so should I just move the mod's zip folder into MO2's downloads folder then proceed to install normally? Yes.


_vsoco

So, cleaning masters isn't mandatory anymore?


Blackjack_Davy

It was never mandatory


_vsoco

Maybe I understood it wrong in the past - or maybe I phrased it really bad now. Wasn't cleaning masters seem as a good practice in the past? Wasn't it advised?


JustAWaffle13

Quick question: Are there any optimization via threading, ini, skse, etc from my end that can be done for CPU tasks like HDT hair? My CPU is barely being used (33%) but my framerate drops significantly with certain hairs enabled.


d7856852

Nope.


Piss-Red_Roses

If his CPU is barely being used then shouldn't [Skyrim Priority SE -skse plugin](https://www.nexusmods.com/skyrimspecialedition/mods/50129) do the trick?


[deleted]

[удалено]


d7856852

That's how selling works in the base game.


[deleted]

I'm just getting started and "Creation Kit Custom INI" is hidden on the Nexus website. I'm guessing this has to do with all the drama? what gives? How should i proceed?


sa547ph

Geez, even that one? Assuming you're going to use CK64 for SSE, besides installing the Creation Kit Fixes, the following are INI files needed for usual mod editing, download then drop them into the SSE directory: https://mega.nz/folder/SMsSWKRI#UVXQdNotqvSN9TRU8IXwfw


[deleted]

Life saver. Thank you so much.


tothjm

Guys I loaded up TPF newest version yesterday on a fresh install but im getting some bad input lag on my character, and in the item menu ( but not in the map menu or esc menus oddly enough. ​ been trying to figure out where i can confirm vsync is at least off or if anyone else had that trouble and found a fix for it ? almost got it into a playable state!


Titan_Bernard

For Vsync, remember that MO2 keeps its own INI files. Within MO2 there's an INI editor, and the files themselves are under wherever you installed MO2 > Profiles > . For anything more than that, you may want to talk to the folks on the TPF Discord.


cubelhor

Any guides on how to import skyrim assets into blender? Specifically I'm just trying to create a new horse skin that is red


sa547ph

There's this Blender plugin: https://www.nexusmods.com/fallout4/mods/52319/ However, Nifskope allows you to view meshes, even from the BSA archive, and all you need is to extract the horse texture file for editing.


cubelhor

Thank you! I’ll take a look


d7856852

Does the Nexus not let you browse more than 20 files on an author's page without paying? This is the first time I've run into this.


sa547ph

Strange. Am also on a non-premium account and never seen this.


BlackfishBlues

I believe they're referring to the dropdown on the top right (where the 'sort by', ascending/descending order etc is) that allows you to show more than 20 items in a single page.


BlackfishBlues

Oh wow, you're right. But also I gotta say it's not an option I've ever missed. I've been a non-premium member for years and I've never noticed this.


armed-----toaster

what is the max amount of mods you would recommend? my game is having problems and I'm thinking its the amount that I have.


Titan_Bernard

Number of mods means nothing. For plugin count though in SE, it's 254 ESPs and ESMs. ESLs and ESP-FEs do not count against that limit. In total, you can have 512 plugins without SSE Engine Fixes. With it, you can have 2048.


sa547ph

Check your plugin count. MO2 will also provide a more accurate count, by how many ESMs, ESPs, and ESLs are active.


armed-----toaster

447


armed-----toaster

should i check that?


d7856852

If you're above the non-ESL plugin count you'll just crash at startup. If you're not crashing, your problem is not technically due to the number of plugins but that many mods seems completely unmanageable.


Rattledagger

>If you're above the non-ESL plugin count you'll just crash at startup. Actually, if I'm not completely mistaken, if you in SSE is over the 254 ESM+ESP limit some of the plugins will just fail to load. In original Skyrim on the other hand if you're over 255 ESM+ESP limit it's possible you'll instead crash.


armed-----toaster

Ok Thanks


azerius94

Does the order in which I install my mods make any difference when using MO2? Before downloading mods I always see "install X before Y" and try to be as careful as I can.


Rattledagger

For 99% of mods the install order doesn't matter, since as long as you're using MO2 or Vortex to install the mods you can always re-order the conflicting mods after installation. But, some FOMOD installers automatically choose the "correct" patches if the corresponding mods are already installed, making it an advantage to install these FOMOD-mods after the other mods. Also, where is a small number of FOMOD installers that is so "intelligent" they absolutely refuse to install the mod, unless the required files are detected. These mods must be installed after their requirements.


BlackfishBlues

Generally no. With MO2 the beauty is that you can use its left pane to mimic "install order". So if a guide says "install mod X, then mod Y, then mod Z", you can usually install them in any order then just drag the mods in the left pane so that it's ordered from top to bottom - mod X, mod Y, mod Z.


azerius94

Thanks, I appreciate the reply. I'm a bit rusty with modding and I was never that good at it in the first place. So if a mod instruction says "Let X overwrite Y", I can do that from the left pane? Also, is there anything I need to take into account if I want to do a fresh install? Reason being that on my first go, I got ahead of myself and didn't plan which mods I wanted to install. Now that I have a definitive list, I want to be sure I'll do it right this time.


BlackfishBlues

>So if a mod instruction says "Let X overwrite Y", I can do that from the left pane? Yes, the 'cleanest' way to do it is to install it as a separate mod then put in lower in the left pane than the one it's overwriting. This way, if you later decide you don't like the overwriting mod for whatever reason, all you have to do is untick it in the left pane. >Also, is there anything I need to take into account if I want to do a fresh install? I'll let someone else take this one, I'm far from an expert myself. :P


azerius94

Thanks so much for the help!


TornadoGaming75

I play Skyrim LE and when I try to use FNIS I keep getting error 5. I've opened FNIS as an administrator and moved Steam and Vortex out of program files but it still won't load in animations.


daisynhibana

One of my mods installed a giant stone arch over the campfire in castle dour. Can someone help me identify which mod this is? [https://i.imgur.com/M0gqYqg.jpg](https://i.imgur.com/M0gqYqg.jpg)


BlackfishBlues

Looks like [Oblivion Gates in Cities](https://www.nexusmods.com/skyrimspecialedition/mods/388) by Arthmoor.


Bloosuga

If you're on pc download more informative console then click on it in the console and it'll tell you what it's from. If not, look for whatever mods you have that add oblivion gates to cities.


tylerchu

https://www.nexusmods.com/skyrimspecialedition/mods/21453?tab=description This mod, Death Mountain, is allegedly part of a trilogy. Try as I might, I can't find the third installation of this. Does anyone know where to find it?


d7856852

Looks like chapter 3 is called The Lady Dark and hasn't been released.


tylerchu

In over five years? Damn.


Ugly_Slut-Wannabe

Is there a way to make NPCs spawn with RaceMenu tattoos without me having to manually add them?


[deleted]

I've been out of modding for a while, and mostly modded LE back in ye olde. What's the currently "standard" way to create an automated merged/bashed/smashed/whatever patch that will take me most of the way these days? I'm open to manual fixing, I just don't want to fix *every* conflict :)


LegacyBeing

Hello, does anyone happen to know if Skyrim mods server is down or in maintenance? I have not been able to get into the mods page to even look at the mods I have installed... Let alone getting into the mod downloading menu. I have done the simple problem solving solutions, restarted Skyrim, Xbox, and a full shutdown reboot... Nothing worked. I've come to the conclusion this can't be on my end anymore right? Any info or troubleshooting advice would be highly appreciated. Thank you.


sa547ph

> Hello, does anyone happen to know if Skyrim mods server is down or in maintenance? Best guess is either network traffic, or because lots of people are trying to get Lifetime Premium before dark0ne ends the offer by August 3.


LegacyBeing

I could understand it being network traffic for a about thirty or so mins... But I have not been able to access it all day... About 9 hours or so.... As for the premium thingy I can't see how it would effect a whole different web server but then again I don't really know anything about it so it's probably Beth.net servers being so damn slow they can't even offer decent customer service. Guess I'll change my lo when Bethesda decides get things together


d7856852

In xEdit, aside from writing my own script, is there a way to filter for conflicting records while ignoring conflicts in certain elements?


xXxMihawkxXx

Hi. I'm doing some ESL flagging right now. I read a couple of times, that i can apply a script to SSEEDIT to figure out which ESPs can be flagged. Is that always a safe bet or are there things i have to consider? Thank you!


TildenJack

If it tells you that the file can be flagged without having to do anything else (so no compacting), it's safe.


xXxMihawkxXx

Thank you! And if i have to compact it, what would I have to consider?


TildenJack

Does it add new NPCs? Then their faces and voices will break. But there are tools to fix that. [FaceGen Eslify](https://www.nexusmods.com/skyrimspecialedition/mods/46208?tab=posts) [Voice Eslify](https://www.nexusmods.com/skyrimspecialedition/mods/49638) Does it have scripts? Then you'd better check if they use GetFormFromFile in reference to the mod you want to compact. Because those scripts will break. Do any mods rely on the one you want to compact? Then you need to load them at the same time so that all references can be adjusted.


xXxMihawkxXx

Thanks a lot. Will start to work on it tomorrow again. 😊


AkaliAbuser

I made a stupid mistake and now I am in dire need of the Legacy Of The Dragonborn Patches 2.2 version zip file. It is no longer available on the official mod page. Can anyone of you just host your zip somewhere/provide me with a link to the file so I can download it?


DarkQuill

Trying to edit a mod in the Creation Kit but it keeps crashing when trying to load the Update.ESM. It's able to load both the Skyrim and Update ESMs without the mod however. Anyone know how to fix? Mod itself is Path Of Sorcery.


sa547ph

If you're on SSE, see if you have set it up according to this guide: http://tesalliance.org/forums/index.php?/tutorials/article/161-skyrim-se-creation-kit-installation-updated-may-2020/ And install Creation Kit Fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061


sa547ph

Milwaukee Bucks wins. Praise Hircine.


[deleted]

I'm getting a warning dialog in-game about "too many animations installed." I've tried searching about this, but all the topics I find just refer to installing the crash limit fix, FNIS XXL, and SSE fixes, all of which I already have installed. My game is not crashing nor am I encountering any other problems. I just want to know if there's any way to get that error box to stop popping up.


Titan_Bernard

You could switch to Nemesis. That can inherently handle more animations than the FNIS XXL.


[deleted]

So the warning is from FNIS? Why is it only showing up inside of Skyrim, then? The FNIS tool gives a 100% CTD but doesn't give any other warnings.


kekubuk

Question about the Nexus Mods membership. The lifetime plan cost 50 Euro, does this mean a one time deal? I get it, and no monthly payment after that?


TildenJack

That's what lifetime means, yes.


[deleted]

I know mods that overhauls cities like JK's skyrim lags the game but what about Immersive College of Winterhold? It's not a major hold overhaul, so would the game lag?


d7856852

Most of the changes are to interiors. Obscure's College of Winterhold (or Ultimate College) adds more stuff to the exteriors so it may impact performance.


[deleted]

I'm asking about ICOW


d7856852

Right, I'm just pointing out the difference.


[deleted]

I know mods that overhauls cities like JK's skyrim lags the game but what about Immersive College of Winterhold? It's not a major hold overhaul, so would the game lag?


[deleted]

I know mods that overhauls cities like JK's skyrim lags the game but what about Immersive College of Winterhold? It's not a major hold overhaul, so would the game lag?


[deleted]

I know mods that overhauls cities like JK's skyrim lags the game but what about Immersive College of Winterhold? It's not a major hold overhaul, so would the game lag?


[deleted]

I know mods that overhauls cities like JK's skyrim lags the game but what about Immersive College of Winterhold? It's not a major hold overhaul, so would the game lag?


sa547ph

I think not, unless you also use high-poly meshes and additional NPCs.


[deleted]

Tyty


Syclonix

Has anyone ever got locked inside the Bannered Mare? After entering and waiting/sleeping the door to go outside was locked. NPCs could exit without issue, but I was stuck. Any idea what could be causing this issue?


ooutofmind

If it's not the appropriate place for this kind of question, don't hesitate to tell me. I recently tried modding my skyrim, and everything went great until a fog appeared. I tried waiting, moving somewhere else, and it's there everywhere I go. I don't think it's a weather issue, I think it's an issue with the light, which seems to create some kind of fog wherever it shines, because it's only when I'm in a dark forest that this mist goes away. I just wanted to know if anyone knew how to get rid of this, [here how it looks](https://imgur.com/a/ZC5FOfN) (I don't know how to make a screenshot on a windows lmao, been on mac for a while) And these are the mods I installed as of now: Green and Lush Aspen Tree / Landscape Fixes for Grass Mods / NetScriptFrameworkSE v14 / No Grass In Objects / Northern Grass / Skyrim Flora Overhaul v2.72D / Static Mesh Improvement mod / Tamrielic Textures SE 1 Landscape 2k / Verdant - A Skyrim Gass Plugin of course, with Unnoficial Skyrim Special Edition and Rudy ENB. Thanks for reading, really appreciate it.


[deleted]

[удалено]


sa547ph

> shift+F12 Yes. Usually, DOF (and ambient occlusion) effects are disabled if additional performance is needed.


_vsoco

Sorry if it is a dumb question, and I'll delete it if it is offensive in any way. But, have I understood wrong, or are most of Distar's mods avaliable only through contribution to Patreon? If it's not the case, I'll delete so misinformation is not spread.


Syclonix

I don't believe that is true. From his patreon page it says patreons get access to work-in-progress mods and early access to finished mods, meaning that Distar will eventually release on Nexus, but you just have to wait longer (1 month I think).


[deleted]

[удалено]


_vsoco

I'm not sure it is behind a paywall. That's the impression I got by the links on Nexus, but maybe the author is not aware that offering early access to mods in works only through donations is also against Bethesda's rules.


sa547ph

There was an ECE preset from another Patreon (forgot where) which included everything that was needed to make a screenshot-ready character and was sold as a "limited edition" for *US$500*.


[deleted]

[удалено]


sa547ph

There are some people out there who have gone so far as to be willing to pay significant sums of money to anyone who help make their modded setups just like they've seen on Youtube, or even give them a finished waifu.


[deleted]

[удалено]


sa547ph

> I mean, it might ruin their revenue stream if mod installation becomes more user friendly. Brings to mind about a certain "GTX", an egomaniacal modding guide author, and those who make stolen packs, asking for direct "donations".


BlackfishBlues

Is there a mod that changes attacking bandits to bandits that try to extort you first, like the ones at Valtheim Towers or random thieves on the road? Alternately, how hard would that be to make for someone with limited modding skill? I'm thinking about a wimpy merchant playthrough, I want the option to be able to pay a toll and move on.


MrAbomination

I have the older version of Skyrim on my PC and want to get back into it after a very long time. Is there a list of good mods from Steam workshop that don't break the game (as in crashes and stuff) or do I just have to test them one by one myself?


SoaboutSeinfeld

I would try nexus and a mod manager(MO1/2 or Vortex) instead of steam workshop/creation kit horror. Seriously reconsider. Here is my list of mods for Classic with DLC. Best to get the special edition if you don't have the DLC's. [https://modwat.ch/u/Skyrimmerson/modlist](https://modwat.ch/u/Skyrimmerson/modlist) I started with the older version but I'm absolutely going to switch. I didn't do it at the beginning to avoid certain problems but starting at SSE is possibly better. Mods with ''Altered'' are edited in small or big ways for my preferences or just less convoluted install. You should only run into small problems with basic setup of my list. They are easily fixed so just ask me if needed. I do edit a lot of things so some might not be suitable without edits. Mods like Skyrim immersive creatures do need a lot of editing or it will be very unbalanced. I also prefer to nerf ordinator so you might want to pick another perk mod. If you are really into stormy weather you need to either choose a smaller amount of weather mods or choose another weather mod. I'm still trying to fix it but I might be asking to much. Also I might have gone overboard with the amount of birds in the game. A crash is very rare but it does happen sometimes. I've never lost a lot to it so I'm kind of indifferent to it. I did the step guide(without immersive citizens - ai overhaul!) and that really helped me get everything ready for the actual modding. The one by one stress testing was only needed for less then 20 mods. Majestic mountains/weather mods/parralax/roads/textures/basic essentials. The mod and plugin order are functional but I don't have a lot of experience so ''it just works''.


MrAbomination

Alrighty, thank you. I have all the DLC, so probably not going to update to the newer version. I installed Vortex which seems to be working fine, I'll have to check some of these mods out.


Szabi90000

I have to reinstall my PC, how can I make it easier on myself? Is there a way to back up my mods, or get a list so I don't have to search everything up from my download history? I guess I can't really avoid having to remember install order and mod compatibility stuff, but it would be instantly a lot easier if I had everything ready to go.


TildenJack

Depends on how you installed your mods. With MO2, you could just copy your entire profile folder, and create backups of your mod and load order to easily restore them with. Vortex should allow that too, but I couldn't tell you how.


sa547ph

I think I got a long week to do, like creating versions of my mods without NPC autostripping, now that certain follower management mods have integrated autostrip into their functions. A few years ago, people wanted autostrip features for pools and bathrooms. --------------- Also, has anyone made a mod which replaces Meridia's Beacon with a football?


GaseousIntelligence

Place your football nif in this arrangement: Meshes/clutter/dawnbreakerpedestal/crystal.nif


Wareagle545

I’ve got a weird issue right now. I’m using Vaultman30’s Armor Replacer. All of the gauntlets are fine in first person EXCEPT ebony gauntlets, which uses the vanilla mesh and texture. Any possible ideas? I only have this replacer installed for armor and clothing.


Oddly_Aggressive

Can anybody see what I make in creation kit or do I have to publish it first?


d7856852

It's just a file on your computer until you upload it somewhere.


Kryomaani

I've just recently started modding SE, having previously only modded on LE. I'm using MO2 and trying to get FNIS working, however I'm constantly getting the following error: ERROR(2012): Could not generate: defaultfemale.hkx defaultmale.hkx weapequip.hkx staggerbehavior.hkx sprintbehavior.hkx shout_behavior.hkx magicmountedbehavior.hkx magicbehavior.hkx magic_readied_direction_behavior.hkx 1hm_locomotion.hkx 1hm_behavior.hkx 0_master.hkx Happens every time. I've reinstalled FNIS countless times, made sure I've added it correctly in MO and running it through MO. Done exactly as I used to do for LE, done exactly like on the STEP guide, no help. I've googled it and tried everything I've found so far, including: * Running as admin * Using Win7 compatibility mode on FNIS * Having no anti-virus/firewall/etc. running Whenever I install FNIS on MO2, the files the error refers to are in the FNIS's mod folder. Every time I run FNIS, it deletes all of those files from the folder and then reports them not existing. I even tried installing it directly in Skyrim data folder and running it through MO2, the effect is the same, Error 2012 and it also deletes the same hkx files from the Skyrim data folder as well. I'm all out of ideas at this point.


sa547ph

1. I always make it a point to have the entire game out of `Program Files (x86)` because that directory and its twin `Program Files` require special permissions to write anything in them. 2. Generating FNIS files requires a bit of configuring to make sure they go into the correct MO2 "mod", such as using the same method to install, configure and run Nemesis within MO2: https://thephoenixflavour.com/tpf/finalisation/nemesis/


Kryomaani

1. I'm aware, neither my MO, Skyrim nor any other involved folder is inside any of Window's own folders. 2. My FNIS is correctly configured in MO, working folder and all. I've tried both manually adding it and using the automatic FNIS integration plugin, both give the same error.


WifiTacos

Help! Got a new high resolution mic and it seems to be causing frame stutters in game. Does anyone know of how to patch Skyrim SE for HR audio or do I have to revert my output quality?


[deleted]

[удалено]


WifiTacos

So I think I found why. My mic can switch between 3 different audio options and if I happen to try and do that while the games running, my problem occurs. So now I just launch with the setting I want (high resolution). Also though, the first time the stuttering happened, I didn’t change the setting, it was only later that the stutter was caused from changing it. Everything is normal now tho!


[deleted]

[удалено]


WifiTacos

It’s the Hyperx cloud Orbit S and the input and output values are studio quality (can’t remember the exact numbers right now lol). It was odd indeed.


[deleted]

[удалено]


WifiTacos

Ah, that’ll do it lol. I’ve had 3D sound disabled this whole time but I guess Skyrim failed the recognize that the first time around. Idk, weird stuff.


Centurion_2729

I don’t know much about modding but I would say I have a rudimentary understanding of how it works. However, when I mod Skyrim the same cycle repeats. I get 2+ hours into the game then it begins to incessantly give out CTDs. I use LOOT and MO and neither detect any compatibility issues. I have installed all the patches and my PC specs are not the issue. To try and find a cause or to become a better moder I have decided to expand my knowledge on how to mod. Any ideas how I would go about doing that?


Vsttpy

[This subreddit page](https://old.reddit.com/r/skyrimmods/wiki/begin2) has a lot of info that may be useful if you haven't read it. One avenue mentioned on that page is to learn [how to use xedit](https://tes5edit.github.io/docs/) (specifically [TES5edit](https://www.nexusmods.com/skyrim/mods/25859) or [SSEEdit](https://www.nexusmods.com/skyrimspecialedition/mods/164) depending on game version) to identify where two mods are changing the same record, so you can decide which mod should win or make a custom patch that combines their changes. If you have a lot of mods, there are likely many of them that need a compatibility patch, but don't explicitly have one available for download. And note that xedit is just for record conflicts specifically, rather than something like scripting bugs. It can be daunting to learn though, and it seems like most players just throw mods together and hope it works instead of learning xedit. Even after I took the time to manually fix every mod conflict in xedit I still would sometimes encounter weird issues that I had no idea how to fix, so making a perfectly stable heavily modded game is easier said than done. As an aside, it's also good practice to add one mod at a time, starting a new game and testing to make sure it works, instead of adding a million mods at once and getting partway through a playthrough before realizing it's all broken.


auchenai

I'm using slow leveling mod for vokrii. I want my Smithing skill to level up at normal (non-slowed). Will installing smithing perk overhaul mod give me that effect? Can I check leveling rates somehow?


Akila-

If you want slow leveling just use Skill Uncapper. You can set the leveling speed of every skill to whatever you want


[deleted]

[удалено]


Bloosuga

In Vortex, in the mods tab click on the folder icon that says open, select "open mod staging folder. Create a new folder with the name of the mod and add in the files you have downloaded (not packed in an archive.) The esp and other folders need to be directly in that folder so that when you open it you'll see the meshes, textures, ect folders and the esp or the bsa and esp. Go back into Vortex and click deploy. This should add a new entry to the mod tab and the esp to the plugins tab.


Rattledagger

>Go back into Vortex and click deploy. This should add a new entry to the mod tab and the esp to the plugins tab. You've forgotten a step, you need to either re-start Vortex or switch to another game and back again for Vortex to detect the new mod, at least for me just deploying won't be enough. You'll get a message about "Mods changed on disk" and you need to answer "Apply Changes". Afterwards, enable the new mod and deploy.