login
|
language
Български (Bulgarian)
čeština (Czech)
Dansk (Danish)
Nederlands (Dutch)
Suomi (Finnish)
Français (French)
Deutsch (German)
Ελληνικά (Greek)
Magyar (Hungarian)
Italiano (Italian)
日本語 (Japanese)
한국어 (Korean)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese)
Português-Brasil (Portuguese-Brazil)
Română (Romanian)
Русский (Russian)
简体中文 (Simplified Chinese)
Español (Spanish)
Svenska (Swedish)
繁體中文 (Traditional Chinese)
ไทย (Thai)
Türkçe (Turkish)
Українська (Ukrainian)
Help us translate Steam


This section will detail all the other little tools and utilities that you should be using alongside your mod manager. While Wrye Bash should also be listed into this section, I didn't want to split it into two areas and have people risk glancing over the bashed patch information.
SKSE is one of the core utilities that most people will end up using. SKSE allows for better scripts and more versatile scripts to be used in skyrim via a new launcher that will load the new scripts and the ability to use them. Not only does this allow for a lot more versatile scripts for mods, it can also be helpful as some mods and patches can be done as SKSE plugins, rather than as a mod with an esp which would take up space in your load order. Patches like Safety Load, and mods like Skyrim Community Uncapper[www.nexusmods.com] use this feature.
The main feature that SKSE is used for though, is the ability for SkyUI[www.nexusmods.com] to load and utilise its Mod Configuration Menu, along with its other UI improvements. The MCM is an incredibly useful utility that allows for mods to have an in game settings menu to configure and tweak the mods with, rather than having to use tedious console commands, or just a 'it is how it is' approach. This feature not only allows some very clever mods to let you to completely configure it (such as Aeonbarr[www.nexusmods.com] where you can set his entire appearance via MCM[static-3.nexusmods.com]), but also for some incredibly complicated mods to have debugging menus and options included in the game to ensure the mod runs smoothly (Civil War Overhaul[www.nexusmods.com] now includes this feature to track and prevent bugs from occurring).
SKSE also allows you to create a memory patch .ini file which allows you to increase the amount of memory that the game can use to reduce the possibility of memory based game crashes.
Ilja's guide "SKSE, memory and skse.ini" can be viewed here for more information on how to set this up
Load order is what helps your game load in certain trees over others, make sure that all the right mechanics are in place for your combat, ensure your skill trees are being edited properly, and that spells are using the right sound and doing the right damage and a hundred other things. Load order is absolutely essential to making sure that your mods are not only loading properly and doing what you actually installed them to do, but that the game is able to understand the data inside of them properly without causing glitches. Certain mods must load after others in order to function properly, not only that mods must load after their master files, but some mods will cause bugs if loaded after others.
A popular occurrence of this is the Unofficial Patches. The Unofficial Dawnguard Patch (UDGP) must be loaded directly after Dawnguard.esm, and before Hearthfires.esm. This is because Hearthfires edits some of the same data that Dawnguard and the UDGP does, and in order for the Unofficial Patch to function it must be after its master, but in order for Hearthfires to function it must be after the UDGP so that its data takes priority.
To this effect a tool has been developed to help you effectively manage your mods and put them into the right load order. This tool is called LOOT (Load Order Optimisation Tool).
Download LOOT here[loot.github.io]
The previous version of this tool was called BOSS (Better Oblivion Sorting Software).
BOSS is now outdated by over a year and should not be used
It's important to note this because many places that have not yet been updated are still recommending that you use BOSS. The way that BOSS worked is that it had a manual list that was updated by hand to list what order all mods should be loaded in, either by category or making sure that certain mods were definitely loaded after another, such as our example above with the Unofficial Patches. This list is no longer being updated. It means that any new mods that need a specific load order will not be detected by BOSS and will just be dumped to the bottom of your load order, creating conflicts that will not be solved and likely result in bugs.
LOOT avoids this by using its ability to read the data of your mods to detect automatically where some mods should go, instead of relying on a list updated by hand. Using the example from earlier, of SkyUI and Atlas Map Markers, BOSS would have to be told, by you or the developers, that Atlas has to be loaded after SkyUI. LOOT instead just reads the data from both mods, sees that Atlas only looks at the maps, while SkyUI looks at all of the interfaces, and makes a judgement that Atlas should go after because it's a more specific mod and would be redundant if loaded after SkyUI. This both makes LOOT more accurate, but also means that it can sort mods that have just been released.
To sort mods, load up LOOT (Through MO if using MO as your mod management utility). Hit Sort Plugins and wait for it to finish loading. When it does it will bring up a big window showing the suggested load order. You may want to check this for any mod conflicts, but otherwise hit apply and you are done.
CLICK HERE FOR A VISUAL EXAMPLE OF THIS PROCESS [imgur.com]
While some mods still may require manual sorting, which will usually be listed on the mod's description if that mod absolutely must be loaded under another mod, LOOT will handle most of it. For example, I currently have three mods (out of 245 plugins for the character in question) I have had to manually set the load order for in LOOT. The rest of them sort fine. If you need to set a manual load order for a mod, load up LOOT, hit Edit Metadata. Select the mod in question from the list, go to the Load After Tab, hit the Add Plugin button at the bottom and copy the name of the .esp file into the Filename section and save it.
CLICK HERE FOR A VISUAL EXAMPLE OF THIS PROCESS [imgur.com]
Gopher also has a great video tutorial on why Load Order is importaint here:
https://www.youtube.com/watch?v=YzsBKYUrcbE
And how to use LOOT here:
https://www.youtube.com/watch?v=SzoyWugzZAw
(Note: For those using Mod Organizer. MO comes with its own inbuilt Sort button at the top of the right pane. While this can be useful on a small load order or for very quick testing purposes, this is an outdated version of LOOT and you should still be loading LOOT through MO and running that instead of relying on the built in version)
When you start Tes5Edit it will bring up this window[i.imgur.com]. This is all of your mods, in their correct load order, and properly ticked or unticked, aka it is showing you your mods as skyrim itself would read them. Hitting OK will start the process of Tes5Edit loading your mods. If it can load them fine, you will end up with this screen[i.imgur.com] and a message at the bottom saying something akin to [00:34] Background Loader: finished.
If you have a mod with a major error in it, or a mod missing its master files, you will instead get this screen[i.imgur.com], and this log output. You can see from reading the log that the error occurred while loading RealisticWaterTwo - Legendary.esp which tells you that this is the problem mod
(In this case, Realistic Water itself doesn't have any problems and will load in your game fine, I purposefully made it cause an error by removing its master for the sake of example)
While Wrye Bash is quicker and more useful for visually seeing which mods are missing masters, if you have other problem mods, Tes5Edit is useful and it will stop loading on the exact mod that is causing the problem and gives you a good place to start troubleshooting. Tes5Edit will also not warn you if a mod has a master that is not activated, but is in the plugins list, because it will automatically load it for you. It is only helpful for finding missing masters that are flat out not installed, or for finding mods that have other errors in them that will result in a crash at run time (bad edits, problem data etc).
More information on using Tes5Edit, specifically on how to clean mods, and when you should, along with what the terms are can be found here:
Advanced Tips: Memory, .ini's and Myth Busting
http://steamcommunity.com/app/72850/discussions/0/619573787397876592/
Please do not use if you are unfamiliar with how scripts work in a game. An important thing to note here is that there is NO safe way to uninstall most mods. While a lot is said online about clean save procedures and save game cleaners, any mod with an .esm or .esp file attached will leave data in your save game no matter what method you use, which can cause problems down the line. The only mods you can guaranteed safely remove from the middle of a save game are mesh and texture replacers.
That being said, this tool does have its place. After a while of playing skyrim, Skyrim's script system (also known as papyrus) has a tendency to leave scripts flying around or not activate or deactivate them properly. This can occasionally lead to some buggy behaviour as these orphaned scripts that aren't attached to anything hang around in your save. This tool can clean them up, but please be aware, if you are unsure about the nature of scripts, and cannot safely troubleshoot yourself, please do not wildly go using this tool and then complaining that things are broken.
====================================================================
About the Unofficial Patches - Info for new players
http://steamcommunity.com/app/72850/discussions/0/613956964579064476
Please read the information in the link above carefully and thoroughly before starting to mod your game as the USKP should be a core part of any load order. If you make an informed decision not to use the patches, as is your right, be aware that it is a lot of bugs that we then have to account for when troubleshooting, and as a result we will usually ask you to install them before we will look at other causes for bugs, as its over 15 THOUSAND fixes that they include from small fixes with mesh positioning to major problems with scripting and stability.
The patches also make several other patches mods entirely redundant[afkmods.iguanadons.net] to help you save room in your load order.
If for some reason you are incredibly adverse to using the nexus and/or a mod management tool (Nexus is free and safe), then your other option is to manually install these patches. By picking one of the download sites from the link above, you should be given an archive file. Using a program such as WinRAR, unzip the files. By navigating to your skyrim installation directory, go to your Data folder, and simply place the contents from the extracted folder there.
There should be a .bsa, .esp, .bsl and a .ini file that need to be copied. The docs folder is just for your own knowledge, not needed for the patch to run.
CLICK HERE FOR A VISUAL EXAMPLE OF THIS PROCESS [imgur.com]
This same process goes for all manual mod installations, and to get good at troubleshooting mods, and especially troubleshooting the installation of mods, getting familiar with the Data Folder is a good idea.
(Note: For MO users, you will not have your mods in your Data folder as stated above. You can instead see what your Data Folder looks like to skyrim by clicking on the Data tab on the right pane[i.imgur.com])
(Side note: Arthmoor and the Unofficial Patches team recommends against using another mod on the nexus called SMPC as it overrides a lot of the data from the USKP. You can read why by clicking here[afkmods.iguanadons.net]. Support cannot be offered to those who run SMPC because of the instability of the mod.)
The core, and biggest problem with the workshop, is that if a mod updates, the workshop with automatically updated all of that mods files on your computer for you.
The workshop cannot detect :
- if the update will break your game.
- if the update will end up being incompatible with your other mods.
- if you have the requirements to run the updated files (such as if the new version of the mod has updated to have Dragonborn as a master, and you don't have the dlc).
The workshop not only cannot detect these things, it will not notify you of which mods have updated (unless you watch the little bar at the bottom of the default launcher very carefully every time you load it).The usual, and easiest way to get around this is to subscribe to a mod, run the launcher and let it download, and then go back and unsubscribe to the mod. This will stop the mod from updating automatically but also means you have to manually record the date you installed the mod and check for updates, an unfortunate limitation of the workshop.
A secondary problem that many people are encountering at the moment is the current workshop bugs and instability introduced in an update at the start of this year.
The workshop underwent an update with the intention of removing the previous file size limit for workshop mods, and also removing the limitation on mods that used esm files being uploaded. While this allowed a much broader variety of mods to be uploaded, it also broke the entire workshop installation system, resulting in hundreds of people posting help requests when the workshop suddenly uninstalled their mods and broke their games, or subscriptions stopped working, and even the case where mods would no longer install at all. These bugs are still in the workshop system and still affecting users, both new users and hitting users for a second or third time, to this day. Ilja has written up a detailed guide on potential solutions to the issue if you do get struck with it that you can find below
Help thread: CK/Workshop update problem
http://steamcommunity.com/app/72850/discussions/0/611701360834184285/
Please be aware though, these issues are not going away and both Bethesda and Valve have refused to act on it. The only way to prevent your game from being broken is to get your mods from a more stable platform such as the nexus.
For mods that are workshop exclusive, If you are using a mod manager (such as NMM or MO) as listed above, a good idea is to then take the files that have been downloaded for that mod (Usually a bsa and esp with the same name), package them into an archive and then install them through your mod manager so that you can more easily remove them if you need to instead of having to do it manually all the time.
Anyone who has been around on the forum for a decent amount of time knows that ENBs are one of the singularly most suggested visual upgrades for modders. ENBs do look absolutely fantastic but do come with a tradeoffs that they can have a hit on your fps depending on your rig, mods, and which ENB you are using. Sometimes this can be as small as 5 FPS, others as big as 30 FPS. Most lower end rigs also usually can't run them.
A good alternative is SweetFX. Unlike ENBs which work by recalculating shadows and applying shaders, SweetFX uses more simplistic measures to achieve a very similar look. Below is a video done by Brodual (a channel that focuses on mod reviews and displays) to show a comparison between one of the most popular SweetFX settings, I Can't Believe It's Not an ENB[www.nexusmods.com]
https://www.youtube.com/watch?v=ZX_EXKTqyOY
The sequel mod to I Can't Believe It's Not an ENB, ICBINE 2[www.nexusmods.com], is my SweetFX setting of choice at the moment. Both of these presets focus on a fantasy feel, with ICBINE 2 being a bit softer compared to the original. Another popular one that takes a more realistic feel is D.E.R.P Realistic SweetFX[www.nexusmods.com]. Other presets can be found throughout the Nexus and on the SweetFX[sfx.thelazy.net] website itself.
SweetFX presets usually come with no FPS drop, except on very low computers where you may get as much as 5 FPS, which is still not much. It not only makes it a good alternative for those who struggle to run an ENB without sacrificing some of their mods, or those who run a very bare bones game on low graphics because of their computer.
However, it is worth noting, that even if you do not wish to use an ENB for its visual enhancement features, ENBoost[www.nexusmods.com] is a tweak that turns off all graphics settings, but keeps the memory management ability of the ENB tool active, which can help you have a smoother game overall.
====================================================================
Version History and Credits
1.0 - 11/12/14 - Guide Posted. Thanks to 0perator 88, Ilja, jjb-54.
1.1 - 11/12/14 - Cleaning up Formatting. Revision to the CONS section of NMM thanks to the suggestion and knowledge of Lordbufu. Restructure of the Introduction and Contents.
1.2 - 12/12/14 - Further revision of formatting and information. Refinement of information in the workshop section.
1.3 - 13/12/14 - SKSE section added. Further refinement of information in the workshop section.
1.5 - 15/12/14 - Reorganised the guide to have one post per section due to posting length restrictions and legibility. Added in some new links, fixed formatting.
1.6- 5/7/15 - Review of all current information. Updated heading, Updated LOOT section, updated Unofficial Patches section. Included links to new guides and resources. Rewrote the workshop specific section.
"Nexus Mod Manager (NMM) Cons:"
- Still in Beta and there for can, and ocasionally will, have its issue while installing/removing and downloading mods (crashes/glitches etc).
Would suit a lot better then just the few files it leaves behind every once in a while, for me on 64B Win7 the biggest issues is random crashes or glitches like not being able to select an option for overwriting files during installtion scripts because the GUI glitched out (or random crashes if you start downloading to much mods).
Thank you very much for the revision information. As mentioned in the guide I have never used NMM myself, I went from manual installation with Wrye Bash straight to using MO so I don't know the program well at all. :)
Thank you, hope you found it useful in some way. :)
You posted a link to this discussion only minutes after I asked my own question and it's already helped this newcomer to understand a little.
Now .... I may not understand what they're talking about but at least I have an inkling about what it all means ... progress ...ha ha
I suggest adding...
Savegame script scalpel - Disassembler - Diagnostic Tool - Papyrus Data Transfer
http://www.nexusmods.com/skyrim/mods/53045/?
It is just as easy to use as Save Game Script Cleaner for the basic operations (removing orphaned and active scripts), and does an analysis of the save (lets you know ahead of time whether cleaning is going to get you anything or not).
It also has some more advanced features like: a graph of past analysis so you can track the health of the save files as you fiddle with mods (useful for tracking down problems caused by mods); and the ability to import data from other saves.
What may be best about it though are the docs provided on the Nexus page - they address some of the myths about save files and explain how, why, and when, the tool should be used. In contrast to SGSC's click this button and it may make a difference' approach.
I'd handle the LOOT vs BOSS thing differently...
..buy removing the "and BOSS" text and rewriting the paragraph after "BOSS is now outdated and should not be used" so that it say something along the lines of - BOSS was made obsolete when its developers released LOOT. LOOT is the next-gen of BOSS. Whenever you see BOSS mentioned in (old and unmaintained docs) you should substitute LOOT in its place.
BOSS is history and devoting so much space to it is unnecessary. Add a link to one of the BOSS vs LOOT discussions for those people who know about BOSS and need to be brought up to speed; new users only need to know that they should substitute BOSS with LOOT.
I think you gave a good overview of WyreBash and why it is needed.
It's good for people to understand why they need something or they may not use it, myself included.
When I had a handful of mods it wasn't a big deal -- but when branching out into more invasive graphic overhauls and potentially conflicting mods, it is now apparent it is needed.
I've delayed using it myself, thinking it unneeded work. If you want an example of why it is needed I have a screenshot for you -- missing textures, which apparently wouldn't of happened if I used Wyrebash?
The dragon looks cool though. I have worse bugs than this.
http://steamcommunity.com/sharedfiles/filedetails/?id=353866686
Yw, glad to be of service :)
Im glad to have helped provide some understanding to the matter. It was definitedly designed for new people to have a more in depth understanding of why these tools should be used and the benefits of each, compared to the "this tool is good use it" approach that many people get. :)
Thanks Kelvy :)
Yeah, only 4.5 thousand words, no big deal hahaha
Youve been added to the credits LordBufu for your help :)
Thanks for the link. The info you provided certainly appears that its a much better alternative so Ill definitely be looking into that not only for a replacement in the guide but for my own use as well :)
I did spend quite a bit of time debating on if I should include the information about BOSS or not. Eventually I did because Ive seen a great deal of people say "I cant get LOOT to work so I just use BOSS instead" as I did myself for many a month, because of the lack of clear explaination about the differences between them. Also so many places still suggest BOSS due to not being outdated, I felt it was importaint to make the difference between them clear.
The aim was to make this less a functional guide, and more a guide promoting the understanding of what these tools actually are. I also didnt want to be sending people every which way to find more details, as we already have plenty of threads around that do that.
Thanks for the idea though, I may look at revising and shortening that.
Not actually sure if that is a missing texture, looks more like a shader effect. Missing textures usually present as the model being colored in a light purple sort of flat texture. Very cool looking though. XD
Thanks for reading though, knowing that it is helping actually means a lot
Thanks, however it appears that somehow it has deleted all my links. Gonna try and get it sorted out for you guys :)
All links appear to be fixed now :)