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There is ? When I go to main menu there is "MODS"
And there I can activate my mods that I manually installed , and get some others directly from it.
I used nexusmods, manually installed all my mods and most of them dont work.Im asking how to fix it and why it may have happened , since in vanilla skyrim it worked perfectly.Understand ?
I would advise to use Vortex, Mod Organiser is for more advanced modders, Vortex is the standard on Nexus, and the mods work fine, running a heavily modded SSE build myself and all working great.
I would just recommend you to read the mod descriptions, check for dependent mods for the ones you want and run Loot afterwards, and FNIS for animation based mods, each time run FNIS after a animation mod and you should be fine.
Some mods from Oldrim do work on SSE, others require a simple porting procedure, namely loading the esp into CK and resaving it, or try using Cathedral Assets Optimiser for the more advanced Oldrim mods and checking via SSEdit or something if the form id is on 44 which is what SSE uses.
No offence, but most of the mods on Nexus for SSE do work fine, hehe.
That is not Steam workshop that is Bethesda mods. Good luck.
Lol, how is it possible to confuse Crap Club with Steam workshop, considering there is no such option for SSE then saying on Oldrim the mods worked fine, sorry OP, but ya got a lot to learn:p
#1 did you make sure to install the SE mods and not the ones from oldrim?
#2 did you install SKSE64 for skyUI
#3 why dont you use a mod manager like vortex or mod organizer 2?
#4 why the f* is the old skyrim now "casual" skyrim? o_Ô
When modding Skyrim it's important to know what you're doing. Otherwise you quickly end up making threads like these. The community has gone to great lengths to write up instructions, and they're pinned to the top of the forums. I highly recommend reading through the modding guides here:
Skyrim SE: Guides and Resources
https://steamcommunity.com/app/489830/discussions/0/340412122413706606/
Understanding the order of installing mods and how the load order works is invaluable. I also highly recommend using a mod manager like Mod Organizer 2. Reading through modding guides and learning to use the mod manager is certainly a time investment, but I guarantee you all of that will save you a LOT of time in the long run and make the modding process much more pleasant. If you're installing stuff by hand and you make a mistake, it's too often that you have to delete everything and start over re-installing everything. With Mod Organizer 2 you don't need to do that.
You only need a mod organizer if you're lazy and/or stupid.
If you installed Oldrim mods manually, Newrim mods aren't going to be any more complicated to install manually, unless authors are being seriously lazy and somehow making them dependent on mod managers.
The built-in mod browser is, in essence, similar to the Steam "workshop", and for someone new to Special Ed, it's an easy comparison to make. Don't be a prick about nomenclature.
Creation Club and the in-game mod browser are not the same. Don't be a prick about it.
To the OP:
Same rules apply to Special Ed as they did to Oldrim: mods that are incompatible with each other will be incompatible with each other.
You need SKSE64 for Special Ed. Note the "64" at the end. Oldrim mods that required Oldrim SKSE may not work correctly with Special Ed and SKSE64, and old SKSE will not work with Special Ed.
Silverlock's page is not spaced intelligently, so it's easy to overlook the SKSE64 link when it's jumbled in with the old version. As well, if you're trying to run SKSE64 through the Steam Play button or any other method than executing the SKSE64_launcher.exe, stop that, and only launch through the SKSE64_Launcher.exe, at least until you are sure it's loading the game.
Some simple steps to ensure you're doing everything in the right order:
1. Extract the Scripts.zip that came with the vanilla game files into the Data directory, so you have the Data/Scripts heirarchy.
2. Copy SKSE64's Scripts folder into Data, letting it overwrite the 100+ scripts it tells you about.
3. Copy SkyUI_SE's ESP and BSA and fomod folder into Data, even though it only has screenshots. Make sure you are using SkyUI_SE.
4. Ensure that you have Data/skse/Plugins, even if the Plugins folder is empty (it may be looking for that directory structure). If it's not there, make it.
Understand that some Special Ed mods are ports of Oldrim mods, and may not have been ported by the original author, but by someone with permission to do so. That doesn't mean they'll work on everyone's system with everyone's mod list.
It may help to understand exactly what's going wrong if we know exactly what mods are not working, how you define "not working" specifically (i.e. "not working at all/no visible effect on the game" vs "not working like I wanted it to/wished it would"), and what you've done for each mod to try to get it working.
You may need to delete every subfolder in Data and start over.
Check your Plugins.txt file in C:\Users\yourname\Local\SkyrimSE as well. It's been known to get corrupted when the game is run. Open it in MS Notepad (not any other app like Notepad++ or UltraEdit, ONLY Microsoft's default crappy Notepad, because the good apps actually lay it out properly). If it's laid out like a grocery list in Notepad, it's corrupt. It should look like a run-on sentence, with Active mods marked with an asterisk.
Do not edit this file directly.
Delete it and run the game again, set your load order, close the game, and look at the file again.
There is literally zero chance that was a NV mod or Vortex that caused that.
It was definetly the fault of the California mod for NV ; but the point is , if you recommend me to try out modding Skyrim SE with Vortex one more time