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The second mod is just a version of the original that has been further modified. It does not require the original mod to function, and the description page suggests that any other patches/mods that require the original Ordinator will recognize the modified Ordinator.
Thus, having both installed appears to be unnecessary - it’s one or the other.
It's also quite an old mod.
I would avoid either of those mod versions, if I were you.
Old "perk overhaul" mods (may or not be feature complete; may or may not be buggy; these haven't been updated since a year or more):
Ordinator, Perkus Maximus, Vokrii, SPERG, Path of Sorcery, Requiem, Mayhem, Cosmonach, EPO
Try a newer Perk Overhaul mod - choose from; Adamant, Mysticism, Master of One.
Adamant may be most compatible with other mods, and it's being actively updated.
https://www.nexusmods.com/skyrim/mods/111568
Take a look here:
https://www.fandomspot.com/skyrim-conjuration-summon-mods/
And here:
https://www.reddit.com/r/skyrimmods/search/?q=summoner
Make sure to use a mod to make summoned NPCs/creatures stronger..
Try this: Enhanced Summons:
https://www.nexusmods.com/skyrim/mods/69344
And why not summon all the tools too?
Smith and Crafter's - Summoner's Workshop:
https://www.nexusmods.com/skyrimspecialedition/mods/3693
Ecotone Simple Portable Storage:
https://www.nexusmods.com/skyrimspecialedition/mods/12605#
Portable Mobile Tent:
https://www.nexusmods.com/skyrimspecialedition/mods/34308
Summon Craft tools - Smithing cooking enchanting and alchemy anywhere:
https://www.nexusmods.com/skyrimspecialedition/mods/2774
For the thief assassin (not archer) archetype, I prefer this old but gold summon mod:
Call Assassins:
https://www.nexusmods.com/skyrim/mods/13524
It is an Oldrim mod but it works in SSE.
Those mod is similar to the "Call Assassins brothers for assist" feature in the Assassin's Creed games.
Also try this: Better Spectral Assassin and new summons:
https://www.nexusmods.com/skyrimspecialedition/mods/27684
You can use EFF or NFF to set a "combat style" for your followers, so one or more them can use archery or magic as ranged combat. This gives you the support so you can instead dive in for close-combat-melee as a dual-daggers-wielding assassin thief. I prefered EFF, as it has a useful wheel menu, and most mods work with EFF as it is old mod but completed. NFF is newer and popular though, so try it as alternative and see which suits you best.
EFF: https://www.nexusmods.com/skyrimspecialedition/mods/7003
NFF: https://www.nexusmods.com/skyrimspecialedition/mods/55653
1) Simonrim
It's very popular by the virtue of overhauling pretty much the whole game through a bunch of mods designed to be used together - achieved by having a team of multiple modders working on it.
The problem of an integrated modpack, however, is you have to bulk accept all the design decisions of Simon and co, which look more and more like wild edits over the years. Some examples:
- race overhaul shoehorns races into builds, ex. orc is "HP the race"
- Mysticism adds an arbitrary cast delay to everything that isn't concentration spell
- Stormcrown makes Unrelenting Force deal no damage at all
- Adamant is unfriendly to spellswords with overfixation on dual-casting
- Artificer has literal Daedric artefacts weaker than a random enchanted helmet you can cook at home
And then the latest obsession of Simonrim with making Skyrim a hardcore survival game, for example:
- adding injuries to Blade and Blade, when Enai ditched that years ago
- readding (thankfully now removed) Hated and Feared to Scion when Bethesda ditched it themselves
- a mod that makes you unable to fast travel unless you prepare a backpack lol
So on the whole the amount of decisions I disagree with has lately become too much for me to enjoy it.
2) Enairim
Which exists in two forms:
a) full-scale Enairim based around Ordinator
This is what a lot of people still swear by, but it suffers from outlandish features, bad design decisions like overfixation on treasure hunts and gimmicky perks, and mods not designed to be used together - leading to huge power creep when you do. And also from just being plain old.
b) vanilla+ Enairim based around Vokrii
I love Vokrii, it strikes this right balance between the bloated Ordinator and Adamant which feels more vanilla than vanilla. The problem here, however, is Enai trying to tackle the same thing Simon does, without having a team of modders to fall back upon. So a complete Enairim suite doesn't exist, and you are supposed to substitute with some of Simon's mods, such as Apothecary. Which, of course, is not really designed to be used together with Wintersun and so on.
c) Futhark project
I just said there are only two forms, but there's actually the third. It was seemingly born out of criticism that Enai's mods are not really balanced when used together and also Enai' s disdain for the "HP the race" game design Simonrim is characterized by. The idea is that you literally HAVE TO use the mods together, because one mods offers you an ability another mod gives you options to amplify and so on.
The issues are twofold. The idea that you get to pick your ability/passive sounds cool on paper, until you realize each race is still limited by a bunch of pre-designed choices. So if you want to sneak faster you (for some reason) gotta be an Altmer. If you want to have sniping mechanics with your bow you gotta be a Breton (of all things). This is the great irony of the mod, by trying to combat shoehorning it does shoehorning itself.
And second issue is that, once again, no complete Futhark exists (only Mannaz and Freyr for now) and by the time it does exists we'll have TES VI to play.
3) Feathersrim
This is an ambition of Steelfeathers to turn an old Path of Sorcery and Tinker's Forge (aka Path of Might) into a full-fledged perk overhaul. Namely the Path of Shadows that's currently in the works. The idea is to then base a whole integrated modpack around it, as well as her other popular mod Gods and Worship - a great religion overhaul which suffers from being incompatible with pretty much anything.
The problems are the same. It's gonna take an enormous amount of time for a single person to overhaul the entirety of Skyrim. And the modder's ideas on game design are pretty outdated and frankly quite derivative, so the work has the "Ordinator but worse" vibe to it at present.
Ultimately I decided to just give up on Skyrim and let it die, which makes sense given my over 3k hours on Special Edition alone. Vanilla is full of bugs and poor game design decisions, requiring 300+ mods before you can have fun with it. At the same time, no overhaul of the game exists that would be comprehensive enough but also wouldn't contain too many wild edits for my taste.
Do not do this action in Plugins sections, it is only for reference (as the plugins are created by the installed mods in Mods section), and in rare case if a mod installs multiple plugins (.ESP's) so you may need only one plugin for that mod to be active.
There's a Purge mods button in Vortex.
https://steamcommunity.com/sharedfiles/filedetails/?id=2743619856
And DO NOT clean or edit the Master files or any Creation Club content.
The above link is from the following section of the PINNED TOPIC Helpful Links and References:
https://steamcommunity.com/sharedfiles/filedetails/?id=2882871440
Good luck!
You can either copy the link and then paste it in your browser to display the guide there, or just click on the link in the pop-up display which will open another window in the Steam client which you can then maximize.