Skyrim Mods - A Comprehensive List & User Support Thread

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I'll post here as this is the most official mod help thread I know of without registering to another site.

I cannot for the life of me get non Steam workshop mods to work. They were working fine, but AVG got a false reading of a file, updated AVG, and the false reading went away. I re-installed everything, including the mods I was using before. However, they don't show up in the game, or in the data files selection in the Skyrim launcher. They are installed in the correct directory, the .ini has the correct command line added, all the .ini's and related folders are not read-only, and I'm running as an administrator. The only mods that show up though is workshop ones. Help please!?!

What ini command line? AFAIK, the ini doesn't need any adjustment to run mods.

What type of mods are you installing? Since you are expecting them to show up in the launcher, then I imagine esm/esp mods? Can you post a picture of your Skyrim's Data folder with some of the non-working mods highlighted?
 
I realized it was tiny and fixed original link. Now you can click it to make it bigger. Sorry about that!
 
Where are your Skyrim bsa files? Removed them from for the picture?

Can you post what is in your plugins.txt file and make sure it isn't set to read-only? W7 location: C:\Users\(User Name)\AppData\Local\Skyrim
 
Turns out I have two separate Steam installs, with 2 different Skyrim installs... I have to figure this out. I'm going to uninstall the version of Steam that doesn't have the mods, and try the one that does have them.
 
Turns out I have two separate Steam installs, with 2 different Skyrim installs... I have to figure this out. I'm going to uninstall the version of Steam that doesn't have the mods, and try the one that does have them.

Well, the one you posted doesn't actually have some of the Skyrim resources (missing bsa files and maybe other files like Strings), so I suggest removing that one since I'm guessing it is leftover stuff from a previous install.
 
Thanks for your help! I have about an hour left for it to finish downloading all the files it needs. Wish Steam was faster.

Without you asking about the Skyrim.bsa files, I would of kept driving myself insane!
 
FYI: If you plan to run Hearthfire, then it can cause crashing with some other mods. This is because Bethesda deleting vanilla navmesh. If another mod modified/uses any of the deleted navmesh, then crashing is going to be a likely occurrence.

This is why making clean mods and DLC is important. Sadly a lot people, including Bethesda devs, don't seem to understand this and this is partly why people have a crashfest while playing modded Skyrim.


Shooting Stars
http://skyrim.nexusmods.com/mods/25022
 
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Fyi,
"To Turn Off Bethesda Intro Video"

Add sIntroSequence=0 under [General] in Skyrim.ini (no need to delete file).

uGridsToLoad can be changed back to default values.

1) Load game with uGridsToLoad at the ‘safe’ setting – the one it was at when you saved.
2) Load the save, which should load correctly.
3) Open the console and type the following:
$ setini "ugridstoload:general" 5
$ saveini
(or alt tab and edit the ini file and save)
$ refreshini
 
Fyi,
"To Turn Off Bethesda Intro Video"

Add sIntroSequence=0 under [General] in Skyrim.ini (no need to delete file).

uGridsToLoad can be changed back to default values.

1) Load game with uGridsToLoad at the ‘safe’ setting – the one it was at when you saved.
2) Load the save, which should load correctly.
3) Open the console and type the following:
$ setini "ugridstoload:general" 5
$ saveini
(or alt tab and edit the ini file and save)
$ refreshini

Thanks, I'll add the information later.

Very cool! The game gets more immersive by the day.

I am curious though, what ever happened to the Sounds of Skyrim mods?

That dude's civilization, the wilds, and dungeons mods--i was really looking forward to them, and now they're nowhere to be seen?

Cliffworms left while he was fixing the problem. It is not unusual for him to suddenly disappear then randomly return.

Will add to list later:
Placeable Statics - Move Anything
http://skyrim.nexusmods.com/mods/25068/

Blaze Of Eventide
http://skyrim.nexusmods.com/mods/25097/

theRoadstrokers Royal Elven Set
http://skyrim.nexusmods.com/mods/25083/

If I make a Hearthfire category:
Unofficial Hearthfire Patch
http://skyrim.nexusmods.com/mods/25127/
 
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A small log cabin mod that I'm working on this weekend. It'll belong to a blacksmith and his wife. Same principle as my Secluded Cottage mod - kill the owners and you gain ownership, otherwise the owners will act as merchants and have some dialogue (if I figure out why the CK doesn't create voice files for me).

Exterior - haven't gotten around to doing much yet


Interior - half-done; plan to add a basement






Edit:
Update on the cabin:
Main living area:




Basement:




Bathroom:

 
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Can one of you experts answer a question for me - what does uGridsToLoad stress that causes performance issue, RAM, Video RAM, or? I like the way it looks at about 9, but I got terrible lag last time I tried it in some places, like Markoth (sp?).
 
If you liked Oblivions skill system and class choices, here is a mod that will make Skyrim like Oblivion in that aspect.

I am currently using it and can report no bugs after about 10 hours of playtime.

Be sure to watch the videos linked on the mod site.
http://skyrim.nexusmods.com/mods/21587
 
oh ok, I love it.

It is disappointing that Bethesda didn't include such stuff in Skyrim.

And here is the beta version of patch 1.8:
http://forums.bethsoft.com/topic/1417049-18-in-beta/
Update 1.8 (all platforms unless specified)
BUG FIXES
General memory and stability improvements
Fixed rare crash when using vampiric grip
Fixed issue where Arnleif and Sons Trading Company could become permanently locked
Fixed issue related to duplicate NPCs
Fixed rare issue where exterior door would not open properly

Do they have a lone monkey working on patches now? It has been several months since we've had a decent patch and the game still has a ton of bugs that should be fixed.

Possibly the next DLC information (data found within patch 1.8):
http://forums.bethsoft.com/topic/1417057-time-for-some-spoilers-form-the-latest-beta/

If the information is true and is for the next DLC, then it sounds amazing.
 
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  • Forgotten Windmill
​

Created by me. :) This house consists of a windmill located in an isolated area that provides an amazing view of much of Skyrim.
http://skyrim.nexusmods.com/mods/24933/​

Hya just popping in to say that the Windmill is really sweet. :D Blends really well in the game. It's cramped, but in a good way, gives that homely feeling.

Only issues I've had is invisible walls. Had trouble getting in the first flight of stairs to the deck without jumping (playing a Wood Elf).

Other questions

1. Do you know of a mod that lets me enjoy the character sleep animation, just the way that sitting works? ie. Activate a bed, then press movement key to get out of bed?

I tried See You Sleep but all it does it seems is increase a delay after the end of the sleep mechanic.


2. Is it hard to edit scripts in the Creation Kit? Do you have lots of freedom or are you restrained by the SKSE/ flash-based UI components? I'm pretty experienced programmer but a bit daunted to start with Skyrim modding from scratch. Did you use other tools than the ones provided by Bethesda for the Windmill? Blender or 3D Studio perhaps?
 
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Something else I've wondered since trying several mods:

I'd love to continue experiment with mods, but I am always worried about getting my savegame in a non-recoverable state.

Lately I've had a few saves that would Crash To Desktop after showing the dialog telling me some assets were missing. Did I save the game with a mod that was since removed? Which one was it? How can I tell?

Can you open / investigate a savegame somehow to know if there were left over quests from since-removed mods?

Some mods have specific uninstall/udpate instructions, but how do you keep track of what mods were active in any savegame when you have many savegames?
 
Hya just popping in to say that the Windmill is really sweet. :D Blends really well in the game. It's cramped, but in a good way, gives that homely feeling.

Only issues I've had is invisible walls. Had trouble getting in the first flight of stairs to the deck without jumping (playing a Wood Elf).

Other questions

1. Do you know of a mod that lets me enjoy the character sleep animation, just the way that sitting works? ie. Activate a bed, then press movement key to get out of bed?

I tried See You Sleep but all it does it seems is increase a delay after the end of the sleep mechanic.


2. Is it hard to edit scripts in the Creation Kit? Do you have lots of freedom or are you restrained by the SKSE/ flash-based UI components? I'm pretty experienced programmer but a bit daunted to start with Skyrim modding from scratch. Did you use other tools than the ones provided by Bethesda for the Windmill? Blender or 3D Studio perhaps?

The troublesome stair is a known issue for my Forgotten Windmill mod and I tried to fix it back in June, and it seems my method of fixing was actually correct but I simply didn't have the fix in the correct spot. Basically, adding a collision plane to the stairs should fix it. I'll pop an update out later today if it works correctly (edit: update released, stairs are now fixed). I suggest giving my Autumn Cabin and Secluded Cottage mods a try, too, as they are very clean mods and are good little atmosphere adders.

1. That See You Sleep mod is the only one I know of and it should give you the option to see the sleep animation play for your character.

2. If you're making a script, it is best to do it in Notepad++ or something similar then compile it in the CK. Papyrus is actually very powerful in what can be done (especially when paired with SKSE scripting) but you also have to be careful how persistent the scripting is in the game (both in performance and in failsafes/etc.). Here is something to get you started: http://www.creationkit.com/Category:Papyrus

I did use other tools for my Windmill mod: Nifscope and Photoshop. I also used a lot of modder resources and those people used various tools as well.

Something else I've wondered since trying several mods:

I'd love to continue experiment with mods, but I am always worried about getting my savegame in a non-recoverable state.

Lately I've had a few saves that would Crash To Desktop after showing the dialog telling me some assets were missing. Did I save the game with a mod that was since removed? Which one was it? How can I tell?

Can you open / investigate a savegame somehow to know if there were left over quests from since-removed mods?

Some mods have specific uninstall/udpate instructions, but how do you keep track of what mods were active in any savegame when you have many savegames?

If you're getting that message, then yes, a mod was removed (specifically, an esp/esm).

To answer your other questions: download Wrye Bash and go in the Save tab of that program. It will list all your save files and you can view what mods were used on which by clicking on each save file (the mod list will appear at the right of the program). Any mod that doesn't have its checkbox filled in that list is what has been removed. Mainly look for green, orange, and red saves, as purple will be fine (green usually only means a load order change so that wouldn't prompt the pop up message box in Skyrim). Here is a screenshot I took to answer this question that another member had in the past: http://i116.photobucket.com/albums/o22/98LS1TA/bashmissingmods.jpg
 
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Thanks for the link DJ.

I've been thinking of trying my hand at modding for awhile now, this looks like a good start.
 
Thanks for the link DJ.

I've been thinking of trying my hand at modding for awhile now, this looks like a good start.

I would love to make a modder section in the list that includes some links to tutorials, tips, and modder resources, but the post limit size is already at its limit.

Still, modding can be more fun than playing the game as there is always something to do/fix.
 
Wow, thanks for the thorough reply! Will definitely check out the other two mods.

I didn't try Wyre bash yet, thanks!

Yes, the See You Sleep does show the sleep animation but it's on a timer. I was hoping that it would just let my wood elf lie down and just move the camera around till I want to get up and/or activate the actual sleep menu while she is lying down.

For a little while I used to do the crafting at the end of a Skyrim day, then go in the house to sleep, then start the quests the next morning. I also enjoyed changing into her crafting gear or some city clothes while in town, and changing back into the full armor for questing. Guess I was enjoying the "roleplaying" aspect.

I gave up because I had to fidle with the timescale all the time, otherwise time would pass too quickly while shopping/crafting.. Anyway I really enjoyed that rhythm of day/night but then the sleep option isn't satisfying, you just hit a menu option.
 
dj_2004 I'm curious as you seem to be using a graphics tablet with a good hand writing on it, are you using a Bamboo or an Intuos? I used to have a A4 Intuos which turned out way larger than I needed with zooming in Photoshop.. I bought a Bamboo for my father lately but didn't get around to use it much. I wonder if those new tablets with touch are good for digital art enthusiast?
 
dj_2004 I'm curious as you seem to be using a graphics tablet with a good hand writing on it, are you using a Bamboo or an Intuos? I used to have a A4 Intuos which turned out way larger than I needed with zooming in Photoshop.. I bought a Bamboo for my father lately but didn't get around to use it much. I wonder if those new tablets with touch are good for digital art enthusiast?

Hehe, it's only a font and not actual hand writing (mine is quite horrible). Though I have been looking into a bamboo tablet to doodle with. :)

How high does the timer go for See You Sleep?
 
Well you can keep increasing the timer but it's not fun. Like I may have my character sleep, then go make my self a cuppa coffee and just leave it there.
 
Well you can keep increasing the timer but it's not fun. Like I may have my character sleep, then go make my self a cuppa coffee and just leave it there.

That's the only mod that does this type of thing that I know of. I see no source scripts are included so no chance of upping the timer to a very high value (if that's done via scripting) unless madmole distributes them.
 
SkyUI v3 alpha has been released in case any of you want to check it out/do some testing. It has some very cool additions, including buff/active effect timers, which I imagine chocko will be happy about.
 
Damn, Wrye Bash is really great. It was exactly what I wanted also in regard to the game saves.

It's very simple to change mods to support sub-packages without doing any scripts either, just by reorganizing the folders within the archive:

"0 Main mod"
"0 Main mod/textures/..."
"1 Optional HD Normal Maps"
"1 Optional HD Normal Maps/textures/..."

Once that's done the sub-packages can be checked individually.

I haven't found a way to specify the sub-packages order other than adding a digit in the folder names though.
 
Does anyone know of a quicker way to "troubleshoot" mods than turning each on one-by-one and restarting the game each time? I added a few mods last night and now I'm getting a lot of jitter during random times.
 
Damn, Wrye Bash is really great. It was exactly what I wanted also in regard to the game saves.

It's very simple to change mods to support sub-packages without doing any scripts either, just by reorganizing the folders within the archive:

"0 Main mod"
"0 Main mod/textures/..."
"1 Optional HD Normal Maps"
"1 Optional HD Normal Maps/textures/..."

Once that's done the sub-packages can be checked individually.

I haven't found a way to specify the sub-packages order other than adding a digit in the folder names though.

Yeah, I think it can only be done with digits. Normally two digits are used, such as: 00, 01, 02, etc.

Does anyone know of a quicker way to "troubleshoot" mods than turning each on one-by-one and restarting the game each time? I added a few mods last night and now I'm getting a lot of jitter during random times.

Sounds like performance issues to me, either graphical or NPC count. What were the mods that you added?
 
Did you try SweetFX? I don't remember where I saw it first. It's a Direct3D "patch" somewhat similar to ENB but it's based on the injectSMAA project:

InjectSMAA is faster than the default MSAA anti aliasing from the game options (or the GPU control panel)? It's a post process filter like FXAA but less blurry.

InjectSMAA
http://mrhaandi.blogspot.be/p/injectsmaa.html

SweetFX adds many more effects:
http://forums.guru3d.com/showthread.php?t=368880

The default settings are much more subtle than ENB. The colours are lifted just slightly.
 
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