Skyrim Mods - A Comprehensive List & User Support Thread

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No i didnt know that. That is much better than waiting through that dam video...

There is also a cow command (instead of using coc) that spawns you in a world area or something. I've always just used coc since I know a few cell names.

When you have time, download and install Wrye Bash. Making a bashed patch for your mods will help keep things stable and lessen the amount of conflicts. Here is an easy to follow guide I made that starts when you first launch Wrye Bash:

1. Launching the program you will get this error due to Jaysus Swords mod:
http://i899.photobucket.com/albums/ac192/AqPlanted/corruptbutton.jpg
Just hit the Ok button and you will be shown a list of esm and esp plugins that you have installed. This is basically the same thing as what NMM shows.

2. Time to make the bashed patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/createpatch.jpg
Right click on the white space at the bottom of the list and click on the New Bashed Patch button as shown in the image.

3. Here it is after creation:
http://i899.photobucket.com/albums/ac192/AqPlanted/presentpatch.jpg

4. Now you'll need to get to the menu where you add stuff to the patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/rebuildpatchmenu.jpg
Click on Rebuild Patch and it will bring you to the next step.

5. This shows what the bashed patch will do:
http://i899.photobucket.com/albums/ac192/AqPlanted/merges.jpg
http://i899.photobucket.com/albums/ac192/AqPlanted/buildpatchtime.jpg
As stated in the first image, you can skip that area if it is blank. It is for merging esp files into the bashed patch. The second image shows the area that is crucial. There, everything should be automatic so all you should need to do is click the Build Patch button.

6. Once it builds the patch (it does it quickly), you will get a pop up looking like this:
http://i899.photobucket.com/albums/ac192/AqPlanted/finalokay.jpg
Click Ok and now your patch is built and you are all done. When adding new mods that are tagged with Relev/Delev, you will need to rebuild the patch so the new mods get added to it. Same process as shown except you likely will not need to delete the old patch and make a new one, but, instead, just rebuild the existing patch.

With Skyrim, mods that can bashed are pre-tagged with Relev and/or Delev. This is good as, for the most part, you will not need to manually add/remove tags.
 
There is also a cow command (instead of using coc) that spawns you in a world area or something. I've always just used coc since I know a few cell names.

When you have time, download and install Wrye Bash. Making a bashed patch for your mods will help keep things stable and lessen the amount of conflicts. Here is an easy to follow guide I made that starts when you first launch Wrye Bash:

1. Launching the program you will get this error due to Jaysus Swords mod:
http://i899.photobucket.com/albums/ac192/AqPlanted/corruptbutton.jpg
Just hit the Ok button and you will be shown a list of esm and esp plugins that you have installed. This is basically the same thing as what NMM shows.

2. Time to make the bashed patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/createpatch.jpg
Right click on the white space at the bottom of the list and click on the New Bashed Patch button as shown in the image.

3. Here it is after creation:
http://i899.photobucket.com/albums/ac192/AqPlanted/presentpatch.jpg

4. Now you'll need to get to the menu where you add stuff to the patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/rebuildpatchmenu.jpg
Click on Rebuild Patch and it will bring you to the next step.

5. This shows what the bashed patch will do:
http://i899.photobucket.com/albums/ac192/AqPlanted/merges.jpg
http://i899.photobucket.com/albums/ac192/AqPlanted/buildpatchtime.jpg
As stated in the first image, you can skip that area if it is blank. It is for merging esp files into the bashed patch. The second image shows the area that is crucial. There, everything should be automatic so all you should need to do is click the Build Patch button.

6. Once it builds the patch (it does it quickly), you will get a pop up looking like this:
http://i899.photobucket.com/albums/ac192/AqPlanted/finalokay.jpg
Click Ok and now your patch is built and you are all done. When adding new mods that are tagged with Relev/Delev, you will need to rebuild the patch so the new mods get added to it. Same process as shown except you likely will not need to delete the old patch and make a new one, but, instead, just rebuild the existing patch.

With Skyrim, mods that can bashed are pre-tagged with Relev and/or Delev. This is good as, for the most part, you will not need to manually add/remove tags.

Wow. great guide. Should deff include that in the OP.

So will I only need one Bash Patch?

Also, When removing mods that are part of the patch, must I do anything special?
 
Wow. great guide. Should deff include that in the OP.

So will I only need one Bash Patch?

Also, When removing mods that are part of the patch, must I do anything special?

Yep, one bashed patch. That is all that is needed and allowed. It should always be loaded last (at the end of your load order). BOSS will do that for you.

When removing mods, remove them like usual but then rebuild your bashed patch and confirm that the removed mods are indeed gone from the Leveled Lists area in the patch (step 5). If they aren't then delete your existing patch and do the steps in the guide again to make a new one.
 
I see in the OP, you have that It could be used with NMM.

So I just add a mod like usual through NMM and then run BOSS. If it come up with a bash tag, I run Wyre Bash and all those that have bash tags should be added to a patch? Then run BOSS again to make sure load order is good.

How does that sound?
 
I see in the OP, you have that It could be used with NMM.

So I just add a mod like usual through NMM and then run BOSS. If it come up with a bash tag, I run Wyre Bash and all those that have bash tags should be added to a patch? Then run BOSS again to make sure load order is good.

How does that sound?

Sounds good. And make sure the patch is activated, which it should be since it automatically activates itself when built.

I'm not sure if BOSS adds the tags or if the mod authors do (or both). You can also add the tags manually, which is a simple process, but I haven't run into any mods requiring such a step.

Edit: Added this mod to the list today:
Ftoppka Realistic Smelter
http://skyrim.nexusmods.com/mods/20696
 
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Hi dj_2004,

Thanks for sharing your experience with all these mods !

Would you mind to share your mod order ?
 
Mods added to list:
Warmage Armor
http://skyrim.nexusmods.com/mods/10864

Scout Armor
http://skyrim.nexusmods.com/mods/7109

Lord Armor
http://skyrim.nexusmods.com/mods/5853

Duel - Combat Realism
http://skyrim.nexusmods.com/mods/2700

Matherian Viking Shields Set - MVSS
http://skyrim.nexusmods.com/mods/20217

Hi dj_2004,

Thanks for sharing your experience with all these mods !

Would you mind to share your mod order ?

I don't use many esp/esm mods so I'm not sure if you'll find my load order all that helpful. Still, here it is:
http://i116.photobucket.com/albums/o22/98LS1TA/skylo1.jpg

I manually install texture mods so I don't have a list for those.
 
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Is there a mod that is like "SHARPE Craftsmanship - Made to order" but deals with enchantments instead of smithing?
 
Game is unplayable right now for me because my health bar doesn't move when I'm hit and my magic bar literally slides out of its container and off the screen.

Same issue: http://answers.yahoo.com/question/index?qid=20120719094724AAELZ8b

Using any mods?

Edit:
Mods added to list:
SkyXP
http://skyrim.nexusmods.com/mods/20681

BFF Animal Companions
http://skyrim.nexusmods.com/mods/20812

Texture Pack Combiner
http://skyrim.nexusmods.com/mods/20801

Vigilant of Stendarr Quests
http://skyrim.nexusmods.com/mods/13725

Bellyaches New Dragon Species and Ohdaviing Replacer
http://skyrim.nexusmods.com/mods/20889

Bethesda Hi-Res DLC Optimized
http://skyrim.nexusmods.com/mods/9080

Horns Are Forever
http://skyrim.nexusmods.com/mods/20861
 
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Awesome! I like me some pirate action :)

Has anyone seen a mod which covers the map with a fog of war and uncovers it as you explore?

The world map? Likely will never happen as, IIRC, the world map is the world itself that the player interacts with, just in low-poly format (until super zoomed in) and with those border clouds.

Patch 1.7 is in beta now. Just look at this huge and wonderful changelog:
General memory and stability optimizations
Fixed crash related to new water shaders
Fixed rare crash related to dragon landings
Fixed logic error with loading screens from add-ons (Xbox 360)
Using vampiric grip and swimming no longer prevents swimming animation from playing afterwards
Improved recognition with Kinect voice commands (Xbox 360)
Kinect-enabled dragon language shouts for French, German, Italian and Spanish work properly (Xbox 360)
Fixed issue with Dawnguard Kinect-enabled dragon shouts for French, German, Italian and Spanish (Xbox 360)
Fixed issue with Dawnguard Kinect-enabled dragon shouts for French, German, Italian and Spanish (Xbox 360)


And it only took them a month to implement all these fixes. Amazing.

The good news is that this may mean DG is coming to PC soon.
 
^^ Yea i meant the world map. I think it'd add a lot, not being able to see everything.

Funny patch... looks like the results from the DG beta test on 360 lol
 
Except most of the DG fixes are for Kinect. Of which, I haven't even seen anyone complain about DG+Kinect being buggy but that's probably because barely anyone uses it.

I'm guessing it is some kind of MS and Bethesda deal where Bethesda has to make sure X360 exclusive features work as best as possible. That, or it was really easy to add those Kinect fixes.
 
dj,

just wanted to drop in an say thanks. Probably logged close to 12hrs this weekend playing. Everything runs great and looks amazing! Loving this game and setup. Really appreciate ll your help!

Doug
 
dj,

just wanted to drop in an say thanks. Probably logged close to 12hrs this weekend playing. Everything runs great and looks amazing! Loving this game and setup. Really appreciate ll your help!

Doug

You're welcome, Doug.
 
Well my Steam hard drive somehow became corrupt and I lost all of my Steam games including Skyrim. I re-downloaded it, and am in the process of reloading all of the mods, but my saved games CTD without any message as soon as I try to load. Hopefully I can get this fixed because I have over 90 hours on the game, 40 on one save which I quit, and 50 on my active character. :(
 
Well my Steam hard drive somehow became corrupt and I lost all of my Steam games including Skyrim. I re-downloaded it, and am in the process of reloading all of the mods, but my saved games CTD without any message as soon as I try to load. Hopefully I can get this fixed because I have over 90 hours on the game, 40 on one save which I quit, and 50 on my active character. :(

Do you know which mods you had installed? It sounds like you either have missing mods that your save relied on or maybe a bad load order. If you don't know which mods you had for your save files, then you can use Wrye Bash:
http://i116.photobucket.com/albums/o22/98LS1TA/bashmissingmods.jpg

It might be some ini tweak you previously had. I only know of ugrids causing such issues when it comes to ini tweaks.

Edit:
Patch 1.7 may fix the dialog bug so the patch is automatically very good unless it brings along severe bugs.

Added to list:
XCE - Morrowind Warpaint
http://skyrim.nexusmods.com/mods/21081

XCE - Brows
http://skyrim.nexusmods.com/mods/21082

Sincar Barrens- A resting place mod
http://skyrim.nexusmods.com/mods/21090

Heavy Armory - New Weapons
http://skyrim.nexusmods.com/mods/21120

Classic Classes and Birthsigns
http://skyrim.nexusmods.com/mods/16736
 
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Thanks for this DJ. Appreciate it.

What mods would be easiest to get the best IQ for a 670 2gb and a 2500K at 4.4?

Right now I have SMAA, the nvidia inspector tweaks, StaticMesh and Tytanis going and the game looks really clean already. A bit laggy in some interior dungeons at times but usually 60 fps steady.
 
Thanks for this DJ. Appreciate it.

What mods would be easiest to get the best IQ for a 670 2gb and a 2500K at 4.4?

Right now I have SMAA, the nvidia inspector tweaks, StaticMesh and Tytanis going and the game looks really clean already. A bit laggy in some interior dungeons at times but usually 60 fps steady.

ENB, texture packs, and maybe some lighting/visual tweaking mods (Realistic Lighting with Customization, IMAGINATOR, etc.). Look under the Visuals category and see what you like. I don't have many ENB presets listed as no one has yet to suggest any. :(

I also suggest some UI mods such as SkyUI and a few others I have listed under the User Interface category.

And then there are item mods which add some very nice looking armors, accessories, and weapons.

And a public announcement:
I'll be adding the following mods to the list later today or tomorrow:
Spellbinder Armor by Hothtrooper44
http://skyrim.nexusmods.com/mods/21228

Guardian Plate Armor
http://skyrim.nexusmods.com/mods/21255

Ysmirs Legacy
http://skyrim.nexusmods.com/mods/21128

Towns and Villages Enhanced - Solitude
http://skyrim.nexusmods.com/mods/21148

Dwemer Control Rod
http://skyrim.nexusmods.com/mods/21201

Lore-Based Loading Screens
http://skyrim.nexusmods.com/mods/21265
 
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Strange problem: I have only a few mods installed, but at least one - Economics of Skyrim - seems to do...nothing.

My procedure was:
download and install SKSE
install mods via NMM
Order using BOSS
launch from skse_launcher

I don't get any errors at all, and as far as I can tell all my other mods are working fine. But none of the features of Economics of Skyrim show up in game (e.g. all smiths have the same inventory, and that inventory is scaled to my level).

I figured I didn't need to use Wyre Bash since I tried to avoid mods which affected the same part of the game (except two spell packages, but I checked those for compatibility). Only thing I can think of at this point is to move my steam install out of Program Files, reinstall everything, and make a Bashed patch. But that's quite a headache and I'm worried about not being able to use my saved game any more.

Here's a screen shot of what I have installed and the load order.

https://www.dropbox.com/s/yhiavkuamstvtet/skymods.PNG

Thanks,
Tarrosion
 
I suggest making a bashed patch and see if that helps. I don't use those two mods so I can't assist you much but I have seen reports of Morrowloot and Economics of Skyrim clashing without a bashed patch to assist.

I doubt you'll have to move Skyrim out of Program Files when you haven't had any issues with SKSE, NMM, or BOSS. As such, Wrye Bash shouldn't have any problems and you'll only be using it to make a bashed patch.
 
U get an occasional CTD when fast travelling. Is that normal? Doesn't happen much. Slightly annoying. Game is amazing looking and so much fun to be able to tweak the nipples to the degree we can.
 
U get an occasional CTD when fast travelling. Is that normal? Doesn't happen much. Slightly annoying. Game is amazing looking and so much fun to be able to tweak the nipples to the degree we can.

Do you have autosave on? If so, completely disable it.

is anyone using ENB on a 460?

I used it with my GTX 470 at 1920x1200. DoF pretty much killed my FPS but I think this was before Boris did a lot of the optimizations to ENB.
 
I suggest making a bashed patch and see if that helps. I don't use those two mods so I can't assist you much but I have seen reports of Morrowloot and Economics of Skyrim clashing without a bashed patch to assist.

I doubt you'll have to move Skyrim out of Program Files when you haven't had any issues with SKSE, NMM, or BOSS. As such, Wrye Bash shouldn't have any problems and you'll only be using it to make a bashed patch.

Bashed patch helped a bit, but there's still some stuff missing. Hard to tell if there's regional variety, but I can buy armor in sets, which is definitely an added feature. But I'm also definitely still missing blacksmith services.

Ah well, thanks for your help. Game is still boatloads of fun.
 
^^ Does this bashed patch help with performance or solely compatibility?


I used it with my GTX 470 at 1920x1200. DoF pretty much killed my FPS but I think this was before Boris did a lot of the optimizations to ENB.

Okay, cool. So perhaps i can get some of the sexy SSAO out of it, at least. Anyway, i'll just have to give it a try.. so i'll let y'all know how it goes!

As an aside, i think if i were to upgrade my processor i could push this game a lot more. This game is still CPU-bound, correct?
 
Patch 1.7 is out. If you are using mods, be sure to check if they work correctly with the new patch.

Changelog:
General memory and stability optimizations
Fixed crash related to new water shaders
Fixed rare crash related to dragon landings
Fixed logic error with loading screens from add-ons (Xbox 360)
Using vampiric grip and swimming no longer prevents swimming animation from playing afterwards
Improved recognition with Kinect voice commands (Xbox 360)
Kinect-enabled dragon language shouts for French, German, Italian and Spanish work properly (Xbox 360)
Fixed issue with Dawnguard Kinect-enabled dragon shouts for French, German, Italian and Spanish (Xbox 360)

^^ Does this bashed patch help with performance or solely compatibility?

Okay, cool. So perhaps i can get some of the sexy SSAO out of it, at least. Anyway, i'll just have to give it a try.. so i'll let y'all know how it goes!

As an aside, i think if i were to upgrade my processor i could push this game a lot more. This game is still CPU-bound, correct?

Personally, I prefer Nvidia's SSAO compared to ENB's simply due to how ENB's SSAO makes water look.

And bashed patches aren't going to help with performance unless the conflict is causing the performance drop (which is unlikely). Currently, a bashed patch pretty much just merges leveled lists into one large list so the entries don't conflict.
 
Patch 1.7 is out. If you are using mods, be sure to check if they work correctly with the new patch.

I just saw this when i went to launch the game through SKSE.

How do updates affect SKSE. I see that SKSE hasn't been updated yet and i can't launch the game through SKSE.

Will playing though the regular launcher affect the game?

Finally, how do I check my version of SKSE? I get this: 0001000700070000 01050090

So I guess I have build 1.59? Is the 1.60 beta safe?

Also, anything special I need to do when updating SKSE?

As always, thanks!
 
Game is unplayable right now for me because my health bar doesn't move when I'm hit and my magic bar literally slides out of its container and off the screen.

Same issue: http://answers.yahoo.com/question/index?qid=20120719094724AAELZ8b

This is an ATI driver issue. With 12.7 this bug happens. In your Skyrim launcher, change your shadow details to anything except for Ultra.

This issue only happens indoors.

http://hardforum.com/showthread.php?t=1702408
http://hardforum.com/showthread.php?p=1038917636#post1038917636
 
I just saw this when i went to launch the game through SKSE.

How do updates affect SKSE. I see that SKSE hasn't been updated yet and i can't launch the game through SKSE.

Will playing though the regular launcher affect the game?

Finally, how do I check my version of SKSE? I get this: 0001000700070000 01050090

So I guess I have build 1.59? Is the 1.60 beta safe?

Also, anything special I need to do when updating SKSE?

As always, thanks!

If you use a SKSE version not made for the patch then you will lose all SKSE functions. I'm not sure if this can cause permanent damage to your saved games if you save your game with SKSE-heavy mods when SKSE isn't active. I doubt it would but you'll probably experience some instability until you use the proper SKSE version.

Good news is that 1.7 should be exactly the same as the beta 1.7 meaning you can use the SKSE version for the beta 1.7 for 1.7 (hopefully that made sense). Link: http://skse.silverlock.org/ ; use current beta build until the SKSE team creates a new release build and see if you get any SKSE warnings. Or you could wait a bit as the team will likely have the new official version out tonight or tomorrow.

The way I check my SKSE version is by going into the Skyrim directory and looking at skse_1_6_89.dll. That dll is for patch 1.6.89 (the patch prior to 1.7). The new beta SKSE is skse_1_7_7.dll since it is for patch 1.7.7. There are likely other ways to check. One problem with this method is that if you installed a new SKSE version then decided to install an earlier version, you'll have skse_1_7_7.dll and skse_1_6_89.dll in your directory so that can end up being confusing. You can delete the unused .dll without any problems and this will help keep the current version being used easy to identify.
 
Loving some of these mods, the game is running beautifully, I just have one quick question. Just before I left for work today I did some research and I'll test it when I get home.

the problem I have is a weird physics bug related to water. Whenever I get near water, even if I'm walknig on a mountain it sounds as if I'm walking through water and animals bounce all over the place etc.. My research showed that this is a issue when your running over 60fps and the only way to fix it is by using a fps limiter of some kind. I was thinking about using adaptive vsync to cap fps

Is this right, and is there any other fix for this?

Edit: FYI my monitors are 120hz displays so should I use the option for adaptive 1/2 refresh rate or settle on the default adaptive.

I'd like to not use vsync if possible to have the best fps possible, as I'm not getting any tearing currently and would rather not cap if possible so any alternative fixes are welcome.

thanks in advance
 
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Would adaptive ½ refresh limit your frames to 60?


I'll try to add these and the ones I posted on 7/28 to the list tomorrow:
Skyrim FPS booster
According to the comments, it gives better FPS to some users and worse to others.
http://skyrim.nexusmods.com/mods/21427

Skyrim performance and crash prevention mod FPS Booster
Simply runs a pcb every ten minutes. In Oblivion I thought running pcb during certain events was a bad idea, and if that is the case, then this might cause problems.
http://skyrim.nexusmods.com/mods/21392

SIS - Skyrim Installation Swapper
http://skyrim.nexusmods.com/mods/19034

Nouserheres Ears
http://skyrim.nexusmods.com/mods/21459

Haven Bag
http://skyrim.nexusmods.com/mods/21454

Winterheart Atmospheric ENB
http://skyrim.nexusmods.com/mods/21350
 
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Would adaptive ½ refresh limit your frames to 60?

It did actually, and I think it fixed my issue, I didn't go near any water through my session but I only had enough time to see if I was capped at 60fps and I was.

I have a feeling the issue is fixed but sadly I can notice the lack of animation and it feels sluggish a bit with vsync on. I wish I could avoid this issue without needing to cap my fps. Oh well. Maybe I'll try enabling triple buffering to see if it feels smoother.

I mostly notice this sluggishness in my mouse movement
 
Mod list is all updated. Added a couple extra mods too:
Winterheart Atmospheric ENB
Looks like a good ENB preset from the pictures. I think I'm going to give it a try.
http://skyrim.nexusmods.com/mods/21350

Gleaming Falls
http://skyrim.nexusmods.com/mods/21354

SIS - Skyrim Installation Swapper
http://skyrim.nexusmods.com/mods/19034

Mod Organizer
http://skyrim.nexusmods.com/mods/1334

It did actually, and I think it fixed my issue, I didn't go near any water through my session but I only had enough time to see if I was capped at 60fps and I was.

I have a feeling the issue is fixed but sadly I can notice the lack of animation and it feels sluggish a bit with vsync on. I wish I could avoid this issue without needing to cap my fps. Oh well. Maybe I'll try enabling triple buffering to see if it feels smoother.

I mostly notice this sluggishness in my mouse movement

What about a framerate limiter set to 60 FPS instead of vsync? Would that fix the mouse movement or is it because of the 60 FPS?
 
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