Skyrim Mods - A Comprehensive List & User Support Thread

What was your FPS in that screenshot?

LOL, omg, sorry about this. For some reason I missed the Proxy section of my enb and when I was adding the Proxy section at the bottom of my ENB it wasn't taking effect. I was curious why hitting F10 was not making any changes and I just thought my game was running better when it was just running fine to begin with.
This did make the game look like crap when turning. Sorry for doubting you, lol.

To answer someone else's question about KB/M with gamepad, well, not really answer but a question to their question. What gamepad are you using? I use a 360 gamepad when playing with SKYUI and if I ever need to turn the game pad off, I just slip the battery out then turn it back on when done. Game automatically switches back and forth when using the 360 one. Console commands work regardless.
 
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Does it require Dragonborn to use?

Yes it does.

And before any of you get any ideas, I suggest not using this mod:
How to CLEAN your SAVEGAMES from BROKEN SCRIPTS - Tutorial - Solving CTD issues
http://skyrim.nexusmods.com/mods/31675/

There is a reason why no worthwhile modder released such a mod before. In the long run, it is highly unlikely it will help your game to any meaningful degree. Yes, you may be able to load your saved game file, but, in exchange, it'll cause a ton of problems making it a moot point to continue with that saved game. Sadly, the general public is clueless about such things, as evident by the success of some horrible mods hitting Hot Files.

And what makes me laugh is that the mod Real Shelter is basically using a concept that was done all the way back in Oblivion in ~2007. To be honest, it was always more of a proof-of-concept than anything else due to how incompatible it is with mods. Sad that after ~6 years there hasn't been any progress.

Added to list:
Command Dragon
Allows you to gain full real-time control of a tamed dragon when you fly it. it also includes real-time fast travel while riding a dragon.
http://skyrim.nexusmods.com/mods/31697

I still have 1-2 dozen Skyrim mods to add to the list (mainly mods that I've posted from 1-20-13 through early February). I've ran into the annoying post size limitation again so I'll need to do a bit of rearranging (thankfully I reserved enough posts). I also need to remove some mods from the list since the authors were banned from Nexus or they simply removed those mods.

Some more to be added:
Distant Decal Fix
It actually fixes a problem with the default game where distant decal was vanishing at a shockingly short distance.
http://skyrim.nexusmods.com/mods/31982

Deadly Mutilation
This mod’s main goal is to enhance combat with new animations and effects.
http://skyrim.nexusmods.com/mods/31944
*I'll wait a little while before adding this one to see how it turns out.
 
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I'm guessing it's the result of one of the mods I'm running, but it seems that the Blue Palace has a perpetual thunderstorm going on outside, but when you leave it's perfectly clear out. :) I know the one added ambient weather sounds & lighting to interior cells, so that's probably the culprit.
 
I have a bug where I can't join the Companions. Well I'm supposed to fight a guy but no matter how many times I beat him down he always attacks me on sight again. So I can't go further in that story line. Think one of my follower mods or creature mods might be messing it up? To get past that part you just need to defeat him correct? If I can't get past that part does it matter?
 
I have the same issue. Either a mod I have added recently or something else. Uthgard is bugging also. I can not brawl, as soon as the fight starts, she pulls out her sword. For the guy in the companions, I just beat the crap out of him to finish out the fight then put my self into tgm mode and finished talking to all the people inside (pretty comical btw with him beating on me in the background) then I ran out of town and until he gave up. Once I zoned back in, he no longer was agro towards me.
 
I'm guessing it's the result of one of the mods I'm running, but it seems that the Blue Palace has a perpetual thunderstorm going on outside, but when you leave it's perfectly clear out. :) I know the one added ambient weather sounds & lighting to interior cells, so that's probably the culprit.

Post your mod list if you can't find the bad mod.

I have a bug where I can't join the Companions. Well I'm supposed to fight a guy but no matter how many times I beat him down he always attacks me on sight again. So I can't go further in that story line. Think one of my follower mods or creature mods might be messing it up? To get past that part you just need to defeat him correct? If I can't get past that part does it matter?

I have the same issue. Either a mod I have added recently or something else. Uthgard is bugging also. I can not brawl, as soon as the fight starts, she pulls out her sword. For the guy in the companions, I just beat the crap out of him to finish out the fight then put my self into tgm mode and finished talking to all the people inside (pretty comical btw with him beating on me in the background) then I ran out of town and until he gave up. Once I zoned back in, he no longer was agro towards me.

Brawl bug.
This should help: http://skyrim.nexusmods.com/mods/24020
 
Cool, thanks. I figured it was something and not just me. On a side note, about a month or two ago I was messing around with some stuff, I have leveler's tower and I chose to make my brawl damage +100 and I went and visited Uthgerd the unbroken and forgot I had it applied. Needless to say, one hit and she fell over dead, lol. A day later, out at my house three of her family paid me a visit. And here I thought she said no crime, I guess she meant no crying according to the screenshot on that mod.
 
Cool, thanks. I figured it was something and not just me. On a side note, about a month or two ago I was messing around with some stuff, I have leveler's tower and I chose to make my brawl damage +100 and I went and visited Uthgerd the unbroken and forgot I had it applied. Needless to say, one hit and she fell over dead, lol. A day later, out at my house three of her family paid me a visit. And here I thought she said no crime, I guess she meant no crying according to the screenshot on that mod.

I always play with subtitles on else I'd likely make the same mistake with some of the NPC dialogue. :)

Look, chockomonkey, active effects HUD:
gkGnlrp.jpg
 
Guys, I am having some trouble installing armor in the game. I can use NMM or install manually, and still get the same result.

The armor never shows up in game.

I have tried many, but here is one of many:
http://skyrim.nexusmods.com/mods/13004

I have even wiped the game files, reinstalled, and still get nothing even when this mod is the ONLY file checked under "Data Files".

I am using retail Skyrim on Steam.
 
TBH, I am on a fresh run of the game. I am not even sure what you mean by smithing perks. I apologize.

Also, I have loaded armor for NPC's before and they didn't show up either.
 
TBH, I am on a fresh run of the game. I am not even sure what you mean by smithing perks. I apologize.

Also, I have loaded armor for NPC's before and they didn't show up either.

Perks under the smithing tree: http://www.uesp.net/wiki/Skyrim:Smithing

If the armor requires a perk, and you don't have that perk, then it will not show up for crafting.

What armor for NPCs? Immersive Armors? If so, then only sometimes will they wear the armor as the game chooses from a list that also includes vanilla armors.
 
Even though the armor pack I chose replaced all armors in game, even vanilla armor, even the very beginning armor like "Imperial Armor", I still would have to have the perk?
 
Even though the armor pack I chose replaced all armors in game, even vanilla armor, even the very beginning armor like "Imperial Armor", I still would have to have the perk?

Perks are only required for crafting, not for them showing up on NPCs. I think you can craft hide armors without any perks but not much else. It is up to the mod author to assign what perks are required, if any.

In the mod you linked, using the Substitution with the vanilla equipment + the Remodeled Armor 3_4 main file should replace all the armors that the mod covers. I'm guessing you've done this? If so, you have CBBEv3M installed right?
 
Yes.

I don't see where the mod mentions a perk level required.

I put all of the mod's contents in "../Skyrim/Data" (.esp in folder and then put meshes folder and textures folder)
 
Yes.

I don't see where the mod mentions a perk level required.

I put all of the mod's contents in "../Skyrim/Data" (.esp in folder and then put meshes folder and textures folder)

Most authors put the required perks in the description page or readme, he doesn't. I don't use that mod so I have no idea if he requires perks for the armors or not. You can always cheat and use the console to either give you the perks or the armors themselves to quickly test if they work or look good.

I haven't used that mod so I don't know how the replacer works. It looks like it would only require the mesh files it comes with and the texture files from the main file as, from what I can see, it is a direct mesh replacer.
 
Post your mod list if you can't find the bad mod.

A screencap of my mod list. I'm also using the RCRN Mod that's not listed. Speaking of which, I'm using all mods through NMM except for RCRN, and even though I'm using the RCRN launcher and pointing it to SKSE, I may have actually forgotten to add the .ESP to NMM so it uses it. I'll have to check when I get a chance.
 
Look, chockomonkey, active effects HUD:
gkGnlrp.jpg

http://www.youtube.com/watch?v=S7FKaLYLOug

This is one of the cooler developments! I can't believe it took so long (i've been wanting this since day 1), but thank god it's finally in!

How do you feel about the game and mod compatibility at this current time? I figured i'd want to wait for Dragonborn to be released and then some time after for mods to be made compatible... if mods have caught up to Dragonborn, it may just be time to dive back into this again.
 
Well, the AE HUD is not in the public version yet. ;) They are currently running a closed beta for v3.2, which has AE HUD, the map location search function, marking read books, etc.

As for mods:
Most mods were already compatible with DB.

Frostfall needed a small update to recognize DB weathers or something but that update, like with most well-constructed mods, worked fine with saves that had the previous Frostfall mod enabled. Realistic Needs and Diseases also needed a small update to recognize some DB stuff (new foods, for example), but, again, it was a save-safe update. WATER has an optional component for DB's waters. Same with Footprints. I don't think I use any other mods that needed updates for DB.

A lot of the big mods seem pretty stable now. Compatibility is good, partly thanks to TES5Edit, but it depends on what mods you use.

IMO, it is a good time to start playing again. Falskaar should be nearing its completion soon, so once you get done with DB and Wyrmstooth, it may already be released.
 
A screencap of my mod list. I'm also using the RCRN Mod that's not listed. Speaking of which, I'm using all mods through NMM except for RCRN, and even though I'm using the RCRN launcher and pointing it to SKSE, I may have actually forgotten to add the .ESP to NMM so it uses it. I'll have to check when I get a chance.

Hmm, does this happen with new characters? Try using the "coc whiterun" console command from the main menu and then travel to the Blue Palace and see if you still get the stormy weather.

Edit: May add to the list:
The Shroud of Jotunheim
http://skyrim.nexusmods.com/mods/32120
 
I'll try that out. I added most of these mods after having already started a character. All I know is that the Blue Palace is the only indoor location with this behavior I've run across so far.
 
Well, the AE HUD is not in the public version yet. ;) They are currently running a closed beta for v3.2, which has AE HUD, the map location search function, marking read books, etc.

As for mods:
Most mods were already compatible with DB.

Frostfall needed a small update to recognize DB weathers or something but that update, like with most well-constructed mods, worked fine with saves that had the previous Frostfall mod enabled. Realistic Needs and Diseases also needed a small update to recognize some DB stuff (new foods, for example), but, again, it was a save-safe update. WATER has an optional component for DB's waters. Same with Footprints. I don't think I use any other mods that needed updates for DB.

A lot of the big mods seem pretty stable now. Compatibility is good, partly thanks to TES5Edit, but it depends on what mods you use.

IMO, it is a good time to start playing again. Falskaar should be nearing its completion soon, so once you get done with DB and Wyrmstooth, it may already be released.

Excellent. Sounds like I need to start working on getting my game modded up and stable, hopefully ready by the time SkyUI pushes that beta live.
 
That's pretty sweet. I didn't quite follow what that's from, though. New (beta?) version of SkyUI?

I was hoping I wasn't the only one who missed the buff icons from Oblivion lol

I believe you are correct--beta version of SkyUi
 
I never figured out what was causing the Brawl bug thing so I deleted the saves. Going to try eliminating mods until I figure out which causes it.
 
Hmm, does this happen with new characters? Try using the "coc whiterun" console command from the main menu and then travel to the Blue Palace and see if you still get the stormy weather.

I'm about to test this out with a new character.

Another question I had, if you notice in my pic, the Guard Dialogue Overhaul mod was disabled because it has SPIKE.esm which is also the same filename used by the Immersive Armors Mod. Can I just rename it to something else like SPIKE2.esm and have it still work properly?
 
I'm about to test this out with a new character.

Another question I had, if you notice in my pic, the Guard Dialogue Overhaul mod was disabled because it has SPIKE.esm which is also the same filename used by the Immersive Armors Mod. Can I just rename it to something else like SPIKE2.esm and have it still work properly?

Those two mods use the same SPIKE.esm file. Same should apply to any other mods using that esm file. So, just overwrite your existing one or keep using the one you already have.
 
Not sure if I would like the AE HUD. Since I have multiple rings and amulets on, my list would reach down below the screen, lol.
Guys, I am having some trouble installing armor in the game. I can use NMM or install manually, and still get the same result.

The armor never shows up in game.

I have tried many, but here is one of many:
http://skyrim.nexusmods.com/mods/13004

I have even wiped the game files, reinstalled, and still get nothing even when this mod is the ONLY file checked under "Data Files".

I am using retail Skyrim on Steam.

I would suggest using this mod instead of the one you have listed. Remodeled Armor for bodyslide
It is essentially the same armors with much more expandability.
Do you have write access to the folder in your OS. Not sure why the armors would not be showing up if you did it as a replacer that is.
 
Those two mods use the same SPIKE.esm file. Same should apply to any other mods using that esm file. So, just overwrite your existing one or keep using the one you already have.

Cool, thanks. I was a bit confused by that since they were from different authors.

Also, I went back to the Blue Palace with my current character (It's in Solitude BTW, not Whiterun :)) and I didn't have the problem. The only thing I can think of is that this time it was daylight, and when I was having the thunderstorms in there it was at night time. I'll have to go back and wait until night time and see if that's what the problem is.
 
Is there a mod or plugin for SkyUI that adds more subcategories or something to the crafting menus? A few mods like Cloaks of Skyrim and Bandoliers adds a lot of craftable items, and it's a huge pain having to scroll through the list to find stuff to craft. It would even be nice to be able to type in a description to filter like you can do with your inventory.

Not sure if I would like the AE HUD. Since I have multiple rings and amulets on, my list would reach down below the screen, lol.

Are you using a mod that allows you to wear multiple rings and amulets or something? I thought you could only have one amulet and one ring in vanilla.
 
Not sure if I would like the AE HUD. Since I have multiple rings and amulets on, my list would reach down below the screen, lol.

The AE HUD doesn't show permanent effects as that would be quite annoying though they can probably allow it to do that. :)

Cool, thanks. I was a bit confused by that since they were from different authors.

Also, I went back to the Blue Palace with my current character (It's in Solitude BTW, not Whiterun :)) and I didn't have the problem. The only thing I can think of is that this time it was daylight, and when I was having the thunderstorms in there it was at night time. I'll have to go back and wait until night time and see if that's what the problem is.

I know it is in Solitude. I don't know Solitude's coc name offhand and I didn't want you to coc directly to the place as it may not have loaded properly if you did.

Is there a mod or plugin for SkyUI that adds more subcategories or something to the crafting menus? A few mods like Cloaks of Skyrim and Bandoliers adds a lot of craftable items, and it's a huge pain having to scroll through the list to find stuff to craft. It would even be nice to be able to type in a description to filter like you can do with your inventory.



Are you using a mod that allows you to wear multiple rings and amulets or something? I thought you could only have one amulet and one ring in vanilla.

The amount of categories is hardcoded. Bethesda included a few unused categories that can be renamed and used but I'm not sure if any are left as Bethesda uses them for DLC.

Yes, the player can only have one ring and amulet without the use of mods.
 
The AE HUD doesn't show permanent effects as that would be quite annoying though they can probably allow it to do that. :)
I was going to say, "They better not have made permanent effects show ><"
Yes, the player can only have one ring and amulet without the use of mods.
I've used the "Unlimited Rings and Amulets" mod, but i'm wondering if there's one which just allows one more ring.
 
I've used the "Unlimited Rings and Amulets" mod, but i'm wondering if there's one which just allows one more ring.

Skyrim Unlimited Rings And Amulets looks to have been made before the CK was released. As such, be careful if you use it.

A couple mods that allow two rings:
Left Hand Rings
Mod author is still active, which is more than can be said about TwoRings and Skyrim Unlimited Rings And Amulets.
http://skyrim.nexusmods.com/mods/21720

TwoRings
Seems to be a bit buggy and the Hircine quest may break the mod.
http://skyrim.nexusmods.com/mods/25516
 
Skyrim Unlimited Rings And Amulets looks to have been made before the CK was released. As such, be careful if you use it.

A couple mods that allow two rings:
Left Hand Rings
Mod author is still active, which is more than can be said about TwoRings and Skyrim Unlimited Rings And Amulets.
http://skyrim.nexusmods.com/mods/21720

TwoRings
Seems to be a bit buggy and the Hircine quest may break the mod.
http://skyrim.nexusmods.com/mods/25516

Damn that's sweet. Thanks for the recommendations.
 
I am using the Skyrim Unlimited Rings And Amulets Link it was created because of some old ones with the bugs. This one is solid so far. I haven't had any issues with it. It was created in Jan 12 but I am unsure as to when the CK officially came out.
I have done the Hircine quest with no problems. Boss or other programs are not reporting it as an issue so I guess as dj states, use it carefully I guess.
 
I am using the Skyrim Unlimited Rings And Amulets Link it was created because of some old ones with the bugs. This one is solid so far. I haven't had any issues with it. It was created in Jan 12 but I am unsure as to when the CK officially came out.
I have done the Hircine quest with no problems. Boss or other programs are not reporting it as an issue so I guess as dj states, use it carefully I guess.

I don't know why it bugs me, because in previous playthroughs with "Unlimited Rings and Amulets" i only used two rings and one amulet... still it'd be nice to not be able to use more than i deem balanced: two rings, and one ammy. I blame diablo 1, 2, 3, poe, oblivion, etc etc. It's always been 2 rings one amulet--not sure why Bethesda decided to break that convention with Skyrim.
 
I am using the Skyrim Unlimited Rings And Amulets Link it was created because of some old ones with the bugs. This one is solid so far. I haven't had any issues with it. It was created in Jan 12 but I am unsure as to when the CK officially came out.
I have done the Hircine quest with no problems. Boss or other programs are not reporting it as an issue so I guess as dj states, use it carefully I guess.

CK was released on Feb 9 or somewhere around there. Then you also have to be careful of some mods made before patch 1.5 or 1.6 (I forget which) and not updated since, as one of those patches fixed the navmesh bug and mods needed to be updated for them to use the fix or something like that.

I don't know why it bugs me, because in previous playthroughs with "Unlimited Rings and Amulets" i only used two rings and one amulet... still it'd be nice to not be able to use more than i deem balanced: two rings, and one ammy. I blame diablo 1, 2, 3, poe, oblivion, etc etc. It's always been 2 rings one amulet--not sure why Bethesda decided to break that convention with Skyrim.

Bethesda is super silly.

Added to list:
Wet and Cold - Ashes
http://skyrim.nexusmods.com/mods/31968

I'll finally have the list up-to-date this weekend... hopefully. :)

Edit: List is up-to-date. Please report any mods that are outdated/obsolete or simply broken/buggy.

Edit #2:
I fought Karstaag today and it was a wondrous and most-satisfying battle; however, I was disappointed at the extremely limiting reward, so I found a lovely mod to fix that (has been added to the list):
Summon Karstaag Unlimited Times
This mod changes the amount of times Karstaag can be summoned from three to infinite.
http://skyrim.nexusmods.com/mods/32172

Edit #3:
Made the category header images a bit nicer and uploaded them to imgur instead of Photobucket, due to how bad Photobucket has become.
 
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