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__NOTITLE__
{{#set: Game=SkyrimSE
<div style="border-top:1px solid #282024; margin:10px -20px; background-color:#6d6968; text-align:center; box-shadow: inset 0 0 1px 2px rgba(66,66,66,0.9); padding:10px 0 0 0;text-shadow: 0 0 0.3em #000;"> <span style="color:#ddc; font-weight:bold;font-size:3.5em;">Skyrim Roleplay Enhancement Mod Guide for Special Edition<br />(SkyRem Guide)</span>
|GuideMaintenance=Unofficial
|GuideTitle=DrPharmDawg-SkyRem
}}__NOTITLE__[[Category:SkyrimSE Guides]][[Category:Unofficial Mod-Build Guides]]{{DISPLAYTITLE:DrPharmDawg-SkyRem}}
{{PageTitle|logo=skyrimse|title=SkyRem Guide|subtitle=Skyrim Roleplay Enhancement Modding Guide for Special Edition (SAE) v9.0.1|author= DrPharmDawg}}


<div style="border-top:1px solid #333; border-bottom:2px solid #262729; background-color:#3d3838; padding:2px 10px; text-shadow:none;color:#7F7A76; font-size:95%; font-weight:bold;box-shadow: inset 0 -1px 1px 1px rgba(46,46,46,0.75);"> [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Changelog Changelog] &nbsp;&nbsp;|&nbsp;&nbsp; Release Date: {{fc|#B2A69F| September 20, 2019| }}</div></div>
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<div style="text-align: center;"><font size="3">Current Version: 4.0.3</font></div>
<div style="text-align: center;"><font size="3">Created and maintained by DrPharmDawg</font></div>
<div style="text-align: center;"><font size="3">Last Update: {{ #time: G:i:s j F Y|+1 hours| {{REVISIONTIMESTAMP}} }} (GMT)</font></div>
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{{TOC right|limit=3}}
<br />
<font size="3">SkyRem Guide Pages</font>
<font size="3">SkyRem Guide Pages</font>
  [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Home Home Page] {{Fc|White|'''<-----'''}}
  [https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Home Home Page] {{Fc|Highlight|'''<-----'''}}
  [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Section1 Priority I: Stability]
  [https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section1 Section I]
  [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Section2 Priority II: Mechanics]
  [https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section2 Section II]
  [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Section3 Priority III: Content]
  [https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section3 Section III]
  [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Section4 Priority IV: Aesthetics]
  [https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section4 Section IV]
  [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide_Section5 Final Steps]
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section5 Section V]
  [https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Changelog Changelog]


<font size="3">SkyRem Guide Support</font>
<font size="3">SkyRem Guide Support</font>
Line 22: Line 20:
  [https://www.patreon.com/user?u=16576878 Patreon]: Support SkyRem development via Patreon.
  [https://www.patreon.com/user?u=16576878 Patreon]: Support SkyRem development via Patreon.
  [https://www.paypal.me/DrPharmDawg PayPal]: Support with a one-time donation via PayPal.
  [https://www.paypal.me/DrPharmDawg PayPal]: Support with a one-time donation via PayPal.
  [https://trello.com/b/o4FVXNW9/skyrem-guide Trello]: See guide development progress on Trello.
  [https://trello.com/b/o4FVXNW9/skyrem-guide Trello]: See guide development progress on Trello [Not updated].


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<font size="6">{{Fc|#ddd|'''Home Page'''}}</font>
<font size="6">{{Fc|#ddd|'''Home Page'''}}</font>
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== {{Fc|#ddd|INTRODUCTION}} ==
==INTRODUCTION==


What is SkyRem? Yes - SkyRem is an acronym (if you have delved into any of my mods, this is probably very apparent) for '''''Skyrim Roleplay Enhancment Modding'''''.<br />
Alone, Skyrim is a great game. With the involvement of the modding community, it has become a phenomenal game. This guide, along with the few mods I have authored, is my attempt to give back to that community (or at least contribute in some way).


SkyRem Concept: Add to the Skyrim experience by incorporating elements of strategic roleplay that focus on character creation, growth, and development that works seamlessly with the base (vanilla) game. While this began with the desire to tweak character creation, it has since grown into two (currently) series of mods and now a guide as I work to put it all together.
SkyRem (Skyrim Roleplay Enhancement Modding) is an effort to give back to the community, or at least contribute in some way, both through mods and this guide.
The concept: Enhance the Skyrim experience by incorporating elements of strategic development and gameplay that works seamlessly with the base game. This guide is a result of countless hours playing, adding, removing, testing, tweaking, reading and combing the Nexus.


There are great guides available already, with different focuses, different objectives, and varying degrees of difficulty (both difficulty of game and difficulty of guide). After countless hours of using other guides, adding, subtracting, altering, combing through category by category every mod on the Nexus, and reading and researching... this guide is my "finished product" based on the concept above, with the following priorities in mind:
Every mod considered for the guide is done so based on the mods ability to enhance at least one of the following areas without being a detriment to the others:


{{Fc|White|(1) Stability}}
{{Fc|Highlight|Stability</br>Content</br>Mechanics</br>Aesthetics}}
{{Fc|White|(2) Mechanics}}
{{Fc|White|(3) Content}}
{{Fc|White|(4) Aesthetics}}


This is not a difficulty or beautification mod guide by design. One could argue that difficulty is incorporated simply by the nature of the roleplay focus and modifications, but the intent of the guide goes far beyond just making Skyrim more difficult. As for beautification - there are plenty of mods specifically for this included in the guide, but is not the primary focus. I have also incorporated these into the guide in a way that will make it easy for you to add / subtract / substitute... whatever you prefer (or whatever your system allows).  
While not intended to be a difficulty or beautification guide by design, both are incorporated simply by the nature of the gameplay focus and modifications as well as an entire section dedicated to audio and visuals.


SkyRem is also relatively new and under continual development, and may be better suited to those with some degree of modding experience (beginners beware). Having said that, as SkyRem continues to grow based on suggestions/questions/requests, more detailed info will be included. While not intended to "hold your hand", the goal is to ultimately allow any level of modder to be able to complete the guide successfully.
<div class="py-2 redbd" style="margin:5px; border: 2px solid; border-radius:5px">
 
{{Fc|highlight|Before you begin:}}
A word of caution: It is best to peruse the guide and determine what kind of install you wish to do before starting (core or extended). Then complete that install prior to customizing your mod load (adding, subtracting, changing... any deviation from the guide). Following the guide exactly will help prevent issues down the road. The vast majority of issues is due to skipping a step, missing a tag, not following each note precisely, etc. The guide contains a lot of information and it is easy to miss something.
- READ this Home Page: This guide is not for everybody. It is intended for a more intense, strategic, and extended playthrough.
 
- FOLLOW The Guide: Complete the guide as-is first and ensure everything is working before making personal changes.
While updates will be made as frequently as necessary to fix issues and/or provide needed clarification, there will be times of guide inactivity. The intent is to create a modded Skyrim, and play. It is easy to get caught in a perpetual cycle of updating, adding, and removing mods. The same goes for maintaining a guide. Do not forget to enjoy the game!
- PLAY The Game: Updates will be made as frequently as necessary, but there will be times of guide inactivity. This is intentional to allow time to enjoy the game.
 
</div>
=== {{Fc|#ddd|SYSTEM INFO}} ===
{| class="sitetable" style="width:500px; float:left;"
! DrPharmDawg's Rig
! Spec
|-
! style="color:#ccc; text-align:right;"| Motherboard
| style="text-align:center;"| ASUS® G751JY
|-
! style="color:#ccc; text-align:right;"| CPU
| style="text-align:center;"| Intel® Core i7 4710HQ @2.50GHz
|-
! style="color:#ccc; text-align:right;"| GPU
| style="text-align:center;"| Nvidia® GeForce GTX 980M 4GB GDDR5
|-
! style="color:#ccc; text-align:right;"| System RAM
| style="text-align:center;"| 24 GBs
|-
! style="color:#ccc; text-align:right;"| Operating System
| style="text-align:center;"| Windows 10 64-bit
|-
! style="color:#ccc; text-align:right;"| Monitor Resolution
| style="text-align:center;"| 1920x1080
|}
{{clear|left}}
 
----


== {{Fc|#ddd|GUIDE INFO}} ==
==SYSTEM INFO==
[https://stepmodifications.org/wiki/User:DrPharmDawg/SystemSpecs DrPharmDawg's Rig]


The guide is organized into several sections by priority:
==GUIDE INFO==
* Home Page: Introduction, general information, preparing your setup, and some basic "how to's" for modding.
The guide is arranged as follows: Sections (Home Page, I, II, III, IV, V) >> Steps (A, B, C...) >> Parts (1, 2, 3...)
* Priority I: Stability - Making a fresh install, setting up tools and INIs, cleaning masters, installing SKSE plugins, and getting your base game ready.
* Home Page: Introduction, guide info, and some basic "how to's" and troubleshooting.
* Priority II: Mechanics - Interface changes, fixes and tweaks, audio mods, gameplay enhancements, environment overhauls, and large retexture mods.
* Section I: Primarily focuses on stability - Fresh install, tools and INIs, cleaning masters, and base game mods including interface, fixes, and animation mods.
* Priority III: Content - Quest additions, location overhauls, immersion mods, character mods, creature mods, and equipment mods.
* Section II: Mechanics and content - Environment, creatures, quests, and character mods.
* Priority IV: Aesthetics - Visual mods not covered in previous Priorities. Completely optional mods that can be added/removed based on preference (and your rig's abilities).
* Section III: More mechanics and content - Locations, gameplay, equipment, and immersion mods.
* Final Steps: Patching and in-game setup, such as recommended MCM settings.
* Section IV: Aesthetics - Audio and visual mods not covered in previous sections. Mostly optional mods that can be added/removed based on preference and system capabilities.
* Section V: Late loaders, Patching, and in-game setup, such as recommended MCM settings, and tips on how to start.
* Changelog: Check here for changes made during version updates.


This guide provides:
This guide provides:
* A stable and Performance Friendly setup.
* A stable and semi-performance friendly setup. Performance can be improved by omitting or substituting optional (green) mods.
* Installation directions and instructions for using various modding tools and techniques.
* Installation directions and instructions for using various modding tools and techniques.
* Patches to make mods included work together (via Nexus): Custom settings designed for the SkyRem setup, NPC Patch to resolve visual conflicts, and a consistency/conflict resolution patch (SkyRem Patch).
* Patches to make mods included work together (via Nexus).
* Support via Discord and regular updates.
* Support via Discord.
 
This guide does not:
* Include ENB or Reshade: I do not use them nor do I care for them. The trade-off for performance is (IMO) not worth it.
* Include Dead Mods: Mods that need updating or mods with excessive (or unanswered) bug reports/comments without simple solutions.
* Include CBBE: What little I do in this regard is UNP.
* Include 4k+: Whenever possible, I use 2k at the most. There are a few exceptions in which 2k is not available however.


=== {{Fc|#ddd|Guide Organization}} ===
This guide does not include:
* Dead Mods: Mods that need updating or mods with excessive (or unanswered) bug reports/comments without simple solutions.
* CBBE: What little body modification is included is UNP based.
* Player Homes: I find the vanilla options and those provided by quest mods are sufficient.
* Lore Unfriendly Mods: Mods that stray too far from the TES lore, or mods that just do not fit the concept described above.


The guide is organized as follows: Priorities >> Steps >> Parts
===Guide Organization===
As stated above, the guide is arranged as follows: Section >> Step >> Part


These three levels are used to organize the guide into increasingly smaller and more specific groups of information and mods.
These three levels are used to organize the guide into increasingly smaller and more specific groups of information and mods.
In addition to this three tier approach, mods are further distinguished (by outline color) as follows:
In addition to this three tier approach, mods are further distinguished (by outline color) as follows:
  '''{{Fc|#ff7878|Red (Core)}}''': Required as they are '''''key''''' to the concept of SkyRem, or needed by the provided patches as a Master.
  '''{{Fc|Red|Red}}''': Required - either '''''key''''' to the concept of SkyRem, or needed by the provided patches as a Master.
  '''{{Fc|#9eb8ee|Blue (Extended)}}''': Recommended because they '''''build''''' on the concept of SkyRem. Not required, but more difficult to incorporate if not installed in the order provided.
  '''{{Fc|Blue|Blue}}''': Recommended - '''''build''''' on the concept of SkyRem, but not required for the aforementioned reasons.
  '''{{Fc|#78c888|Green (Visual)}}''': Optional as they only contribute to the appearance of your game.
  '''{{Fc|Green|Green}}''': Optional - contribute to the appearance or minor changes of the game (not '''''baked''''' into saves, add/remove at will).
  '''{{Fc|#c0c840|Yellow (Testing)}}''': Mods currently in my build primarily for testing purposes (not necessarily accepted for the guide yet). Use at your own risk.
  '''{{Fc|Yellow|Yellow}}''': Testing - currently in the guide primarily for testing purposes, and/or being considered for a future update.


=== {{Fc|#ddd|Mod Legend}} ===
===Mod Legend===
Each mod card utilizes this template:


Each mod utilizes this template:
{{Fc|Red|{{Fs|18px|MOD NAME}}}}
<div class="py-2 redbd mredbg" style="margin:5px; border: 2px solid; border-radius:5px">
* {{Fc|Blue|MOD TAGS (See below)}}
- Download: {{Fc|Blue|DOWNLOAD LINK}}
- Author: {{Fc|Blue|MOD AUTHOR}}
- Version: {{Fc|Blue|MOD VERSION USED BY GUIDE}}
- Plugins: {{Fc|Blue|PLUGIN COUNT}}


==== {{Fc|#9eb8ee|<u>Mod Name & Link</u>}} ====
{{ui|FILE}} ''{{Fc|Blue|FILE(S) TO DOWNLOAD AND INSTALL}}''
<div style="border-left:medium solid #9eb8ee; padding-left:5px;">
* Author of Mod
* Version used by SkyRem Guide
* Tags (See below)
{{Fc|White|FILES:}} ''File(s) to Download and Install''
{{fc|White|Note:}} Any additional installation instructions or steps to take following installation.
</div>
{{notice|text=Unless otherwise indicated within a {{Fc|White|Note}} line, always select {{ui|Merge}} when prompted if installing multiple files for a single mod.}}


=== {{Fc|#ddd|Mod Tags}} ===
Note: {{Fc|Blue|MOD NOTES}}


Read through each mod's "card" prior to starting installation of that mod to prevent having to back track.
{{Fomod|file=Mod Name|
Dark Tags with Light lettering indicate new or updated mods and download and/or installation needs.<br />
*Mod Options}}
Light Tags with Dark lettering indicate post-installation needs.<br />
</div>


* {{User:DrPharmDawg/Tag|Tool}} : Tool utilized during the modding process. Not always an actual Mod, but required for proper guide installation.<br />
===Mod Tags===
* {{User:DrPharmDawg/Tag|New}} : Newly added Mod since previous version.<br />
Check each mod's tags prior to beginning installation of that mod.
* {{User:DrPharmDawg/Tag|Update}} : Mod with an updated version since previous SkyRem version.<br />
Tags are used to highlight information or additional requirements about a mod. More info on these can be found in the How-To section.
* {{User:DrPharmDawg/Tag|Bsa}} : During installation, select YES to extracting the BSA.<br />
These tags follow the color scheme below.
* {{User:DrPharmDawg/Tag|Cao}} : Run the Cathedral Asset Optimizer (CAO) to properly convert the files for use with SSE.<br />
* {{User:DrPharmDawg/Tag|Esl}} : Plugin (ESP) can safely be tagged as an ESL using SSEEdit.<br />
* {{User:DrPharmDawg/Tag|Merge}} : Plugin will be included in a Merge using zEdit.<br />
* {{User:DrPharmDawg/Tag|Port}} : Mod needs to be completely converted from LE to SSE using the CK, and possibly CAO.<br />
* {{User:DrPharmDawg/Tag|Clean}} : Mod needs to be cleaned using SSEEdit.<br />
* {{User:DrPharmDawg/Tag|Patch}} : Mod is a patch for previously installed mod (either separate files or part of a FOMOD) that need to be installed separately.<br />
* {{User:DrPharmDawg/Tag|Set}} : Mod containing settings included in the '''''SkyRem Custom Settings''''' file.<br />
* {{User:DrPharmDawg/Tag|Core}} : Mod required for the use of the '''''SkyRem Patch''''', which handles consistency and conflict resolution not included elsewhere.<br />
* {{User:DrPharmDawg/Tag|Npc}} : Mod required for the use of the '''''SkyRem NPC Patch'''''.<br />
* {{User:DrPharmDawg/Tag|Mcm}} : Mod required for the use of the '''''SkyRem MCM Settings'''''. This is a "convenience" mod with many preset MCM values.<br />


=== {{Fc|#ddd|Merging Mods}} ===
* {{User:DrPharmDawg/Tag|Req}} : This mod is required to utilize the indicated patch provided on the {{Fc|Orange|SkyRem Nexus}} page.
* {{User:DrPharmDawg/Tag|Info}} : This mod requires use of modding tools, patches, and/or in-game MCMs to perform as intended by the guide.
* {{User:DrPharmDawg/Tag|Install}} : This mod requires additional steps for proper installation.
* {{User:DrPharmDawg/Tag|Change}} : This mod is new or has been updated since the last version update.


Merging is essential to adhere to the 255 plugin rule. ESLs help with this also, but not all tools are setup to handle ESL files, so keep the total number of plugins under 255 (not just the ESPs + ESMs). To accomplish this, some Parts of the guide include {{Fc|White|Merged}} in the header. Mods to be merged within that Part will include the {{User:DrPharmDawg/Tag|Merge}} tag - this includes most if not all of the mods listed in that Part, but there are few exceptions so be mindful of this. Following Parts that include mods intended to be merged will be a {{Fc|White|Merged *****}} "mod". At most there will be one merge per Step (one merge for Fixes, one for Gameplay, one for Immersion, etc.) Some of these are quite large merges, so expect to spend some time waiting for zEdit.
===Installing Mods===
A few notes on installing mods:
* Unless otherwise noted, download mods via the {{ui|MOD MANAGER DOWNLOAD}} button on the Nexus.
* Unless otherwise noted, select {{ui|Merge}} when prompted if installing multiple files for a single mod. If {{ui|Merge}} is not intended, it will be indicated in the {{Fc|Highlight|Note}} line.
* In general, {{ui|MAIN}} and {{ui|UPDATE}} files should be merged, while most {{ui|OPT}} and {{ui|MISC}} files should be installed as separate mods.
* Once installed, activate each mod, one at a time, in the order of the guide. This is critical for the desired result, as well as for the patches to work correctly.


=== {{Fc|#ddd|Guide Versions}} ===
===Guide Versions===
The format for the Guide version is X.Y.Z:
* Z indicates minor changes: Note fixes, mods moved to different section or reordered, non-intrusive and minor mod version updates. Update and continue current game.
* Y indicates moderate changes: Updates of plugins and/or their patches, FOMOD changes, mods added or removed, major mod version updates. Best to update before a new game.
* X indicates major changes: Larger overhauls of the guide or sections of the guide, extensive updates/additions/removals. New game required.


* The format for the Guide version is X.Y.Z.
===Testing===
* Z indicates minor changes such as: installation note fixes, mod moved to different section or reordered, non-intrusive and minor mod version updates.
The worst outcome: Complete a guide and load up only to find a game-breaking issue. Testing is strongly recommended [required].
* Y indicates moderate changes such as: updates requiring merge/patch rebuilding, mods added or removed, major mod version updates.
* There are {{Fc|Orange|'''Step Checks'''}} throughout the guide. Be sure to review all the information in these before moving to the next step.
* X indicates major changes such as: larger overhauls of the guide, mod changes that require a new game.
* In the event something goes wrong (CTDs, ILRs), work backwards starting in the last Step completed by deactivating a few mods at a time and retesting.
* If a mod is found to have issues, double check the mod's card for proper installation. Sometimes, a simple reinstall is all that is needed.
* Expect some issues or inconsistencies along the way with the Step checks. Sometimes these issues are not addressed until a later Step.


=== {{Fc|#ddd|Testing}} ===
===Guide Stats===
Upon completing a full guide install as of {{Fc|Orange|'''v9.0.0'''}}:
- Total Mods (Left Pane of MO2): {{Fc|Orange|795}} (Previous version: 837)
- Total Plugins (Right Pane of MO2): {{Fc|Orange|1072}} (Previous version: 1347)
- Total ESMs: {{Fc|Orange|35}} (Previous version: 37)
- Total ESPs: {{Fc|Orange|146}} (Previous version: 157)
- Total ESMs + ESPs: {{Fc|Orange|181}} (Previous version: 194)
- Total ESLs: {{Fc|Orange|891}} (Previous version: 1146)


The worst thing you can do is complete a guide and load up your game only to find a game-breaking issue. Testing is strongly recommended [required].
- Approximate HD Space: {{Fc|Orange|190GB)}}
* There are several {{Fc|#e6b69e|Priority Checks}} throughout the guide. A few things to check are included in each of these.
* In the event something goes wrong (CTDs, ILRs), work backwards starting in the Step you just completed by deactivating a few mods at a time and retesting.
* If you find a mod having issues, double check the mod's card for proper installation. Sometimes, a simple reinstall is all that is needed.
* Expect some "issues" along the way with the priority checks. For example, once you complete the character section, you will have face-bugs until you install the {{Fc|#e6b69e|NPC Patch}} from the Final Steps.


=== {{Fc|#ddd|Guide Stats}} ===
==GUIDE FEATURES==


Upon completing the SkyRem Guide (assuming a full install of Core + Extended + Visuals) as of v4.0.3:
Below is a review of the major changes made by this guide. Before committing, {{Fc|highlight|'''''read this section in its entirety'''''}} to make sure this is the desired experience. SkyRem is not for everybody - it is geared toward those looking for a more realistic, immersive, roleplay experience with an extended play-through. This is not intended for quick play-throughs. After completing the guide, refer here for unexpected behaviors to check whether they are intended.
* Total Mods (Left Pane of MO2): {{Fc|#78c888|833}}
* Total Plugins (Right Pane of MO2): {{Fc|#78c888|248}}
* Total ESMs + ESPs: {{Fc|#78c888|216}}
* Total ESLs: {{Fc|#78c888|32}}


* Available Plugin Slots: {{Fc|#78c888|38}}
===Difficulty===
- SkyRem is not designed to increase difficulty of play. However, by the nature of many of the mods used it offers a more challenging experience.
- Skills will be very weak without investing, and require continued investing in order to grow with the character and game.
- Combat needs more strategy. Adventuring requires more planning. NPCs act and react more realistically. Character development is more critical and dynamic.
- SkyRem works with any difficulty, but the vanilla difficulty settings primarily impact damage dealt and received with little/no effect on functions altered by mods.
- Hack-and-slash tactics will rarely work. Questing without food, water, tent, tools, etc. can lead to a quick demise or inability to perform some tasks.
- Making choices regarding attributes, abilities, and perks without giving thought to the character build may result in a character destined for failure.


----
===Leveling===
 
- Experience to Level is minimally impacted by increasing the 18 Skills. Level experience is primarily gained by adventuring, completing quests, and defeating enemies.
== {{Fc|#ddd|STARTER GUIDE [WIP]}} ==
- Skill leveling is capped by character Level. Skills cannot be leveled to 100 at low character levels. If a skill is no longer advancing, level up.
 
- Leveling will provide less H/M/S points than vanilla. A smaller bonus is applied at level-up based on level-up selection, but the majority is governed by attributes.
This section aims to explain some of the major changes made by this guide. Before using the guide, read through to make sure this is how you want your Skyrim to behave. This guide is not for everybody - it is geared toward those looking for a more realistic and immersive roleplay experience. After completing the guide, refer to this for unexpected behaviors to check whether they are intended by the guide.
- The previous applies to carry weight as well. Carry weight increase at level up is dependent on attributes.
 
- As with Vanilla, one perk point is gained each level, but an additional perk is gained every 15 levels (2 perks at levels 15, 30, etc). This is done for balance.
=== {{Fc|#ddd|Difficulty}} ===
- Characters will begin with three perks available immediately. As mentioned above, most skills will be useless without investment.


SkyRem is not intended to be a "difficulty" setup. However, by the nature of many of the mods used it offers a more challenging experience. Combat needs more strategy. Adventuring requires more planning. NPCs act and react more realistically. Character development is more dynamic. While you can play SkyRem on any difficulty, keep in mind that the vanilla difficulty settings impact (primarily) how much damage you deal and receive, but may have little to no impact on other functions altered by the mods included.
===Equipment===
- Deleveled: Any non-unique item can be found anywhere at anytime - Loot is based on rarity and abundance, not on character level.
- There is a higher chance of receiving better stuff based on the difficulty of the challenge, such as a boss vs a non-boss enemy.
- The ability to use a weapon properly is governed by its skill (One-Handed, Two-Handed, Archery). Finding a high level weapon early on may not provide an advantage.
- As with weapons, the ability to use armor properly is governed by its skill. High level armor may not provide an advantage at low levels.
- If unskilled, weapons will deal less damage and can be dropped or cause stagger on impact. Armor may not provide as much protection and may hinder more than help.


You will not be able to rush up to a group of 10 bandits and hack and slash your way through. Setting out on a quest ill prepared without food, water, a tent, tools, etc. can lead you to a quick demise or inability to perform some tasks. If you go after collecting every Daedric Artifact, do not expect Vigilants of Stendarr to be cordial. Making choices regarding Attributes, Abilities, and Perks without giving thought to how you want to build your character may result in a character fated for failure.
===Factions===
- Advancing within a faction takes time and effort. Harbinger, Arch-mage, Guild Master, etc. takes longer than 3 days.
- Skills play a role in advancing within a faction. If unskilled in combat, advancing with the Companions may be more difficult if not impossible.


Is SkyRem more difficult... by design - no. It is more challenging, regardless of how you set difficulty.
===Combat===
 
=== {{Fc|#ddd|Leveling}} ===
- Experience to Level has nothing to do with your 18 Skills.
- Experience to Level is gained by adventuring, completing quests, and killing.
- Leveling will not provide a set 10 points to H/M/S. These will grow naturally based on how you play and your attributes.
 
=== {{Fc|#ddd|Equipment}} ===
- Deleveled: Any non-unique item can be found anywhere at anytime - Loot is based on Rarity and Abundancy.
- Bosses and Locks: You will still receive better stuff based on Boss and Lock difficulty, or at least have a much better chance of doing so.
- The ability to use a Weapon properly is governed by its Skill (One Handed, Two Handed, Archery).
- The ability to use Armor properly is governed by its Skill (Block, Heavy Armor, Light Armor).
- If unskilled, Weapons can be dropped, cause you to stagger on impact, and/or be ineffective at blocking.
- If unskilled, Armor may not provide as much protection.
- Both Weapons and Armor can break (be prepared). Tempering improves the item as normal, but also increases its longevity.
 
=== {{Fc|#ddd|Factions}} ===
- You must spend time in a faction to advance within that faction.
- You will no longer become Harbinger/Archmage/Guild Master after 3 days. You must work for it (do more side quests for instance).
- You must be skilled appropriately to advance within factions.
- Advance your combat skills to advance with the Companions, advance your stealth skills to advance in the Thieves Guild, and so on.
 
=== {{Fc|#ddd|Combat}} ===
  - Combat is more realistic in how damage is dealt and how NPCs behave.
  - Combat is more realistic in how damage is dealt and how NPCs behave.
  - Different enemies have natural resistances to different attacks, both physical and magical. If something is not working, try something else.
  - Different enemies have natural resistances to different attacks, both physical and magical. If something is not working, try something else.
  - Animals behave more realistically. Many can simply be avoided and will not become aggressive unless provoked.
  - Animals behave more realistically. Many can simply be avoided and will not become aggressive unless provoked.
  - Bosses are tougher. Sometimes much tougher.
  - Bosses are tougher. Sometimes much tougher requiring more strategy (or assistance).
  - Encounter Zones - there may be a twist so do not expect being 10 levels higher than the minimum will result in a quick run through, even if it was last time...
  - Encounter Zones - Do not expect being 10 levels higher than the minimum will result in a quick run through, even if it was last time.


=== {{Fc|#ddd|Crafting}} ===
===Crafting===
  - Crafting (and other activities) require the proper tools. This includes chopping wood, mining ore, forging, tempering, even cooking.
  - Crafting (and other activities) require the proper tools. This includes chopping wood, mining ore, forging, tempering, even cooking.
  - If you are unable to perform a task due to lack of a tool, you can either find one or buy one from an appropriate NPC.
- Crafting perks are designed to be more useful and have perks available to remove the some of the "grindy" aspect.
  - You cannot spam potions, so choose wisely. You need time to recover from potion use before another potion will be effective.
  - If unable to perform a task due to lack of a tool, the right one can either be bound or bought from an appropriate NPC.
  - No potion spamming - so use them wisely. Time to recover from potion use is required before another potion will be effective.


=== {{Fc|#ddd|Character Development}} ===
===Character Development===
  - Characters can develop and be enhanced in many ways and in many combinations.
  - Characters can develop and enhanced in many ways and in many combinations.
  - Things to consider for developing your character: Standing Stones, Diety, Attributes, Shouts, Perks, Class, Race (including Werewolf, Vampire, or Lich).
  - Things to consider for developing a character: Standing Stones, Deity, Attributes, Shouts, Perks, Class, Race (including Werewolf, Vampire, or Lich).
  - Once you accept your Attributes, they are set. Attributes will grow and improve based on the skills you develop, but this takes time.
  - Once attributes are set and accepted, they are done. Attributes will grow and improve based on the skills developed, but this takes time.
  - Use the '''''Reflect''''' power to choose your background and provide an immediate boost to a single skill.
  - The '''''Reflect''''' power allows for selecting a background for characters, and provides an immediate boost to a single skill.
  - If a devout follower, use the Pray power daily to increase favor with your diety.
  - Devout followers use the '''''Pray''''' power daily to increase favor with the appropriate deity.
  - You are limited - you cannot learn every class and combination. Again - choose wisely.
  - There are limits in that a single character will not be able to master every skill and class. Choose wisely.


=== {{Fc|#ddd|Survival}} ===
===Survival===
  - You must sleep, eat, drink, and bath to be fully effective.
  - Sleeping, eating, and drinking are required to be fully effective, and avoid dying from exhaustion, hunger, or thirst.
  - Consider your quest before starting - will you need a tent, food, water, tools?
  - Consider the quest before starting - will a tent, food, water, and/or tools be needed? Craft, buy, find, or steal what is needed before setting out.
- Craft a tent, buy some tools, stock up on water at the well, and cook some food before leaving.


=== {{Fc|#ddd|Your Adventure Begins}} ===
===The Adventure Begins===
  - If you are familiar with Alternate Start - Live Another Life, you know the beginning. Start a new game in the LAL Cell, and WAIT. It takes a few minutes for all mods to initialize.
  - Start a new game and immediately WAIT. It takes a few minutes for all mods to initialize.
  - Once the messages are done scrolling, Save. Before you begin setting up MCMs (Final Steps), choose a start and sleep to leave the cell and make sure everything loads correctly.
  - Once the messages stop, save and restart to make sure there are no immediate issues with loading.
  - Everything good? Load the save and set up the MCMs (this takes a little while) and save again. This can serve as your starting point going forward.
  - Set up the MCMs (Section V) and save again. Restart to again make sure there are no immediate issues with loading based on MCM selections.
  - Develop your character before running out to tackle the Main Quest. You will find jumping right in to be somewhat difficult.
  - Develop a character before running out to tackle the Main Quest. Jumping right in will be difficult.
  - Do some small jobs to gain septims for supplies (food, water, tent, tools).
  - Do small jobs to gain septims for supplies. Roll your attributes, choose your background, utilize your free perk points. Get an idea of your character's development.
  - Find some trainers and/or practice on some dummies to hone some basic skills.
  - Utilize trainers. Practice on dummies and targets. Hone primary skills early.
  - Explore and mingle with the locals, helping out where you can. Completing some simple quests and discovering locations will help raise your level early on.
  - Explore and mingle with the locals, helping out where possible. Completing some simple quests and discovering locations will help raise character levels early on.
----


== {{Fc|#ddd|HOW TO}} ==
==HOW TO==


=== {{Fc|#ddd|Clean Mod}} ===
===Clean Mod===
{{User:DrPharmDawg/Tag|Clean}}
Mods tagged with {{Fc|Orange|Clean}} need to be ran through xEdit's Auto Quick Clean function.
  - In MO2, launch {{Fc|Orange|SSEEdit QuickAutoClean}} in the executables drop-down box.
  - In the mod list that opens, check the mod to be cleaned and click {{ui|OK}}.
  - SSEEdit will run for a few moments. Once the completed message appears, {{ui|Close}} SSEEdit.
  - In the final pop-up, make sure the mod cleaned is selected so it will save.


Mods tagged with {{User:DrPharmDawg/Tag|Clean}} need to be ran through SSEEdit's Auto Quick Clean function.
===Sort Load Order===
  - Open MO2.
It is recommended to sort the load order and test the setup following each step. LOOT will do the majority of sorting automatically, and any manual adjustments needed will be noted in the Section V LOOT notes.
  - Select {{Fc|White|SSEEdit QuickAutoClean}} in the executables drop-down box and click {{ui|Run}}.
Note that LOOT will identify plugins that need to be cleaned and keep a tally by the {{Fc|Orange|Dirty Plugins}} header near the top. If this number is anything other than 0, scroll through the mods in the right pane and find which mod(s) require(s) cleaning and take the necessary steps. Also research any {{Fc|Orange|Errors}} noted. The {{Fc|Orange|Warnings}} can be ignored as they pertain to compatibility which is largely addressed later in the guide.
  - In the mod list that opens, check the mod that you want to clean and click {{ui|OK}}.
  - SSEEdit will run for a few moments. Once you see the the completed message, {{Fc|White|Close}} SSEEdit.
  - In the final pop-up, make sure the mod you cleaned is selected so it will save.


=== {{Fc|#ddd|Sort Load Order}} ===
To sort Load Order:
 
   - In MO2, launch {{Fc|Orange|LOOT}} in the executables drop-down box.
It is recommended to sort your load order and test your setup following each step. LOOT will do the majority of your sorting automatically, and any manual adjustments needed will be noted in the final steps prior to the final sorting.
   - In the window that opens, click the {{ui|Sort Plugins}} button in the upper right (three lines).
Note that LOOT will identify plugins that need to be cleaned and keep a tally by the {{Fc|#e6b69e|Dirty Plugins}} header near the top. If this number is anything other than {{Fc|#e6b69e|0}}, scroll through your mods in the right pane and find which mod requires cleaning and take the necessary steps. Also research any {{Fc|#e6b69e|Errors}} noted. The {{Fc|#e6b69e|Warnings}} can be ignored as they pertain to compatibility which is largely addressed with '''''{{Fc|White|Merges}}''''' throughout the guide, and because they are merged, LOOT will not find them.
   - Click {{ui|Apply}} in the tool bar where the Sort Plugins button was. The Apply only appears if LOOT determines changes need to be made.
 
To sort your Load Order:
   - Open MO2.
  - Select {{Fc|White|LOOT}} in the executables drop-down box and click {{ui|Run}}.
   - In the window that opens, click the {{Fc|#e6b69e|Sort Plugins}} button in the upper right (three lines).
   - If LOOT determines any mods need to be rearranged, {{ui|Apply}} will appear in the tool bar where the Sort Plugins button was.
  - Click {{ui|Apply}}.
   - Exit LOOT.
   - Exit LOOT.


=== {{Fc|#ddd|Extract BSA}} ===
===Extract BSA===
 
{{User:DrPharmDawg/Tag|Bsa}}
Mods tagged with {{User:DrPharmDawg/Tag|Bsa}} contain at least one BSA (Bethesda Archive files). A BSA contains various assets that need to be extracted from the archive.
Mods tagged with {{Fc|Orange|BSA}} contain at least one BSA (Bethesda Archive files) that needs to be unpacked. A BSA contains various assets that need to be extracted from the archive in order to work as intended by the guide. There are several options to extract a BSA file.
There are several options to extract a BSA file.<br />


  Allow MO2 to extract BSAs during install:
  Allow MO2 to extract BSAs during install:
   - Open the {{Fc|White|Configure settings and workarounds}} (wrench and driver icon) and go to the {{ui|Plugins}} tab.
   - Open the {{Fc|Orange|Configure settings and workarounds}} (wrench and driver icon) and go to the {{ui|Plugins}} tab.
   - In the upper-left window, click {{ui|BSA Extractor}}.
   - In the upper-left window, click {{ui|BSA Extractor}}.
   - In the window directly to the right, update {{ui|enabled}} to {{ui|true}}.
   - In the window directly to the right, update {{ui|enabled}} to {{ui|true}}.
  With this set to true, any mod you install that contains a BSA will prompt you whether to extract it or not. If a mod is tagged {{User:DrPharmDawg/Tag|Bsa}}, select {{ui|Yes}}. If not, select {{ui|No}}. The downside to this method is you have to remember to turn this on and off, or you have to answer the prompt every time a mod is installed containing a BSA, the majority of which you do not need to extract. I prefer to keep it enabled and sacrifice the time of one additional click.
  With this set to true, any mod installed that contains a BSA will provide a prompt whether to extract it or not. If a mod is tagged with BSA, select {{ui|Yes}}. If not, select {{ui|No}}. The downside to this method is having to remember to turn this on and off, or having to answer the prompt every time a mod is installed containing a BSA, the majority of which do not need to be extracted. Recommendation: keep it enabled and sacrifice the time of one additional click over the other options.


  Extract BSA within MO2:
  Extract BSA within MO2:
   - Click the {{ui|Archives}} tab in the right pane.
   - Click the {{ui|Archives}} tab in the right pane.
   - Locate the BSA you want to extract. Right-click it and select {{ui|Extract}}.
   - Locate the BSA to extract. Right-click it and select {{ui|Extract}}.
   - Navigate to the location you want to extract the BSA (extract to the mods folder).
   - Navigate to the desired location to extract the BSA (extract to the mods folder).
   - Delete the BSA.
   - Delete the BSA.
  This option is good as you do not have to remember to turn a setting on/off or constantly be asked, but the navigating to the mods folder can be even slower, and you must delete/hide the BSA afterwards.
  This option does not require turning a setting on/off or have pop-ups with each install, but the navigating to the mods folder can be even slower, and has the additional step of deleting/hiding the BSA afterwards.


  Utilize external BSA extractor. I will not be covering these, but there are a couple out there. Their respective pages provide all the information you need to install and utilize the tool.
  Utilize external BSA extractor:
This will not be covered as they are obsolete with the above two options, but they are out there. Their respective pages provide all the information needed to install and utilize the tool.


=== {{Fc|#ddd|Optimize Meshes}} ===
===Optimize Meshes===
 
{{User:DrPharmDawg/Tag|Cao}}
One of the most common causes of CTDs - Meshes. This step needs to be done with any mod flagged {{User:DrPharmDawg/Tag|Cao}}. Generally this is due to NIF files (mesh files) that need to be optimized to be used with SSE (particularly, but not exclusively, LE mods containing NIFs).<br />
One of the most common causes of CTDs - Meshes. This step needs to be done with any mod flagged {{Fc|Orange|CAO}}. Generally this is due to NIF files (mesh files) that need to be optimized to be used with SSE (particularly, but not exclusively, LE mods containing NIFs).


  Optimize NIF Files:
  Optimize NIF Files:
   - Navigate to your {{Fc|White|Tools/Asset Optimizer}} folder.
   - Navigate to the {{Fc|Orange|Tools/Asset Optimizer}} folder.
   - Run {{ui|Cathedral_Assets_Optimizer.EXE}}.
   - Run {{Fc|Orange|Cathedral_Assets_Optimizer.EXE}}.
  - Ensure the {{ui|Profile}} is set to {{Fc|Orange|SSE}}.
   - Click {{ui|Open Directory}}, navigate to the mods folder, and click {{ui|Select Folder}}.
   - Click {{ui|Open Directory}}, navigate to the mods folder, and click {{ui|Select Folder}}.
   - Unless otherwise explicitly stated, you only want the {{ui|Necessary optimization}} option checked under both {{ui|Meshes}} and {{ui|Textures}}.
   - Unless otherwise explicitly stated, only use the {{ui|Necessary optimization}} option checked under both {{ui|Meshes}} and {{ui|Textures}}.
   - Click {{ui|Run}}.
   - Click {{ui|Run}}.
   - When complete, simply close the window.
   - When complete, simply close the window.


=== {{Fc|#ddd|Port Mod [from LE]}} ===
===Port Mod [from LE]===
 
{{User:DrPharmDawg/Tag|Port}}
Mods that are flagged {{User:DrPharmDawg/Tag|Port}} need to be completely converted to SSE. This is a two step process.<br />
Mods that are flagged {{Fc|Orange|Port}} need to have the plugin converted for SE.


  Fix the Form Number (from 43 to 44):
  Fix the Form Number (from 43 to 44):
   - In MO2, use the executables drop-down to run the {{ui|Creation Kit}}.
   - In MO2, launch {{Fc|Orange|Creation Kit}} in the executables drop-down box.
   - Once open, select {{ui|File}} and {{ui|Data}} in the tool bar.
   - Once open, select {{ui|File}} and {{ui|Data}} in the tool bar.
   - In the window that comes up, double click the mod you are converting, and click {{ui|Set as Active}} and {{ui|OK}}.
   - In the window that comes up, double-click the mod to convert, and click {{ui|Set as Active}} and {{ui|OK}}.
   - This may take a few moments to load. Ignore any errors that show in the additional window.
   - This may take a few moments to load. Ignore any errors that show in the additional window.
   - After the mod is loaded, re-save the file by going to ({{ui|File}} and {{ui|Save}}.
   - After the mod is loaded, re-save the file by going to ({{ui|File}} and {{ui|Save}}.
   - Make sure you see {{Fc|White|Saving... Done!}} in the bottom bar. If you do not, the plugin did not save in Form 44.
   - Make sure the {{Fc|Orange|Saving... Done!}} message appears in the bottom bar. If not, the plugin did not save in Form 44.
   - Exit CK.
   - Exit CK.


Optimize Assets:
If the mod contains a BSA file, it will likely need to be extracted (see BSA above) and the assets (meshes, textures) optimized (see CAO above).<br>
  - Use the procedure above for optimizing NIFs.
Therefore, a {{Fc|Orange|Port}} tag may require: {{Fc|Orange|BSA}} any archives present >> {{Fc|Orange|CAO}} if meshes are included, and finally {{Fc|Orange|Port}} the plugin.
  - If the mod has a BSA, check the {{ui|BSA}} option with {{ui|Extract old BSA}} and {{ui|Create BSA}} checked.
  - Exit optimizer when complete.
 
=== {{Fc|#ddd|Merge Mods}} ===


Mods tagged {{User:DrPharmDawg/Tag|Merge}} will contain at least one plugin that will ultimately be merged with zMerge to condense your plugin count. Several steps will contain a merge card instructing you to merge all of the tagged files in that Step / Part.
===Merge Mods===
Some plugins can be merged with zMerge to condense the plugin count if needed. While this was used for smaller mods and patches previously, the guide (as of v6.0.0+) will no longer use this process in favor of compacting / flagging plugins as ESLs now that all the necessary tools are up-to-date and able to handle lite plugins (ESLs) and loads > 254 plugins.


  In MO2:
  In MO2:
   - Run {{ui|zEdit}} from the executables drop-down.
   - In MO2, launch {{Fc|Orange|zEdit}} in the executables drop-down box.
   - On the opening screen, select {{ui|zMerge}} in the first drop-down and click {{ui|Start Session}}.
   - On the opening screen, select {{ui|zMerge}} in the first drop-down and click {{ui|Start Session}}.
   - Click the {{ui|Create Merge}} button.
   - Click the {{ui|Create Merge}} button.
   - In pop-up's {{ui|Details}} tab, name the merge (the filename will update automatically. Leave the Merge Method as the default.
   - In pop-up's {{ui|Details}} tab, name the merge (the filename will update automatically). Leave the Merge Method as the default (Clobber).
   - Go to the {{ui|Plugins}} tab, select all the plugins to be merged, and click {{ui|OK}}.
   - Go to the {{ui|Plugins}} tab, select all the plugins to be merged, and click {{ui|OK}}.
   - There is no need to change anything under the {{ui|Load Order}} or {{ui|Data}} tabs if following the guide.
   - Under the {{ui|Load Order}} tab, check the {{ui|Use game load order}} option.
   - Find the box containing the merge you just created. In the upper-right area of that box, click {{ui|Build}}.
  - Under the {{ui|Data}} tab, make sure all options under the headers are selected, with the exceptions of {{ui|Bethesda Archives}} and {{ui|General Assets}}.
  - Select {{ui|OK}}.
   - Find the box containing the created merge. In the upper-right area of that box, click {{ui|Build}}.
   - When zEdit finishes running, exit.
   - When zEdit finishes running, exit.
   - In MO2, the new merged mod will be located at the bottom (you may have to {{ui|Refresh}} your view.
   - In MO2, the new merged mod will be located at the bottom (a {{ui|Refresh}} of the view may be required before it appears).
  - Once the merge is complete, placed in the load order, and activated, use the {{Fc|Orange|Merge Plugins Hide}} function in MO2 to deactivate the plugins included in the merge.


=== {{Fc|#ddd|Flag Plugin As ESL}} ===
===Flag Plugin As ESL===
 
{{User:DrPharmDawg/Tag|Esl}}
Mods flagged with {{User:DrPharmDawg/Tag|Esl}} can be flagged as an ESL, thereby keeping it from counting towards your plugin limit of 255.
Mods flagged with {{Fc|Orange|ESL}} can be flagged as an ESL, thereby keeping it from counting towards the plugin limit. It is safe (and faster) to wait until the end and flag all plugins at one time. This does not have to be done as mods are installed (just do not forget to do so later).
It is safe (and faster) to wait until the end and flag all plugins at one time. This does not have to be done as you install them (just do not forget to do so).
  - In MO2, launch {{Fc|Orange|SSEEdit}} in the executables drop-down box.
  - In MO2, open SSEEdit.
  - Select the plugin in the left pane.
  - Select the plugin in the left pane.
  - Right click the field next to {{ui|Record Flags}} in the right pane (do not click on Record Flags, but the field to the right of it).
  - Right click the field next to {{ui|Record Flags}} in the right pane (do not click on Record Flags, but the field to the right of it).
Line 341: Line 299:
  - Exit SSEEdit.
  - Exit SSEEdit.


=== {{Fc|#ddd|Find Plugins That Can Be Flagged ESL}} ===
===Find Plugins That Can Be Flagged ESL===
 
While not technically something that is required for the guide, this is a good tool to use if nearing the plugin limit and trying to find plugins that can be safely flagged as ESL to reduce the count. Handy if adding to the guide.
While not technically something that is required for the guide, this is a good tool to use if you are nearing the plugin limit and want to find plugins that can be flagged as ESL to reduce the count. Handy if you are adding to the guide (or doing an extensive amount of the Core + Extended).
  - In MO2, ensure all plugins are activated in the Right Pane and launch {{Fc|Orange|SSEEdit}} in the executables drop-down box.
  - Ensure all your plugins are activated in the Right Pane of MO2.
  - In the pop-up, hold {{ui|Shift}} and click {{ui|OK}}.
- Launch SSEEdit from MO2.
  - In the pop-up, hold {{ui|Shift}} and click {{Fc|OK}}.
  - Once loaded, right click anywhere in the left pane and select {{ui|Apply Script}}.
  - Once loaded, right click anywhere in the left pane and select {{ui|Apply Script}}.
  - In the pop-up, find {{ui|Find ESP plugins which could be turned into ESL}} in the {{Fc|#e6b69e|Script}} drop-down box and click {{ui|OK}}.
  - In the pop-up, find {{Fc|Orange|Find ESP plugins which could be turned into ESL}} in the {{Fc|Orange|Script}} drop-down box and click {{ui|OK}}.
  - Review the output messages for any plugins that include {{Fc|#e6b69e|Can be turned into ESL by adding ESL flag in TES4 header}}.
  - Review the output messages for any plugins that include {{Fc|Orange|Can be turned into ESL by adding ESL flag in TES4 header}}.
  - Use the {{Fc|#e6b69e|How To >> Flag Plugin as ESL}} to flag all plugins with this message.
  - Use the {{Fc|Orange|How To >> Flag Plugin as ESL}} to flag all plugins with this message.
  - Exit SSEEdit.
  - Exit SSEEdit.
----


== {{Fc|#ddd|BASIC TROUBLESHOOTING [WIP]}} ==
===Compact Forms and Flag ESL===
{{User:DrPharmDawg/Tag|Compact}}
Mods with a {{Fc|Orange|Compact}} tag will need to have their forms compacted and then flagged as ESL.
- In MO2, launch {{Fc|Orange|SSEEdit}} in the executables drop-down box.
- Right click the plugin in the left pane and select {{ui|Compact FormIDs for ESL}}. Select {{ui|Yes}} if prompted with a warning.
- Use the {{Fc|Orange|How To >> Flag Plugin as ESL}} to flag the plugin as ESL.
 
===Add Plugin As A Master===
As of v5 of the guide, there is one instance in which a plugin needs to be added as a master for another plugin - {{Fc|Orange|RDO-CRF+USSEP Patch}} needs to have {{Fc|Orange|Relationship Dialogue Overhaul.esp}} as a master in order for LOOT to sort the patch correctly.
- In MO2, with both plugins selected, launch {{Fc|Orange|SSEEdit}} in the executables drop-down box and click {{ui|Run}}.
- In the pop-up, hold {{ui|Shift}} and click {{ui|OK}}.
- In the left pane, select the mod that needs a master added. {{ui|Right-Click}} the mod and select {{ui|Add Masters}}.
- Tick the mod that needs to be added as a master, and click {{ui|OK}}.
- Exit SSEEdit, allowing the mod to be saved.
 
===Change / Update A Master===
On rare occasions, a master may need to be changed from one plugin to another. While not currently necessary as of v5, it has been needed in the past when the name of a plugin is changed and a patch requiring that plugin has not been updated to reflect the new name. This is currently the only process for which Wrye Bash is required with this guide.
- In MO2, launch {{Fc|Orange|Wrye Bash}} in the executables drop-down box and click {{ui|Run}}.
- In the left pane, select the mod for which a master needs to be changed/updated.
- In the right pane, under the {{Fc|Orange|Masters:}} section, find the master plugin that needs to be changed/updated, {{ui|Right-Click}} and select {{ui|Change to...}}.
- In the pop-up, navigate to the plugin and {{ui|Double-Click}} the new plugin.
- Close {{Fc|Orange|Wrye Bash}}.
 
==TROUBLESHOOTING==
 
===Game Won't Start===
If experiencing an issue with MO2 locking, loading the VFS, and instantly unlocking without a game start, it is most likely due to a Missing Master. Check the right pane for any errors (! in a red and white triangle). Roll the mouse over any mod(s) with this symbol and check if any plugins are listed under the '''''Missing Masters''''' section of the pop-up.
 
===Splash Screen Loads, But No Menu===
Some problems may manifest as an infinite menu - the game appears to launch, the splash screen is shown, but the menu never shows up.
The most common reason this has occurred with the guide is an issue with merges - most prominently with the provided SkyRem Patch. This patch requires certain mods to "win" over others in the merges.
First - identify the offending merge by using SSEEdit to {{Fc|Orange|Check for Errors}} on the appropriate patch. If errors appear, locate the merge causing the issue by using the first two characters of the FormID. Once identified, use zEdit to rebuild this merge, making sure the necessary plugins are present and in the correct order (use the Merged ... sections as a reference). It may also be beneficial to revisit {{Fc|Orange|Section I}} to ensure zEdit is setup correctly, and the {{Fc|Orange|Merge Mods}} section of this {{Fc|Orange|How To}} to check the zEdit options (such as the {{Fc|Orange|Use game load order}} option being set in each merge).
While some of these issues may result in a stable game, just with inconsistencies based on the intended result, some can cause the game to not load properly if the patch is looking for a record that has an error due to the wrong mod in the merge winning over the one intended based on load order.


=== {{Fc|#ddd|Crashing (CTDs)}} ===
===Crashing (CTDs)===
The most common reason for experiencing CTDs with the guide: Improperly porting LE mods and failing to optimize mesh files with CAO. During the Priority Checks, if you experience CTDs, the first step is to review the Part of the guide you just completed for any {{User:DrPharmDawg/Tag|Cao}} and {{User:DrPharmDawg/Tag|Port}} tags to ensure these were completed correctly. This has fixed the vast majority of CTD issues reported. Mods most commonly reported for this:
The most common reason for experiencing CTDs with the guide: Improperly porting LE mods and failing to optimize mesh files with CAO. During the Step Checks, if CTDs are experienced, the first step is to review the Part of the guide most recently completed for any {{Fc|Orange|CAO}} and {{Fc|Orange|Port}} tags to ensure these were completed correctly. This has fixed the vast majority of CTD issues reported. Mods most commonly reported for this:
* aMidianBorn Book of Silence
* Extended UI
* Extended UI
* Enhanced Skyrim Factions - The Companions Guild
* Enhanced Skyrim Factions - The Companions Guild
* Skyrim Realistic Overhaul
* Thieves Guild Requirements
* Thieves Guild Requirements


===Face Bugs===
In short, Face Bugs occur when one mod changes the appearance of a NPC, then another mod changes another aspect of the same NPC and ends up overwriting the appearance changes. This is a very over-simplified explanation, but should suffice in helping resolve any face-bugs. If face-bugs are found, revisit Section III >> Step 8 >> Part A and check the Load Order to ensure the mods are in the correct order (left pane). Note that the Synthesis Patcher (Section V) can help in addressing face-bugs as well. Prior to reporting face-bugs, make sure these two steps have been completed properly.


=== {{Fc|#ddd|Face Bugs}} ===
===LOOT - So many problems===
In short, Face Bugs occur when one mod change the appearance of a NPC, then another mod changes another aspect of the same NPC and ends up overwriting the appearance changes. This is a very over-simplified explanation, but the intent here is to help determine a solution if you run in to this problem.
Follow the guide - the messages, errors, warnings, and anything else LOOT throws out will be handled as the guide progresses. In many cases, these will not go away until {{Fc|Orange|Section V}} where much of the patching is completed. LOOT is a fantastic tool to help get the load order right - this is its main function and the primary reason it is included in the guide. Anything else seen by LOOT is based on mod author/user feedback. While great at pointing in the right direction for cleaning, incompatibilities, etc... all of this has been handled within the guide even if not explicitly stated.
Following the instructions in NPC Appearance part of the guide is crucial: Load Order, BSA Extraction, Plugin Hiding, and the NPC Patch which is installed near the end. If you notice a face-bug, try reinstalling the last appearance mod to touch the NPC (as instructed). Be sure to extract the BSAs where indicated by the {{User:DrPharmDawg/Tag|Bsa}} tag as well. These two steps will fix the majority of face-bugs. Check your Load Order to ensure the mods are in the correct order (left pane) and the plugins are hidden where indicated by a '''''note'''''.


<br />
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<font size="6">{{Fc|#ddd|'''End of Home Page'''}}</font>
<font size="6">'''End of Home Page'''</font>
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<font size="3">SkyRem Guide Pages</font>
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Home Home Page] {{Fc|Highlight|'''<-----'''}}
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section1 Section I]
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section2 Section II]
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section3 Section III]
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section4 Section IV]
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Section5 Section V]
[https://stepmodifications.org/wiki/User:DrPharmDawg/SkyRem_Guide_Changelog Changelog]
 
<font size="3">SkyRem Guide Support</font>
[https://discord.gg/4VT6ZK9 Discord]: Discord Channel for all things SkyRem (Guide and Mods).
[https://www.patreon.com/user?u=16576878 Patreon]: Support SkyRem development via Patreon.
[https://www.paypal.me/DrPharmDawg PayPal]: Support with a one-time donation via PayPal.
[https://trello.com/b/o4FVXNW9/skyrem-guide Trello]: See guide development progress on Trello.
 
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Latest revision as of 16:15, April 14, 2023

Skyrimse flare.png

SkyRem Guide

Skyrim Roleplay Enhancement Modding Guide for Special Edition (SAE) v9.0.1

by: DrPharmDawg


SkyRem Guide Pages

Home Page <-----
Section I
Section II
Section III
Section IV
Section V
Changelog

SkyRem Guide Support

Discord: Discord Channel for all things SkyRem (Guide and Mods).
Patreon: Support SkyRem development via Patreon.
PayPal: Support with a one-time donation via PayPal.
Trello: See guide development progress on Trello [Not updated].

Home Page


INTRODUCTION[edit | edit source]

SkyRem (Skyrim Roleplay Enhancement Modding) is an effort to give back to the community, or at least contribute in some way, both through mods and this guide. The concept: Enhance the Skyrim experience by incorporating elements of strategic development and gameplay that works seamlessly with the base game. This guide is a result of countless hours playing, adding, removing, testing, tweaking, reading and combing the Nexus.

Every mod considered for the guide is done so based on the mods ability to enhance at least one of the following areas without being a detriment to the others:

Stability
Content
Mechanics
Aesthetics

While not intended to be a difficulty or beautification guide by design, both are incorporated simply by the nature of the gameplay focus and modifications as well as an entire section dedicated to audio and visuals.

Before you begin:
- READ this Home Page: This guide is not for everybody. It is intended for a more intense, strategic, and extended playthrough.
- FOLLOW The Guide: Complete the guide as-is first and ensure everything is working before making personal changes.
- PLAY The Game: Updates will be made as frequently as necessary, but there will be times of guide inactivity. This is intentional to allow time to enjoy the game.

SYSTEM INFO[edit | edit source]

DrPharmDawg's Rig

GUIDE INFO[edit | edit source]

The guide is arranged as follows: Sections (Home Page, I, II, III, IV, V) >> Steps (A, B, C...) >> Parts (1, 2, 3...)

  • Home Page: Introduction, guide info, and some basic "how to's" and troubleshooting.
  • Section I: Primarily focuses on stability - Fresh install, tools and INIs, cleaning masters, and base game mods including interface, fixes, and animation mods.
  • Section II: Mechanics and content - Environment, creatures, quests, and character mods.
  • Section III: More mechanics and content - Locations, gameplay, equipment, and immersion mods.
  • Section IV: Aesthetics - Audio and visual mods not covered in previous sections. Mostly optional mods that can be added/removed based on preference and system capabilities.
  • Section V: Late loaders, Patching, and in-game setup, such as recommended MCM settings, and tips on how to start.
  • Changelog: Check here for changes made during version updates.

This guide provides:

  • A stable and semi-performance friendly setup. Performance can be improved by omitting or substituting optional (green) mods.
  • Installation directions and instructions for using various modding tools and techniques.
  • Patches to make mods included work together (via Nexus).
  • Support via Discord.

This guide does not include:

  • Dead Mods: Mods that need updating or mods with excessive (or unanswered) bug reports/comments without simple solutions.
  • CBBE: What little body modification is included is UNP based.
  • Player Homes: I find the vanilla options and those provided by quest mods are sufficient.
  • Lore Unfriendly Mods: Mods that stray too far from the TES lore, or mods that just do not fit the concept described above.

Guide Organization[edit | edit source]

As stated above, the guide is arranged as follows: Section >> Step >> Part

These three levels are used to organize the guide into increasingly smaller and more specific groups of information and mods. In addition to this three tier approach, mods are further distinguished (by outline color) as follows:

Red: Required - either key to the concept of SkyRem, or needed by the provided patches as a Master.
Blue: Recommended - build on the concept of SkyRem, but not required for the aforementioned reasons.
Green: Optional - contribute to the appearance or minor changes of the game (not baked into saves, add/remove at will).
Yellow: Testing - currently in the guide primarily for testing purposes, and/or being considered for a future update.

Mod Legend[edit | edit source]

Each mod card utilizes this template:

MOD NAME

  • MOD TAGS (See below)
- Download: DOWNLOAD LINK
- Author: MOD AUTHOR
- Version: MOD VERSION USED BY GUIDE
- Plugins: PLUGIN COUNT
[FILE] FILE(S) TO DOWNLOAD AND INSTALL
Note: MOD NOTES
FOMOD Instructions
Mod Name
  • Mod Options

Mod Tags[edit | edit source]

Check each mod's tags prior to beginning installation of that mod. Tags are used to highlight information or additional requirements about a mod. More info on these can be found in the How-To section. These tags follow the color scheme below.

  • REQUIRED
     : This mod is required to utilize the indicated patch provided on the SkyRem Nexus page.
  • INFORM
     : This mod requires use of modding tools, patches, and/or in-game MCMs to perform as intended by the guide.
  • INSTALLATION
     : This mod requires additional steps for proper installation.
  • CHANGE
     : This mod is new or has been updated since the last version update.

Installing Mods[edit | edit source]

A few notes on installing mods:

  • Unless otherwise noted, download mods via the [MOD MANAGER DOWNLOAD] button on the Nexus.
  • Unless otherwise noted, select [Merge] when prompted if installing multiple files for a single mod. If [Merge] is not intended, it will be indicated in the Note line.
  • In general, [MAIN] and [UPDATE] files should be merged, while most [OPT] and [MISC] files should be installed as separate mods.
  • Once installed, activate each mod, one at a time, in the order of the guide. This is critical for the desired result, as well as for the patches to work correctly.

Guide Versions[edit | edit source]

The format for the Guide version is X.Y.Z:

  • Z indicates minor changes: Note fixes, mods moved to different section or reordered, non-intrusive and minor mod version updates. Update and continue current game.
  • Y indicates moderate changes: Updates of plugins and/or their patches, FOMOD changes, mods added or removed, major mod version updates. Best to update before a new game.
  • X indicates major changes: Larger overhauls of the guide or sections of the guide, extensive updates/additions/removals. New game required.

Testing[edit | edit source]

The worst outcome: Complete a guide and load up only to find a game-breaking issue. Testing is strongly recommended [required].

  • There are Step Checks throughout the guide. Be sure to review all the information in these before moving to the next step.
  • In the event something goes wrong (CTDs, ILRs), work backwards starting in the last Step completed by deactivating a few mods at a time and retesting.
  • If a mod is found to have issues, double check the mod's card for proper installation. Sometimes, a simple reinstall is all that is needed.
  • Expect some issues or inconsistencies along the way with the Step checks. Sometimes these issues are not addressed until a later Step.

Guide Stats[edit | edit source]

Upon completing a full guide install as of v9.0.0:

- Total Mods (Left Pane of MO2): 795 (Previous version: 837)
- Total Plugins (Right Pane of MO2): 1072 (Previous version: 1347)
- Total ESMs: 35 (Previous version: 37)
- Total ESPs: 146 (Previous version: 157)
- Total ESMs + ESPs: 181 (Previous version: 194)
- Total ESLs: 891 (Previous version: 1146)
- Approximate HD Space: 190GB)

GUIDE FEATURES[edit | edit source]

Below is a review of the major changes made by this guide. Before committing, read this section in its entirety to make sure this is the desired experience. SkyRem is not for everybody - it is geared toward those looking for a more realistic, immersive, roleplay experience with an extended play-through. This is not intended for quick play-throughs. After completing the guide, refer here for unexpected behaviors to check whether they are intended.

Difficulty[edit | edit source]

- SkyRem is not designed to increase difficulty of play. However, by the nature of many of the mods used it offers a more challenging experience.
- Skills will be very weak without investing, and require continued investing in order to grow with the character and game.
- Combat needs more strategy. Adventuring requires more planning. NPCs act and react more realistically. Character development is more critical and dynamic.
- SkyRem works with any difficulty, but the vanilla difficulty settings primarily impact damage dealt and received with little/no effect on functions altered by mods.
- Hack-and-slash tactics will rarely work. Questing without food, water, tent, tools, etc. can lead to a quick demise or inability to perform some tasks. 
- Making choices regarding attributes, abilities, and perks without giving thought to the character build may result in a character destined for failure.

Leveling[edit | edit source]

- Experience to Level is minimally impacted by increasing the 18 Skills. Level experience is primarily gained by adventuring, completing quests, and defeating enemies.
- Skill leveling is capped by character Level. Skills cannot be leveled to 100 at low character levels. If a skill is no longer advancing, level up.
- Leveling will provide less H/M/S points than vanilla. A smaller bonus is applied at level-up based on level-up selection, but the majority is governed by attributes.
- The previous applies to carry weight as well. Carry weight increase at level up is dependent on attributes.
- As with Vanilla, one perk point is gained each level, but an additional perk is gained every 15 levels (2 perks at levels 15, 30, etc). This is done for balance.
- Characters will begin with three perks available immediately. As mentioned above, most skills will be useless without investment.

Equipment[edit | edit source]

- Deleveled: Any non-unique item can be found anywhere at anytime - Loot is based on rarity and abundance, not on character level.
- There is a higher chance of receiving better stuff based on the difficulty of the challenge, such as a boss vs a non-boss enemy.
- The ability to use a weapon properly is governed by its skill (One-Handed, Two-Handed, Archery). Finding a high level weapon early on may not provide an advantage.
- As with weapons, the ability to use armor properly is governed by its skill. High level armor may not provide an advantage at low levels.
- If unskilled, weapons will deal less damage and can be dropped or cause stagger on impact. Armor may not provide as much protection and may hinder more than help.

Factions[edit | edit source]

- Advancing within a faction takes time and effort. Harbinger, Arch-mage, Guild Master, etc. takes longer than 3 days.
- Skills play a role in advancing within a faction. If unskilled in combat, advancing with the Companions may be more difficult if not impossible.

Combat[edit | edit source]

- Combat is more realistic in how damage is dealt and how NPCs behave.
- Different enemies have natural resistances to different attacks, both physical and magical. If something is not working, try something else.
- Animals behave more realistically. Many can simply be avoided and will not become aggressive unless provoked.
- Bosses are tougher. Sometimes much tougher requiring more strategy (or assistance).
- Encounter Zones - Do not expect being 10 levels higher than the minimum will result in a quick run through, even if it was last time.

Crafting[edit | edit source]

- Crafting (and other activities) require the proper tools. This includes chopping wood, mining ore, forging, tempering, even cooking.
- Crafting perks are designed to be more useful and have perks available to remove the some of the "grindy" aspect.
- If unable to perform a task due to lack of a tool, the right one can either be bound or bought from an appropriate NPC.
- No potion spamming - so use them wisely. Time to recover from potion use is required before another potion will be effective.

Character Development[edit | edit source]

- Characters can develop and enhanced in many ways and in many combinations.
- Things to consider for developing a character: Standing Stones, Deity, Attributes, Shouts, Perks, Class, Race (including Werewolf, Vampire, or Lich).
- Once attributes are set and accepted, they are done. Attributes will grow and improve based on the skills developed, but this takes time.
- The Reflect power allows for selecting a background for characters, and provides an immediate boost to a single skill.
- Devout followers use the Pray power daily to increase favor with the appropriate deity.
- There are limits in that a single character will not be able to master every skill and class. Choose wisely.

Survival[edit | edit source]

- Sleeping, eating, and drinking are required to be fully effective, and avoid dying from exhaustion, hunger, or thirst.
- Consider the quest before starting - will a tent, food, water, and/or tools be needed? Craft, buy, find, or steal what is needed before setting out.

The Adventure Begins[edit | edit source]

- Start a new game and immediately WAIT. It takes a few minutes for all mods to initialize.
- Once the messages stop, save and restart to make sure there are no immediate issues with loading.
- Set up the MCMs (Section V) and save again. Restart to again make sure there are no immediate issues with loading based on MCM selections.
- Develop a character before running out to tackle the Main Quest. Jumping right in will be difficult.
- Do small jobs to gain septims for supplies. Roll your attributes, choose your background, utilize your free perk points. Get an idea of your character's development.
- Utilize trainers. Practice on dummies and targets. Hone primary skills early.
- Explore and mingle with the locals, helping out where possible. Completing some simple quests and discovering locations will help raise character levels early on.

HOW TO[edit | edit source]

Clean Mod[edit | edit source]

CLEAN

Mods tagged with Clean need to be ran through xEdit's Auto Quick Clean function.

  - In MO2, launch SSEEdit QuickAutoClean in the executables drop-down box.
  - In the mod list that opens, check the mod to be cleaned and click [OK].
  - SSEEdit will run for a few moments. Once the completed message appears, [Close] SSEEdit.
  - In the final pop-up, make sure the mod cleaned is selected so it will save.

Sort Load Order[edit | edit source]

It is recommended to sort the load order and test the setup following each step. LOOT will do the majority of sorting automatically, and any manual adjustments needed will be noted in the Section V LOOT notes. Note that LOOT will identify plugins that need to be cleaned and keep a tally by the Dirty Plugins header near the top. If this number is anything other than 0, scroll through the mods in the right pane and find which mod(s) require(s) cleaning and take the necessary steps. Also research any Errors noted. The Warnings can be ignored as they pertain to compatibility which is largely addressed later in the guide.

To sort Load Order:

  - In MO2, launch LOOT in the executables drop-down box.
  - In the window that opens, click the [Sort Plugins] button in the upper right (three lines).
  - Click [Apply] in the tool bar where the Sort Plugins button was. The Apply only appears if LOOT determines changes need to be made.
  - Exit LOOT.

Extract BSA[edit | edit source]

BSA

Mods tagged with BSA contain at least one BSA (Bethesda Archive files) that needs to be unpacked. A BSA contains various assets that need to be extracted from the archive in order to work as intended by the guide. There are several options to extract a BSA file.

Allow MO2 to extract BSAs during install:
  - Open the Configure settings and workarounds (wrench and driver icon) and go to the [Plugins] tab.
  - In the upper-left window, click [BSA Extractor].
  - In the window directly to the right, update [enabled] to [true].
With this set to true, any mod installed that contains a BSA will provide a prompt whether to extract it or not. If a mod is tagged with BSA, select [Yes]. If not, select [No]. The downside to this method is having to remember to turn this on and off, or having to answer the prompt every time a mod is installed containing a BSA, the majority of which do not need to be extracted. Recommendation: keep it enabled and sacrifice the time of one additional click over the other options.
Extract BSA within MO2:
  - Click the [Archives] tab in the right pane.
  - Locate the BSA to extract. Right-click it and select [Extract].
  - Navigate to the desired location to extract the BSA (extract to the mods folder).
  - Delete the BSA.
This option does not require turning a setting on/off or have pop-ups with each install, but the navigating to the mods folder can be even slower, and has the additional step of deleting/hiding the BSA afterwards.
Utilize external BSA extractor:
This will not be covered as they are obsolete with the above two options, but they are out there. Their respective pages provide all the information needed to install and utilize the tool.

Optimize Meshes[edit | edit source]

CAO

One of the most common causes of CTDs - Meshes. This step needs to be done with any mod flagged CAO. Generally this is due to NIF files (mesh files) that need to be optimized to be used with SSE (particularly, but not exclusively, LE mods containing NIFs).

Optimize NIF Files:
  - Navigate to the Tools/Asset Optimizer folder.
  - Run Cathedral_Assets_Optimizer.EXE.
  - Ensure the [Profile] is set to SSE.
  - Click [Open Directory], navigate to the mods folder, and click [Select Folder].
  - Unless otherwise explicitly stated, only use the [Necessary optimization] option checked under both [Meshes] and [Textures].
  - Click [Run].
  - When complete, simply close the window.

Port Mod [from LE][edit | edit source]

PORT

Mods that are flagged Port need to have the plugin converted for SE.

Fix the Form Number (from 43 to 44):
  - In MO2, launch Creation Kit in the executables drop-down box.
  - Once open, select [File] and [Data] in the tool bar.
  - In the window that comes up, double-click the mod to convert, and click [Set as Active] and [OK].
  - This may take a few moments to load. Ignore any errors that show in the additional window.
  - After the mod is loaded, re-save the file by going to ([File] and [Save].
  - Make sure the Saving... Done! message appears in the bottom bar. If not, the plugin did not save in Form 44.
  - Exit CK.

If the mod contains a BSA file, it will likely need to be extracted (see BSA above) and the assets (meshes, textures) optimized (see CAO above).
Therefore, a Port tag may require: BSA any archives present >> CAO if meshes are included, and finally Port the plugin.

Merge Mods[edit | edit source]

Some plugins can be merged with zMerge to condense the plugin count if needed. While this was used for smaller mods and patches previously, the guide (as of v6.0.0+) will no longer use this process in favor of compacting / flagging plugins as ESLs now that all the necessary tools are up-to-date and able to handle lite plugins (ESLs) and loads > 254 plugins.

In MO2:
  - In MO2, launch zEdit in the executables drop-down box.
  - On the opening screen, select [zMerge] in the first drop-down and click [Start Session].
  - Click the [Create Merge] button.
  - In pop-up's [Details] tab, name the merge (the filename will update automatically). Leave the Merge Method as the default (Clobber).
  - Go to the [Plugins] tab, select all the plugins to be merged, and click [OK].
  - Under the [Load Order] tab, check the [Use game load order] option.
  - Under the [Data] tab, make sure all options under the headers are selected, with the exceptions of [Bethesda Archives] and [General Assets].
  - Select [OK].
  - Find the box containing the created merge. In the upper-right area of that box, click [Build].
  - When zEdit finishes running, exit.
  - In MO2, the new merged mod will be located at the bottom (a [Refresh] of the view may be required before it appears).
  - Once the merge is complete, placed in the load order, and activated, use the Merge Plugins Hide function in MO2 to deactivate the plugins included in the merge.

Flag Plugin As ESL[edit | edit source]

ESL

Mods flagged with ESL can be flagged as an ESL, thereby keeping it from counting towards the plugin limit. It is safe (and faster) to wait until the end and flag all plugins at one time. This does not have to be done as mods are installed (just do not forget to do so later).

- In MO2, launch SSEEdit in the executables drop-down box.
- Select the plugin in the left pane.
- Right click the field next to [Record Flags] in the right pane (do not click on Record Flags, but the field to the right of it).
- Select [Edit], check the [ESL] box in the pop-up, then click [OK].
- Exit SSEEdit.

Find Plugins That Can Be Flagged ESL[edit | edit source]

While not technically something that is required for the guide, this is a good tool to use if nearing the plugin limit and trying to find plugins that can be safely flagged as ESL to reduce the count. Handy if adding to the guide.

- In MO2, ensure all plugins are activated in the Right Pane and launch SSEEdit in the executables drop-down box.
- In the pop-up, hold [Shift] and click [OK].
- Once loaded, right click anywhere in the left pane and select [Apply Script].
- In the pop-up, find Find ESP plugins which could be turned into ESL in the Script drop-down box and click [OK].
- Review the output messages for any plugins that include Can be turned into ESL by adding ESL flag in TES4 header.
- Use the How To >> Flag Plugin as ESL to flag all plugins with this message.
- Exit SSEEdit.

Compact Forms and Flag ESL[edit | edit source]

COMPACT

Mods with a Compact tag will need to have their forms compacted and then flagged as ESL.

- In MO2, launch SSEEdit in the executables drop-down box.
- Right click the plugin in the left pane and select [Compact FormIDs for ESL]. Select [Yes] if prompted with a warning.
- Use the How To >> Flag Plugin as ESL to flag the plugin as ESL.

Add Plugin As A Master[edit | edit source]

As of v5 of the guide, there is one instance in which a plugin needs to be added as a master for another plugin - RDO-CRF+USSEP Patch needs to have Relationship Dialogue Overhaul.esp as a master in order for LOOT to sort the patch correctly.

- In MO2, with both plugins selected, launch SSEEdit in the executables drop-down box and click [Run].
- In the pop-up, hold [Shift] and click [OK].
- In the left pane, select the mod that needs a master added. [Right-Click] the mod and select [Add Masters].
- Tick the mod that needs to be added as a master, and click [OK].
- Exit SSEEdit, allowing the mod to be saved.

Change / Update A Master[edit | edit source]

On rare occasions, a master may need to be changed from one plugin to another. While not currently necessary as of v5, it has been needed in the past when the name of a plugin is changed and a patch requiring that plugin has not been updated to reflect the new name. This is currently the only process for which Wrye Bash is required with this guide.

- In MO2, launch Wrye Bash in the executables drop-down box and click [Run].
- In the left pane, select the mod for which a master needs to be changed/updated.
- In the right pane, under the Masters: section, find the master plugin that needs to be changed/updated, [Right-Click] and select [Change to...].
- In the pop-up, navigate to the plugin and [Double-Click] the new plugin.
- Close Wrye Bash.

TROUBLESHOOTING[edit | edit source]

Game Won't Start[edit | edit source]

If experiencing an issue with MO2 locking, loading the VFS, and instantly unlocking without a game start, it is most likely due to a Missing Master. Check the right pane for any errors (! in a red and white triangle). Roll the mouse over any mod(s) with this symbol and check if any plugins are listed under the Missing Masters section of the pop-up.

Splash Screen Loads, But No Menu[edit | edit source]

Some problems may manifest as an infinite menu - the game appears to launch, the splash screen is shown, but the menu never shows up. The most common reason this has occurred with the guide is an issue with merges - most prominently with the provided SkyRem Patch. This patch requires certain mods to "win" over others in the merges. First - identify the offending merge by using SSEEdit to Check for Errors on the appropriate patch. If errors appear, locate the merge causing the issue by using the first two characters of the FormID. Once identified, use zEdit to rebuild this merge, making sure the necessary plugins are present and in the correct order (use the Merged ... sections as a reference). It may also be beneficial to revisit Section I to ensure zEdit is setup correctly, and the Merge Mods section of this How To to check the zEdit options (such as the Use game load order option being set in each merge). While some of these issues may result in a stable game, just with inconsistencies based on the intended result, some can cause the game to not load properly if the patch is looking for a record that has an error due to the wrong mod in the merge winning over the one intended based on load order.

Crashing (CTDs)[edit | edit source]

The most common reason for experiencing CTDs with the guide: Improperly porting LE mods and failing to optimize mesh files with CAO. During the Step Checks, if CTDs are experienced, the first step is to review the Part of the guide most recently completed for any CAO and Port tags to ensure these were completed correctly. This has fixed the vast majority of CTD issues reported. Mods most commonly reported for this:

  • Extended UI
  • Enhanced Skyrim Factions - The Companions Guild
  • Thieves Guild Requirements

Face Bugs[edit | edit source]

In short, Face Bugs occur when one mod changes the appearance of a NPC, then another mod changes another aspect of the same NPC and ends up overwriting the appearance changes. This is a very over-simplified explanation, but should suffice in helping resolve any face-bugs. If face-bugs are found, revisit Section III >> Step 8 >> Part A and check the Load Order to ensure the mods are in the correct order (left pane). Note that the Synthesis Patcher (Section V) can help in addressing face-bugs as well. Prior to reporting face-bugs, make sure these two steps have been completed properly.

LOOT - So many problems[edit | edit source]

Follow the guide - the messages, errors, warnings, and anything else LOOT throws out will be handled as the guide progresses. In many cases, these will not go away until Section V where much of the patching is completed. LOOT is a fantastic tool to help get the load order right - this is its main function and the primary reason it is included in the guide. Anything else seen by LOOT is based on mod author/user feedback. While great at pointing in the right direction for cleaning, incompatibilities, etc... all of this has been handled within the guide even if not explicitly stated.


End of Home Page


SkyRem Guide Pages

Home Page <-----
Section I
Section II
Section III
Section IV
Section V
Changelog

SkyRem Guide Support

Discord: Discord Channel for all things SkyRem (Guide and Mods).
Patreon: Support SkyRem development via Patreon.
PayPal: Support with a one-time donation via PayPal.
Trello: See guide development progress on Trello.