Skyrim Mods

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Skyrim Mods

This is a place to talk all about Skyrim Mods!

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Skyrim granny retires (www.youtube.com)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 
 

cross-posted from: https://lemm.ee/post/43045453

TLDW; She's getting tired and doesn't feel like making videos anymore. She also mentions that she's getting eye surgery, but that seems to not be related to her retirement. She'll probably still make a video here and there.

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Act 1: It started with some fun little quests to introduce you to the narrative style. The fights were too hard, so I improved my character stats until I could handle them. It's not easy to know when there's no choice but to go along with whatever is suggested, and when you can do something else, but I guess I got it more or less right.

Act 2: A nice meaty dungeon crawl. My efforts to make my character stronger paid off, the difficulty was just right.

Act 3: Holy shit it's too hard suddenly. One does not level up quickly in my version of Skyrim, maybe that's why. At one point there's an option that suggests you can skip the whole thing, but I didn't take it and would guess it probably isn't so easy. I had to resort to stealth archery and I didn't bring a lot of arrows. Some horror game stuff of a kind I don't normally enjoy, but it was well-executed. It was a pretty long slog.

Act 4: Okay we're in Dark Souls now. Except the boss fights are even longer. I had a legendary weapon, shiny superhero armour, lots of magic resistance, a good healing spell, all the equipment a skyrim paladin could want, and yet even some of the non-boss fights took a lot of time and effort. Hit, dodge, run, heal, repeat. Forever. To be fair I do have the difficulty settings turned up pretty high. I wandered around lost for a very long time. Some of the battles were epic. There was only one area I had a really hard time with: There doesn't seem to be any resisting the tentacle attacks so they were pretty much instant death.

The ending was quite good and made it all seem worthwhile.

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Why is this being downvoted, I'm just asking for mods that can replicate or get close enough to this outfit

What's the problem?

I have found matching boots from "The Fancy Witch Armour"

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Well here's a linux modding tip: Turn off ESYNC and FSYNC when running DynDOLOD. If it randomly goes wrong in the middle of its hour-long run, that could be the problem.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

Hi everyone, I've run into an odd issue that I've been trying to fix for about a week now. Four of the mods I use don't seem to load when I run the game. I've reinstalled them and the visual redistributable stuff multiple times. I've even gone so far as to uninstall Skyrim and MO2 for linux and redownload everything. I can load into the game just fine and the mods appear in MCO but i cant adjust the settings and they dont function. If anyone could help I would be very grateful.

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Here are some mods I can recommend that directly affect game balance, feel free to suggest more. For the most part I've listed only things that directly affect the basic variables in simple ways, not including survival mode stuff, combat overhauls, perk tree changes, the paraglider, and many other things that obviously do also affect game balance but aren't only about that.

*Skyrim Skill Uncapper for SE and AE - Adjust rate of level up for each skill individually. I like level-ups to be way slower than the base game, like 10 times slower, but with skills where tedious grinding is already the only way to train them left closer to normal but contributing less to character level advancement. Enjoy being level 1 for a meaningful amount of time.

*Armor Rating Overhaul - Makes early-game armour not completely useless. Getting some should be the priority it normally is in such games. The base game armor rating algorithm seems weirdly broken, any of this mod's options is better.

*Yet Another Difficulty Mod - Adjust damage dealt/damage taken, optionally changing it automatically as you advance. In my current game it's set to start with 1.0/2.0 at level 1 and smoothly progress to 0.5/5.0 at level 30 (compared to 0.25/3.0 for default legendary mode) and so far that seems good.

*Extra Encounters Reborn - Encounter more problems when wandering around the world.

*High Level Enemies - Make those you encounter more dangerous. Many of the people and animals who live only to murder passing strangers scale to higher levels than previously possible.

*NPC Regen Nerfed - Taking away their infinite magicka supply makes things a little easier.

*Simple No Health Regen - If you don't go full survival mode, maybe at least have no health regen.

*Smart NPC Potions - They might use two or three healing potions during a fight. Also they might poison you.

*Maxsu Combat Escape - When fights are actually difficult you might want to be able to run away without that stupid ogre continuing to be angry at you forever from the far side of a mountain.

*Simply Better Movement Speeds - My current choice of movement speed mod.

*Encounter Zones Unlocked - Probably helps if you're going to have a playthrough that goes on for a while.

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Coming to Skyrim from The Witcher 3, and two things I really feel the absence of is realictic lighting that makes the whole world look flat and boring, and hard to look at for too long, and that quest markers show you the direction of the quest, but not the path to get there on the minimap.

What mods that work well with playing on Linux through Proton do you recommend (and how to install them)?

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Why didn't anyone tell me that Papyrus Tweaks NG is mandatory once you have too many other mods?

Too many being probably about four hundred in my case. Script lag was getting ridiculous and then it started locking up, and now suddenly with that one addition, it's smooth and solid again. With that I guess my personal version of Skyrim is pretty much done, or at least ready for play testing.

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I have been through many playthrough using both Simonrim and Enairim, and have enjoyed myself thoroughly. But I now want to branch out and see what else is out there.

So far, tjhm4 seems to be a good bet, with Master of One for overhauling perks, Acolyte for religion, Legacy for races and Curse of the Firmament for standing stones. I already use his Exercise, Exhaustion and Geometric Stat Growth mods.

Are there any other mods you think would pair well with these? Either alternatives to the above, or additional overhauls for Magic, Alchemy, Enchanting, Cooking, or any other systems? Look forward to hearing from the hive mind!

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Been banging my head against the wall with this.

All I want is some animation mods for different combat stances for all the vanilla weapon types. I don't use MCO or anything like that and don't plan on it.

I currently been using stuff like Vanargand, Leviathan and Goetia for my base animations. But I would like High, Mid and Low stances to have completely different animations than the base/neutral.

Tried to find mods preconfigured for stances, but they either require other frameworks and shit, or have no OAR configs.

I have the AMR Stance Framework to use as a template. I understand you need to place the anims in all the correct folders. But I am having trouble wrapping my head around the numbers and whole structure. Especially with trying to go from DAR folders to the OAR ones. Like trying the Elder Souls anims for some stances. But the numbers are a bit different and it is throwing me off.

Any help would be nice. Or better yet, a complete pack/list of stance compatible animations that you peeps use.

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Oblivion remade in the Skyrim engine. Thats our goal. With our planned 2025 release date we’re showcasing gameplay systems, a part of the world map, a new city, Ayleid dungeons and much more.

Despite our progress, we can’t do this alone: we hope with your support to finish the final steps in completing Skyblivion. Does that sound like something you can do? Then please visit our website to apply: https://www.skyblivion.com/volunteer/

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nexusmods.com is blaming their current outage on Fallout:

We are experiencing much more traffic than usual due to the popularity of the Fallout TV series [...] this extra traffic could cause a degraded experience across the website and our applications.

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I'm not a fan of most of the current list of popular grass mods for a couple reasons. First, they are often just too tall. Second is that they often put what, to me, are unimmersive plants in the wrong biomes. In particular, I don't like waist-high oceans of wheat on the tundra of Whiterun.

I've been using just the grass meshes from the venerable Skyrim Flora Overhaul. I really like the low ground cover it provides for Whiterun. However, in an age of 3D\parallax meshes, a lot of these meshes don't look that great.

So I'm just curious if any of you are really happy with the grass mods you use and, if so, why.

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I also check Smim patch on ELFX fomod

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The only way I found so far is SKGE but it make water lod seam more obvious and make ocean lod purple and it's too distracting

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Hey everyone, got a release to show off today!

The mod is called Painted Torment, and centres around Vane, an aspiring painter who is attempting to make his magnum opus. The player will be tasked with retrieving certain alchemical ingredients for Vane so he can mix the required pigments together.

While a simple premise, the mod features a rich and unique story, with a backstory not touched upon in vanilla Skyrim. It always draws some parallels from A Brush with Death from Oblivion, so fans of that quest should hopefully enjoy the mod!

Here's a showcase of the voice acting: https://youtu.be/X9YOR7fv_d0

Here's the actual mod: https://www.nexusmods.com/skyrimspecialedition/mods/113177

Thanks for reading, hope you enjoy!

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Hey everyone! I've just released a new mod called The Serpent's Covenant!

To put it simply, the mod centres around one main NPC, Alexia. She is a travelling mercenary who seeks to end the titular guild by killing its leader as she believes they seek to end all civilised society. Along the way, she'll be meeting a rather interesting member of this guild who will guide her to the head of the organisaiton, and inform her of the true motivations of the faction.

This mod delves into some topics not talked about in the base game and should make the player question their morality and if they agree with the cause of the guild. The mod is the largest I've made in a while, it features over 300 lines of well written dialogue voiced acted to an incredible standard, at least seven new points of interest to explore, consequences to your actions, and much more!

A showcase of Alexia's first encounter can be found here: https://youtu.be/3yw6G2lB03w

The mod can be found here:

https://www.nexusmods.com/skyrimspecialedition/mods/111911

Thanks for reading, hope you all like the mod, took me quite a bit to make haha

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submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]
 
 

I am setting up a new modlist, and testing as I go along. Last mod I installed was The Great City of Winterhold (which is great BTW) but when running around it, I noticed a few naked NPCs.

Then I coc to Whiterun, to do more testing and Aela, Farkas and Ria were fighting the Giant on the farm with nothing on, and no weapons (they were fighting unarmed!)

I opened Aela on SSEDIT and she has no issues - otft record, inventory with weapons all seem in order. Wondering what is causing this and how I can fix it.

https://loadorderlibrary.com/lists/purush

Edit 1: see NSFW pic (because they are all naked) with More Informative Console here - https://i.imgur.com/p4kAD2B.jpeg

Is it a bad sign if the Base and the Ref are referring to different ESPs?

Edit 2: I worked it out. I had the first version of this mod - https://www.nexusmods.com/skyrimspecialedition/mods/109152. It was applying to NPCs, and they were naked because they were too low level for their gear. Because it is all script injected, it wasn't clear that there were any issues when looking at SSEEdit. The dangers of runtime-patching, manifest!

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Title

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Hey everyone, just released a new quest mod, The Price of Art!

To put it quite simply, The Price of Art is a quest mod inspired by the story and life of Vincent Van Gogh. It features a travelling poet named Gaius, who seeks to heal the damage that he has sustained in the past. He will travel all over Skyrim in an encounter-based format, with each encounter you'll learn more about his incredibly interesting but tragic life.

The mod has some really high quality voice acting which can be viewed here: https://youtu.be/MT9yJ0k6Rkw The whole mod has a total of 148 voice lines which I think is the most for one of my single NPC-centred mod!

Thanks for reading, here's the mod link! https://www.nexusmods.com/skyrimspecialedition/mods/108516/

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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 
 

I've spent most of my gaming time for the past year gradually applying more and more mods to Skyrim, and finally got around to trying Chanterelle last week.

It doesn't have much in the way of quests or npc dialogue, but everything it does have is top quality. Lots of wilderness to explore, a couple of dungeons to crawl. Somehow the landscapes feel more realistic than most of Skyrim. Recommended for those who enjoy walking around in the woods. There are many wonders to discover. Next new game I'm going to try starting there.

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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 
 

It allows older versions of Skyrim to handle files with the new plugin version number. Removes any temptation I might've had to install the update any time soon.

If you reverted to 1.6.640 for example and it was still crashing (as some reported) it's probably because they snuck a new .esl file in that you didn't notice, and this mod should fix that as well.

Even if we never get another Elder Scrolls game worthy of its legacy, Skyrim modding will continue.

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In the unending quest to extract money from the mod scene, an update has arrived. Make sure to take a backup before you next launch the game from Steam. There's already a new release of SKSE but who knows what else might be freshly broken.

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cross-posted from: https://lemm.ee/post/17023069

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Hey, guys. I was on medical leave for three months last year and spent a good portion of that time modding the absolute hell out of my game. I made several merged mods via zMerge, have a plug-in called zPatch.esp which I can't recall the purpose of, an inactive (unchecked) Bashed Patch, and an active Smashed Patch.

The game would have been good to launch and go as it was, but I have better hardware now and installed Nature of the Wild Lands, subsequently deleting Happy Trees, Aspens Ablaze and Enhanced Vanilla Trees from my former mod list. In addition, I installed four of JK's Outskirts mods (Markarth, Riften, Solitude, Windhelm) that had released since I last played.

To keep my plug-ins under 250, I trimmed the fat by removing KS Dragon Overhaul, as well as Civil War Refugees Redux due to clipping incompatibilities with the JK's Outskirts mods.

So to make certain everything still plays together nicely, I believe I need to remake the Bashed Patch (leveled lists only), then include it in a Smashed Patch, and leave only that Smashed Patch active near the bottom of my load order? Is this the correct order?

And if so, any idea what I may have made that zPatch.esl for? I had following Sinitar's guide for a good portion of the mods before moving on to the endless acquisition of others, but primarily referred to GamerPoets videos for the more complicated things like merging, bashing, smashing and DynDOLOD.

Any help sparking my memory here would be greatly appreciated. I've already properly ran TexGen and DynDOLOD, and checked my merged mods to rebuild and relink scripts, so that much is sorted out.

Thanks!

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