Now we'll cover how to get started with Skyrim mods, as well as recommending some essential improvements. Check the subsequent pages for all the best Skyrim quest mods, new spells, equipment, followers, combat changes, and more.
Skyrim's original UI is, well, terrible. SkyUI makes it easier to use, more pleasant to read, and much more useful for sorting through your loot and menus. Most importantly, SkyUI adds a mod configuration menu to the pause screen, letting you tweak and adjust compatible mods (including many on this list). A lot of mods don't require SkyUI and will run just fine without it, but you'll get much more out of your mods if you have it.
The Elder Scrolls Skyrim With 100 Mods And More Torrent
Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.","contributorText":"With contributions from","contributors":["name":"Diana Papiz","link":"href":"https:\/\/www.pcgamer.com\/uk\/author\/diana-papiz\/","name":"Jody Macgregor","role":"Weekend\/AU Editor","link":"href":"https:\/\/www.pcgamer.com\/uk\/author\/jody-macgregor\/"]}; var triggerHydrate = function() window.sliceComponents.authorBio.hydrate(data, componentContainer); var triggerScriptLoadThenHydrate = function() var script = document.createElement('script'); script.src = ' -8-2/authorBio.js'; script.async = true; script.id = 'vanilla-slice-authorBio-component-script'; script.onload = () => window.sliceComponents.authorBio = authorBio; triggerHydrate(); ; document.head.append(script); if (window.lazyObserveElement) window.lazyObserveElement(componentContainer, triggerScriptLoadThenHydrate); else triggerHydrate(); } }).catch(err => console.log('Hydration Script has failed for authorBio Slice', err)); }).catch(err => console.log('Externals script failed to load', err));Christopher LivingstonSocial Links NavigationStaff WriterChris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.
This chonking great mod is the sum of 16 other mods which come together to make Skyrim a more hardcore and unforgiving experience. Ultimate Skyrim aims to do this by adding a greater focuses on roleplaying, with additions of temperature and hunger mechanics, and overhauled combat system.
Feel free to suggest any mod you want to see in this list or ask me any compatibility/stability questions I'm running Skyrim without any crashes and issues with about 1500 mods installed - and you can have even more and still have your game fully stable. That's not some kind of exaggeration - everything you need is to follow the guide attentively :)
1) Download and install mod manager. Choose between Nexus Mod Manager (use the .exe file), Mod Organizer 2 or Kortex Mod Manager . All 3 of them are great mod managers, each with something own to benefit player. I personally use NMM. What's the difference? NMM is "simple yet effective". MO is a mod manager packed with tons of cool features, mod manager on steroids if we can say so. Kortex is something in between, more similar to MO, but has own pros and cons over it (look here for comparison). Almost all mods can (and should) be installed via mod manager. Do not install mods manually. The guide contains notices regarding some exceptional cases when you'll need to install some mod/part of mod manually, but for the 99.9% of cases - always use mod manager. You may also find these NMM tutorial, MO2 tutorial and Kortex info page useful. Extra note: If using MO2, make double, triple sure you have watched the tutorial linked and know how to use it properly before asking for troubleshooting support :) IMPORTANT NOTE #1: Kortex mod manager was tested by myself for working properly - I liked it, just don't personally prefer it over MO2 or NMM. Also, it's not quite the most popluar mod manager, so it lacks usage tutorials, and you'll need to learn how to use/troubleshoot it yourself. Due to the same reason, I won't be able to provide Kortex troubleshooting support in Discord - but once again, it's a great mod manager and you should be absolutely feel free to try it. IMPORTANT NOTE #2: Nexus Mods team is currently developing new mod manager called Vortex. It's looking pretty fancy visually, but sadly, it's still very glitchy and pretty dysfunctional. I won't be able to provide any troubleshooting support if you're using it as it's not suitable for modding games like TES or FO. My advice atm is, if really want to, track it and test it by modding some other games with much simplier modding stages. Do not use Vortex to mod Skyrim. Once again, DO NOT USE VORTEX TO MOD SKYRIM. Yes, this note still applies for 2021. If it will be fine one day, I'll let you folks know.
2) Download and install SKSE. If you allready have it - great. If no - install it. It's obligatory. SKSE is [essential]. Stability mods are also working through it, as well as vast majority of amazing gameplay mods. Consider it a basic invisible evolution element of Skyrim. Make sure to download the correct version! 1.7.3 is for Skyrim LE - you don't need that at all now. If you have [exactly] the Skyrim SE version of the game (1.5.97, you can right-click on the game .exe file and see the version there) - get SKSE for 1.5.97. If you're on AE (it's still named Skyrim Special Edition in your game library, it's the .exe that differs) - get the current AE version, and VR version for VR. Download the archive somewhere, unpack it. From the folder, get the .dll, .exe files and \Data folder, and place them to your Skyrim SE/AE folder, as showed here. MO users should archive the \Data folder and install it as any other mod trough MO (you can do the same in NMM as well if you wanna). From now on, launch your game only via SKSE (skse64_loader.exe), not the game regular launcher. A general note about SKSE-based mods and what to do with them. Situation with the SE ==> AE update is different from those SE updates in past. Why so? Thing is, the problem with past SE updates was basically pretty simple and related only to the game version update itself, which was fixed by Address Library mod (further in this section). For AE, huge amount of SKSE functions themselves were changed or deleted, so for most of SKSE based mods to fully and properly work in AE, most of SKSE mods code will need to be rewritten by its author, on some scale - from just a few lines to possibly a complete rewriting from scratch, depends on the mod. That's why AE modding stage will need more time to recover then it was usually taking for SE updates in past (if ever). Remember that alternatively, you can simply mod LE for your current run, as it doesn't have this issue to begin with - and for the another run, some time will pass, and AE modding stage will be most likely recovered by then. What does this mean for those modding AE now and wanting to use SKSE-based mods? Simply look on every such mod page Files tab - if the mod is already updated for AE, there most likely will be a separate version of it, with an indication it's for AE - so, you'll need to install the AE version of the mod. Similarly, if you're on SE (not updated to AE yet) - when downloading an SKSE-based mod, make sure you're downloading the SE and not AE version of it. That's it!
10) Download zMerge (highly recommended) or Merge Plugins. Yes, Merge Plugins is hosted in Skyrim LE sections and yes, it does work with SE absolutely fine. At the other hand, zMerge (it's a part of zEdit) works just fine with all mod managers, no just MO2 (big thank you Euphemia for once pointing me on this). You will need this if you'll make really heavy load order and reach the 255 plugins (.esp) limit. By merging mods, you can technically have almost endless amounts of mods installed, so you will be limited only by your PC specs and mods themselves (meaning no using broken/dangerous mods and not overloading your game with script-heavy mods). These tool (once again, zMerge is recommended over Merge Plugins) easily merges plugins into one .esp file, drastically decreasing the total amount of plugins and allowing you to install more and more mods. But why zMerge over Merge Plugins? Simply said, it's more powerful and will allow you to merge more easily compared to Merge Plugins tool. For A to Z simple tutorials about using zMerge or Merge Plugins, watch these tutorials here (for Zmerge) and here (for Merge Plugins). Note: But what about .esl'fying the mods? It's allegedly a cool feature, so maybe we don't need to merge mods at all anymore? There is a bit more about that - indeed, marking plugins as .esl is a new alternative way of not reaching the 255 plugins limit, but: 1) not all the same mods you can merge can be esl'fied, so sooner or later, you'll eventually need to merge mods anyway 2) esl/ified plugins have some specific bugs 3) Some other mods, especially mods with dynamic patchers (like ASIS, Bashed Patch etc) simply don't recognize .esl plugins [AT ALL], meanining that if you'll, let's say, have 200 esl plugins, and then build a Bashed Patch (which is essential for any medium-to-heavy modded game), all the changes/additions, whatever those plugins are doing, will be not present in your game with utmost chance, making them meaningless to begin with. The sooner you'll learn how to merge mods (guide provides assistance with this), the better it will be for you - moreover, as soon as you'll get the basics, you'll see there's nothing to fear at all :3 SOME mods are fine to be used as esls, and if for some of the mods/patches you're using there's no alternative asides of the esl version of its plugin - install it. The explanation/solution to this will is mentioned in the end of the guide. 2ff7e9595c
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