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Getting started can be daunting


Seeker999

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Where did you install your game? I don't use Program Files because I read a long time ago it can cause permission rights problems. I created a directory for all my games -  C:\Gaming. It just makes it easier for me to have all my games in one place.

 

Now, start from the beginning. No mods. No mod manager. Does your game run? If not, then you need technical support from where you purchased the game. If your game runs fine, great. On to the next step.

 

Install your mod manager. I use Vortex and also installed it in a directory I created, C:\Gaming. If you decided to use MO2 as your mod manager, that's great. Whichever one you use, set up correctly and see if you can run your game from within the mod manager. If not, go to technical support for the appropriate MM and figure out what's up. Once you can run your game from within the mod manager you are ready to start adding mods.

 

Don't add all the mods you want at one time. If something is wrong with one of them you won't know it and will just frustrate yourself and anybody trying to help you. Start w/ SKSE (Skyrim Script Extender). It's used in a lot of mods and if it ain't right ....

 

There are several versions of SKSE. Be careful to pick the one for your game version and where you purchased the game (Steam or Gog). If you update your game later, you will have to update your SKSE. If you successfully run your game from your mod manager off the skse launcher (not the game launcher), then you are ready to start modding. You can find it on Nexus and the SKSE page. IMPORTANT - both the Steam build and the GOG build for a game update could have the same version number, that's why you need to pay attention when selecting your SKSE.

 

If you are not sure of your game version, you can double-check by a) go to your Games tab in Vortex and click on the 3 dots icon to the right. A dialog box will appear that includes the installed version information. Or b) find your SkyrimSE.exe file in "...Steam\steamapps\common\Skyrim Special Edition" and bring up the properties. In the Details tab it will have the file version.

 

SKSE does not go in the game's Data directory like most mods. In the Vortex mods page, find SKSE. Double-click to bring up details. Scroll down the details pane until you find Mod Type. Make sure it says 'engine injector'.

 

Deploy (hit the 'Deploy Mods' button on your mods tab/page. Start your game with the skse64_loader.exe. FYI, it'll be easier if you create a shortcut to it in your mod manager. In Vortex, go to your Dashboard and the Tools section. Set it as primary so that whenever you click the big game icon at the top of Vortex, you'll start the game using skse64_loader.exe.

 

Choose your mods carefully and read the mod description thoroughly. Look for any installation steps, requirements (hard and soft) information, and incompatibility issues. Some versions of some mods are not compatible with all versions of the game, especially if they are SKSE-dependent. If the mod page says their mod A is not compatible with another mod B then you have to MAKE A CHOICE. Unless a patch has been created to make them work together, make a choice. Don't make it harder for yourself.

I can't stress this enough: Read the description and FAQ (if any) of any mod before downloading and installing.

 

Before downloading any mod, make sure that it will work with your game/skse setup.

 

Some things to know/be aware of:

  • I am going to assume that at this point in time most people will have the official dlc's - Dawnguard, Hearthfires, and Dragonborn.
  • There are Skyrim (aka Oldrim or LE) and Skyrim Special Edition (SSE). These were built differently (don't know the details, 32-bit v 64-bit among other things). AE or Anniversary Edition is still Skyrim Special Edition, it is updated and has added free Creation Club content (I'm not getting into the paid content). Don't disable these plugins just like you don't disable the dlc plugins. The AE version numbers of SSE begin with 1.6.
  • Form 43. You may have heard of this. ESP's built in the Creation Kit for Oldrim are Form 43. That doesn't mean the .esp file can't be used in SSE/AE. I've been using some Oldrim mods since Special Edition began and I'm currently on SSE v. 1.6.1130. Vortex notifies me that the .esp is for a different game, which it technically is, but that warning doesn't automatically mean  it can't be used. Mods with meshes, textures, and animations need those items converted from Oldrim to Special Edition but the .esp can be fine. 

Form 43 Note 1: Mods that affect weather and/or water will probably require updating the .esp.

Form 43 Note 2: It is possible to break the mod if you update the .esp. My rule of thumb: ignore the warning and don't touch it unless necessary.

  • If the mod requires SKSE, then the Oldrim version can't be used in SSE. A good resource for what's been converted or works with some to zero work is @tasairis' SE Compatibility Tracking. Generally speaking, if the mod is only an .esp and scripts, it's probably fine.

 

 

NOTE:  Since I'm on SSE, some mods I mention may reflect that. If there are links, they will be to SSE mods or a page that has both files.

 

Download and install FNIS (I use the 7.6 XXL version) and BodySlide. Deploy. You might as well create shortcuts to these tools in the Vortex Dashboard. You will be using them a lot. I know some people use Nemesis or Pandora instead of FNIS but I'm not familiar with them and so far FNIS is doing what I need.

 

Download and install Address Library. There's a version for Special Edition and one for Anniversary Edition (SSE 1.6+). Pick the right one. A lot of mods use this when game version/mod version is important. Deploy.

 

I would install your body and skeleton mods next. Racemenu, your preferred body (I use CBBE), XPMSSE, and a physics mod. I currently use Faster SMP-HDT and CBPC - CBP Physics with Collisions for SSE and VR and have no problems. You'll probably use them in all your games as well as being required for Devious Devices.

Deploy your mods.

 

Open FNIS, make sure the 1st 3 boxes are checked (all 3 need to be checked for SSE, the HKX box can find some issues you may need to address). Run. Pay attention to any warnings. If there are any, you can select and copy all that information and paste it into a document for easy reference. Then do a consistence check. Hopefully there are no issues. Close FNIS.

No issues? Deploy. Vortex will ask you to confirm that you want to use the newer files and delete the old ones. Yes you do.

 

Open Bodyslide. Create your body and update the vanilla clothing and armor so that you have roughly the same shape from one outfit to the next.

Exit Bodyslide and deploy. Yes, you want to use the newer files.

 

For testing purposes, yeah, I would do as @CaptainJ03 suggested elsewhere and install either 'Alternate Start - Live Another Life' or 'Alternate Perspective'. The benefit is you aren't going through the lengthy vanilla start before you know things work (some mods may not show up in the MCM when using the vanilla start until after you escape Helgen). Both alternate start mods immediately put you in a starter cell and you can create your character and do whatever you need to do for your mods before getting into the game. You don't need to make any choices about your game start, once you know the mods are working you can exit the game.

Deploy.

Go to the Plugins page.

Sort plugins. Vortex uses LOOT, so you don't need to download it.

Start game (via skse64_loader.exe). If it looks good, exit.

 

Download and install SkyUI, Sexlab Framework, and Sexlab Aroused . There are a few versions or alternatives to Sexlab Aroused around. I don't know if the one linked on the mod description page has been updated. However, in the support thread for SexLab Aroused eXtended there is a non-dll version. Last game (SSE 1.6.640) I used this version of SL Aroused. This time (SSE v 1.6.1130) I'm using this one. Choice depends on mod requirements, your preference, and compatibility with other mods you want to use.

Deploy

Run FNIS

Deploy

Sort plugins.

Start game.

Wait for mods to install and show up in MCM. You should see messages in the upper left corner of your screen that new MCM menus have been added. When you don't get any more messages, open the MCM. Look for Sexlab. You have to do an in-game install for Sexlab so you should see a click to install (not exact wording) option. Click, exit the MCM (I believe a message box will appear telling you to do so, or a message at the bottom of the screen when you hover over install - so many mods, so many instructions), and wait. Wait until a notification appears to the effect that Sexlab has been installed. Go back into the Sexlab MCM to see that it looks ok. You can now click to allow creatures if you want. If you do, select, exit the MCM and wait for another message to appear. I'm not getting further into Sexlab, there's a lot of stuff around and I'll post some links at the end of this post.

If all is well, exit and continue.

 

Now you can download and install Devious Devices SE 5.2. It has multiple .esp's, make sure they are all enabled in your plugins tab. In Vortex, when installing and enabling this or any mod with multiple .esp's, you'll get a notification to that effect and will be asked if you want to enable all plugins. For DD, say yes (unless using DD NG). For other mods, depends on the mod. You can always go to the plugins tab and enable/disable from there if you need to.

***to use DD with more recent versions of Skyrim (1.6.640 and later, I believe) you will also need DD NG and its requirements***

***From the DD NG page: "Disable "Devious Devices SE patch.esp" from the plugins list"***

Run Bodyslide for all your devices.

Deploy.

Sort plugins.

Run FNIS - I usually run FNIS whenever I install mods. That way I can make sure I catch any animation - even if it's just an idle - for my game.

Deploy.

Start game. If all is good, exit and continue.

 

Download and install your other mods in small batches and verify the game runs after each batch. And remember to Deploy Mods if you are in Vortex, and then sort plugins and check for error messages before starting the game.

Make sure you download the correct version of each mod. Fuz Ro D-oh and JContainers are important for many mods.

Frequently I've seen people having issues that were due to not installing the correct versions of Fuz Ro D-Oh and JContainers. So check, and double-check. Having a problem? Triple-check.

Once you're satisfied your mods are working, you're good to go. If you don't want to continue with either of the alternate start mods, exit, and disable them. In Vortex you can remove a mod without removing the archive - I recommend doing so just to keep your modding and game folders clean.

Deploy

Me, I'd run Bodyslide and FNIS again to make sure no animations, outfits, etc. are left out (or overridden).

Deploy.

Sort plugins.

Start game - for real unless you suddenly remember you have other mods you want to try. 🙂

 

Some other links that might help (they can also be found on my post on getting help):

 

FWIW, as of Jan. 2025 I updated to SSE 1.6.1170

Edited by Seeker999
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Seeker999

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Just an addendum for BodySlide and patches:

 

There's an excellent video listed on the BodySlide page: "Here's a video tutorial by Gopher on how to install body mods and BodySlide with the Nexus Mod Manager. Made for Fallout 4, but works for Skyrim as well."

 

There have been a lot of changes or new features since that video was made, but it still gives a goode overview of the process. It goes from downloading to using, but you can skip over the installation parts.

 

When you batch build, a dialog box might appear indicating you need to make choices. Something is going to be checked in each little section. It might not be what you want to use and you will need to choose a different option. However, if everything looks ok, don't worry about changing things unless you want to.

 

My process, fwiw, is to:

  • first build my body. I use CBBE, so, I select the group 'CBBE bodies'. Once I get it the way I want I build body, then feet and hands. 
  • Now I go back to select groups, uncheck CBBE bodies' and select 'CBBE Creation Club', 'CBBE Vanilla Outfits', 'DD Framework CBBE SE', and 'Unassigned' (if there is one). Now I can batch build. If, by chance a dialog box pops up with choices for me to make, I do that then.
  • I want physics for whatever outfits have physics, but I know not everything does. I go back to the group filters and deselect everything, then select 'CBBE Vanilla Outfits Physics'. I batch build again, and these changes will overwrite files from the 'CBBE Vanilla Outfits' that I built a minute ago. To me, it's less tedious.
  • The last thing I do is make any changes to individual outfits (eg. zap things I don't want). Not everything, in fact most things, don't have the option to zap parts of the outfit. Bodyslide has a filter option where I can type something to narrow the list of outfits to select and adjust. I believe BodySlide recently added the ability to filter outfits that can be zapped by typing in the keyword "zap" in the filter box. The filter can be helpful when adding mods mid-game and you want to build any outfits w/o going through the whole process again or scrolling through the entire list. If the mod doesn't put outfits in its own group, then the filter might help.

The rule in BodySlide is the last built is the one used.

 

About patches:

I recently answered a post in the DF forum about patches and missing masters. While you might not have this issue, it doesn't hurt to know a little more about patches.

There are patches that are getting 1 or more other mods to work together with MOD A and therefore do require both/all the mods. If you only have MOD A, then you don't need the patch. Since they are patches and not the main mod, then those other mods won't be listed as requirements.

A patch can pertain only to MOD A - it can be an update, a fix, or an option. The only requirement for that patch is, of course, MOD A.

Before installing any patches, just like mods, make sure they won't conflict with any of your other mods. Maybe load order can be adjusted so that both can be used, but you need to read any instructions.

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