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Entrails: How do I load my order (or do I order my load)


worik

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TLDR: How do I arrange my mods in Skyrim (LE)? Manually categorizing them into a fixed scheme and by using ModOrganizer.

 

Basically, I follow a guide by MissJennaBee (Expanded Towns and Cities mod)

https://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/

 

  1. Your ESM Files;
  2. Bug-Fix type Mods;
  3. Game Structure and/or UI Mods:
  4. Character Appearance Mods (For NPCs and Self);
  5. Mods that Add and/or Change Locations; *
  6. Mods that Add and/or Change Items;
  7. Mods that Add NPCs;
  8. Texture Mods;
  9. Environmental Mods (things like Climates of Tamriel, Sounds of Skyrim, etc.)
  10. Mods with Gameplay Changes;
  11. Reproccers, AV, and Bashed Patches

 

On top, I am an avid player of SkyRe, or nowadays PerMa.

For folks like me, Raulfin had added a bit of help for that raised level of complexity: https://forums.nexusmods.com/index.php?showtopic=2213034

 

And what about SL mods?

Well, I try to categorize them into the scheme above and simply put them in there.

 

And what about merging mods?

I do! Heavily! But only those, that can fit together into the same type and slot. I never mix. And once I merged them, they are sorted straight into that scheme?

Formerly I used TES5Edit for that purpose with the Merge Plugins xEdit Script. Nowaydays I prefer Mator's standalone Merge Plugins for the job.

 

LOOT?

I threw that away. Not because it's a bad tool. But the rules are crap, and it can't cope with merges anyway.

Yes, I could create my own rules. But I can as easily leave it be and save/load my manually created loadorder.

 

ModManager?

I took the long route .... Skyrim Vanilla Loader, NMM and someday I discovered that there is ModOrganizer.

And that's where I am.

Why? Many reasons:

  • I DO like to test new mods, shift them around, break them because I still am to stupid to mod mods to my liking
  • I have different characters, so I want profiles
  • But Main reason: I am highly allergic to anything that modifies my game folder!

And MO satisfies exactly theese needs.

 

References

11 Comments


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I too categorize and put my mods with the same order, only I found it on summeret isles mod comments page.
Plus I go through most of .esp files with tes5edit and merge changes in custom patches. One for npcs, one for worldspace/cell edits, one for items, and one with misc changes (quests, stages, magic effects, spells, perks, etc.).

I only sort manually, though I have LOOT, but use it to check if newly installed plugin is known for dirty edits.

I merged most of armors (small ones, not like immersive armors) and all simple followers mods.

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On 9.4.2018 at 9:33 PM, Nagib said:

Plus I go through most of .esp files with tes5edit and merge changes in custom patches. One for npcs, one for worldspace/cell edits, one for items, and one with misc changes (quests, stages, magic effects, spells, perks, etc.).

That's a good idea!

I've made some minor edits to popular mods, so that they fit better to my Skyrim. Those would be better left alone and merged into _my_own_collected_patches.esp

I'll keep that in mind :smile:

 

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11 minutes ago, worik said:

That's a good idea!

I've made some minor edits to popular mods, so that they fit better to my Skyrim. Those would be better left alone and merged into _my_own_collected_patches.esp

I'll keep that in mind :smile:

 

I think so too ;)

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markdf posted another interesting quick guide.

Note to myself : have a deeper look into that one: https://www.loverslab.com/topic/35269-beeingfemale/?page=225&tab=comments#comment-2331986

 

Spoiler
  1. USLEEP. Don't play without it you are a VERY advanced modder who can make their own fixes.
  2. SKSE plugins. Their load order doesn't really matter, but it's convenient to have them together.
  3. Fixes (Skyrim particle patch, vendor sale delay gone, wiseman303's critter fixes, etc). Small mods that usually don't have conflicts; anything that conflicts with this mods is usually fixing the same problem anyway, so they're low priority.
  4. User Interface (SkyUI, Racemenu, etc). These should almost never have conflicts.
  5. Body Replacer (CBBE, bodyslide, body textures, hair packs, etc). These should almost never have conflicts.
  6. Gameplay mods (Campfire, Frostfall, Hunterborn, etc). Anything that conflicts with these will definitely need a patch, but will still probably need to come afterwards.
  7. Combat / Magic (Wildcat, Apocalypse, etc).
  8. Critters (Mihail's creature mods, Skyrim Immersive Creatures, etc)
  9. Combat-Gameplay-Race mods (Advanced Adversary Encounters, Revenge of Enemies, Sacrosanct, Better Vampires, etc). These mods modify races, creatures, and aspects of gameplay, often all at the same time, and they usually need to win any conflicts so they're higher priority than Combat mods and Gameplay mods.
  10. Crafting and Equipment (Complete Crafting Overhaul, Weapons and Armor Fixes Remade, etc). Be careful using mods like this, they almost always require huge numbers of patches to work with your other mods.
  11. Weapon and Armor mods (Book of UUNP, Heavy Armory, etc).
  12. Model and Texture replacers.
  13. Needs (Realistic Needs and Diseases, INeed, etc)
  14. Quest and Location mods (Legacy of the Dragonborn, Helgen Reborn, Cutting Room Floor, etc)
  15. The People of Skyrim. If you use it, this is about where it would belong.
  16. Sexlab mods. Check the pages for each mods to find about load order, especially if you use Creature Framework or More Nasty Critters.
  17. Visuals (Snazzy Furniture and Clutter Overhaul, DynDoLod's patches, etc). These are low-impact mods that just add little finishing touches to the world.
  18. High priority mods (Immersive Horses, Interesting NPCs, Relationship Dialogue Overhaul, etc). These are mods that break if they lose a conflict.
  19. PATCHES. All the patches that the previous mods needed to work together, they all go here.
  20. Weather and Lighting (Vivid Weathers, True Storms, ELFX, etc)
  21. Realistic Ragdolls, XPMSE
  22. Map Replacer
  23. Bashed Patch

 

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Now I wanna try Frostfall on a devious setup.

Anything I can do wrong with that?

I'm a bit scared already, campfire alone might conflict too much ?

Edit: Bah, I was scared for nothing

?

Edited by donttouchmethere
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Now that I see that again.

  1. Your ESM Files;
  2. Bug-Fix type Mods;
  3. Game Structure and/or UI Mods:
  4. Character Appearance Mods (For NPCs and Self);
  5. Mods that Add and/or Change Locations; *
  6. Mods that Add and/or Change Items;
  7. Mods that Add NPCs;
  8. Texture Mods;
  9. Environmental Mods (things like Climates of Tamriel, Sounds of Skyrim, etc.)
  10. Mods with Gameplay Changes;
  11. Reproccers, AV, and Bashed Patches

That's pretty much I came up with too, after years of try and error.

 

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?

13 minutes ago, donttouchmethere said:

That's pretty much I came up with too, after years of try and error.

And I collected my "wisdom" from even earlier sources. Some of them tracing back to TES4

Edited by worik
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5 hours ago, worik said:

?

And I collected my "wisdom" from even earlier sources. Some of them tracing back to TES4

Worik tracing her personal LO treasure:

 

522096032_Worik3.jpg.18c76bec33767155e348da66e38ed197.jpg

 

 

Edited by donttouchmethere
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I use same technique. I have different sub category added "NPC Replacers" which I place low in LO. I find various mods reference npcs that are beautified with NPC Replacer mods that if loaded after NPC Replacer mod it will dork the NPC's looks. 

 

example:  Immersive weapons will add a silly sword to Aela, In this case you want your NPC Replacer mod loaded after Immersive Weapons so Aela looks dont get dorked. You can then patch mods with xedit or just allow Aela to have good looks plus her vanilla sword. 

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