Jump to content

[Updated]List of Dangerous Mods


aljustineg

Recommended Posts

Posted

the reason why i made this post is to help the  users to have a stable save game because i have experience this and i did create a new game a lot of times because some of my mods is outdated or some causes save bloats

 

im not going to make my own list of dangerous mods that are based on users comments instead im going to make a 3rd copy of Dangerous Mods list Here on LL so we could talk about some mods that may be unstable and we may discuss it in here

 

Ratings System

 

 

 

To aid in this I have implemented a rating system along with the paragraph of explanation which can be found with each mod. The rating shall be listed besides the title of each mod as is based on a scale of one to nine as detailed below. These ratings are purely listed on technical instability and no other factors have influenced each mods rating.

Please be aware that the rating of a mod does not overwrite the category that it has been placed in. A rating five mod in the Do Not Use category will always be more dangerous than a category two mod in the Outdated category. The ratings is meant to help provide clarification of the different levels of risk within the categories, not as an alternative to them.

  • One (1) - Completely unstable no matter the circumstances or usage
  •  
  • Two (2) -Very unstable due to lack of awareness of good modding practices
  •  
  • Three (3) - Mostly unstable due to its own technical implementation or design
  •  
  • Four (4) - Unstable and can be greatly worsened by other circumstances
  •  
  • Five (5) - General instability depending on extraneous mods or circumstances
  •  
  • Six (6) - Stable but not well put together which can cause issues
  •  
  • Seven (7) - Mostly Stable but sometimes presents with severe bugs
  •  
  • Eight (8) - Very Stable except in certain situations where instability can develop
  •  
  • Nine (9) - Completely stable but there may be more reliable alternatives available
  •  

A N/A rating can only be given in the case that a specific listing covers a range of different mods that might be grouped together for various different technical reasons or instabilities, such as in the situation of the mods made redundant by the USKP, and cannot accurately share a single rating. Mods that fall under a more specific grouping, such as navmesh deletions, have been given a rating based on the severity of that technical problem.

 

Risky outcomes for mods and their effects on classifications

Every mod on this list is judged on an individual basis and judged only on the newest available version of the mod. Any mod that has had issues in the past is not eligible for inclusion if the issues are now fixed, and mods that are made by authors with other unstable mods are not eligible for inclusion unless that specific mod has issues. This also carried into which category a mod is placed into, and also the rating it is given, and each mod is judged on its own implementation and functionality and mods with similar outcomes but different severities will receive their own ratings if relevant.

However, there are two exceptions to this distinct classification system which are due to the severity of the outcome if mods cause this effect:

 

Save Bloat - Any mod causing save bloat shall immediately be declared Dangerous. Save bloat is a major issue in the stability of Skyrim and is not something to be ignored. Save bloat is classified as a mod that rapidly and reliably causes a visible increase in save size when installed due to poor scripting or condition implementation that causes references to not be cleaned up properly. Save bloat is problematic because it causes the game to be endlessly allocating resources to loading larger files that call non-existent references, and it can also cause issues in the running of the game, specifically slowing down the scripting engine and causing instability on loading and saving, even potentially causing save corruption and often leading to crashing.

 

Stack Dumps - Yet another script issue that any mod causing this shall immediately be placed in the Dangerous category, stack dumps occur when the scripting engine gets completely overwhelmed and is no longer able to cope with the amount of information that is being pushed through it. In order to cope with this and not crash it just dumps as much information as it can so it doesn't have to process it. This can be any information at all, not necessarily the information that actually caused the overload. This can include scripted sequences, quest data, the scripted info from other quests, combat scripts, and even scripts dealing with core game systems that may be running.

 

        

Release dates for mods and what they mean

Be very careful of any mod that falls into one of the following groups:


  • Last updated before the 19th of March, 2013 - Any mod made before this will not account for the latest patches and changes and could undo Bethesda's official updates resulting in an unstable game or missing mechanics from your game.

  •  

  • Mod made before 2nd of August, 2012 - These mods will not be compatible with the DLCs or changes they make. Sometimes it simply means it won't apply its changes to the DLC content such as, sometimes it means it will fatally conflict with the DLCs and cause bugs.

  •  

  • Mods that were created before February 7th, 2012 - These mods were made before the Creation Kit, which means in a lot of cases these mods had corrupted plugins or other issues which mean that they should be avoided at all costs as they present a serious risk to game stability.

  •  

I'll also make a note that I know there are a few other very old lists of outdated mods around, including one I use to reference myself on the skyrimmods subreddit. The reason I have not linked that and also have not included some of those is because firstly it is old and many of the mods it listed have had their situation change, and also for some of the mods no technical reason was given why the mods should not be used, and I couldn't find any by digging around.

There is one listing here that is a tool rather than a mod, and it is potentially the most important entry as such it will be listed here:

Outdated: BOSS. I have written more about LOOT vs BOSS in my previous guide which can be found here:

Guide: Modding Tools, Tips and Resources

However I do also want to go over it here as well for the sake of clarity and consistency. BOSS (Better Oblivion Sorting Software) use to be the tool for sorting your load order to ensure load order conflicts were addressed. It did this by the BOSS team and mod authors adding to a big masterlist that BOSS would then run every mod you ran against and check for conflicts or specific load order positions.

This masterlist is out of date for Skyrim by over a year.

This means that ANY mod for Skyrim that has been created, updated, altered, or been superseded in the last year will not be sorted by BOSS correctly, or often times, at all.

 

Replaced by: LOOT

http://loot.github.io/

LOOT has replaced BOSS as the essential load order sorting tool for Skyrim. Every person who mods needs to be running LOOT on their load order. LOOT automatically sorts mods based on the sort of records that the mods hold and also how the mods change that information, which means not only is it more accurate that it can sort mods the second the mod is made rather than waiting for it to be added to a list. LOOT does still employ a masterlist, but only for a select few mods that require specific placement such as the Unofficial Patches and bashed patches, or mods that absolutely must run after other mods, but most mods get sorted fine without this info and the entire tool doesn't require it to be up to date to do its job.

Do Not Use - Dangerous and Unstable mods

Mods that have earned a place on this list have done so for the worst reason.

They will break or corrupt almost every character they are installed to

These are the mods that should not be used because of their instability, scripting issues, or general conflict problems. Mods on this list are the sort of mods that will cause you to have to scrap saves they are installed to when they start to act up, and also cannot be uninstalled safely from the middle of a game (excluding the use of save game cleaners which is never a guarantee). People who insist on using these mods will not be able to be properly provided troubleshooting on bugs until they remove them and start a new game.

  • Crimson Tide - Blood - Rating: One (1)

 

 

This is one mod that suffers from almost every problem imaginable. It has script errors, scripts with bad properties assigned, it has scripts that cause save bloat, it has errors in its esp and it has errors in its record structure which compound on errors in the scripts, so even if the script errors were fixed it wouldn't attach properly in game anyway. These problems are quite severe and often problematic in that they will build up quite quickly and significantly in a save file.

Replacement - Enhanced Blood Textures

 

               

  • SEM - Skyrim Encumbrance Mod - Rating: Three (3)

 

 

Replaced by: Cobb Encumbrance

While SEM works fine for the average playtime and inventory usage, it doesn't properly use efficient modding techniques which means it runs an update for literally every item you add individually to your inventory or remove from it, meaning when moving masses of items at once the data quickly builds up and causes stack overflow errors. Cobb Encumbrance was built from the ground up to deal with this problem and is much more efficient and also comes with a MCM for customization.

 

                          

  • SkyBirds - Airborne Perching Birds - Rating: Three (3)

   

 

This is a mod that has recently been discovered to be a cause of save bloat over long term saves. The mod dynamically attaches scripts to items that spawn birds so that no edits to items have to directly be made which is good in concept. The problem comes that these instances do not get cleaned up properly resulting in thousands of copies of the script record building up in your save as you play. The author is not planning a fix for this due to not actively modding anymore. The mod has been placed in dangerous as despite the fact this will usually build up rather then become an immediate problem (depending on play style), save bloat is a major problem with game stability. The original discussion about this problem can be found in this reddit thread with a follow up conversation located here as well here.

There is no direct replacement for this mod.

 

 

  • DUEL Combat Realism, Deadly Combat and Action Combat - Rating: Two (2)

  

 

This is a PROVISIONAL listing. Right now this listing is based off the official documentation for the wiki and the way that scripts act when placed onto NPCs. However, further testing will need to be done before this listing can be confirmed one way or another. If this issue is proven to be true then these mods will be considered Dangerous for use because of the inherent risk of save bloat which is why they are still here instead of in the warnings category which is where provisional listings are usually posted. Right now if you have these mods in your game you don't need to go into a panic about removing them, but people considering them for new games should consider it carefully.

PLEASE NOTE: As per this post here the author of Deadly Combat gives permission for any knowledgeable scripter to fix the issue and issue a patch, or contact him and get the patch uploaded direct to the main mod page:https://www.reddit.com/r/skyrimmods/comments/3yvez8/about_script_heaviness_also_a_dangerous_mods_list/cyh79mv

The reason that these three mods are listed together is that they all have the exact same issue listed in the exact same way, and are all very similar mods.

The issue here is that all of the mods use cloaking scripts to apply constant effects that allow their mechanics to function and apply easily to NPCs. This sort of system is often done in mods because it allows for immediate compatibility and an easy way to ensure that the effects are applying. Where these mods run into issues is that the effects do not remove and are never unloaded by the game, even when the NPC dies or is unloaded, and as such the reference remains in the save game. Because these references are endlessly placed on new NPCs like bandits, but never cleaned up, this causes save bloat.

In the case of Deadly Combat, it attempts to clean it up but tries to disable the effect, instead of removing it which does nothing, DUEL just doesn't run a cleanup at all to avoid potential bugs with another system and neither does Action Combat. The issue in Deadly Combat potentially can be avoided by disabling the locational damage mechanic in the MCM before encountering any NPCs as that is the only mechanic where this is a problem which would make it viable for use, however proper testing on this needs to be carried out before it can be guaranteed as a solution.

Potential replacements for these mods are Vigor - Combat and Injuries and Ultimate Combat. Ultimate Combat is the heavier of the two alternatives and potentially not as suited for people running heavier load orders or already bogged down on scripts. Vigor is more unique and doesn't implement many of the usage combat mod functions like timed shield bashing etc, however it does affect stamina and combat mechanics which is why its listed as an alternative.

 

 

  • Locational Damage - Rating: One (1)

   

 

Another mod that has potentially dangerous complications in long term saves. Locational Damage while great in concept, is not stable within the Skyrim engine and over time it starts to build up extreme script latency, which causes a slowdown in the games processing and can start to cause CTDs and major problems in combat with enemies not reacting properly.

There is no direct replacement for this mod, however some of the combat overhauls do include a similar feature which is slightly more stable however can have problems of their own and as such I do not recommend using them.

 

   

  • Stable uGridsToLoad - Rating: Three (3)

     

 

It was recently revealed that this mod has an unpatched issue with memory allocation that was discovered back in 2013. The author was aware of the issue, but never patched it and it has recently come to light again now. The issue is that the code by the mod actually calls the wrong memory functions, and doesn't actually plug into the game engines memory properly, which as a result can lead to memory corruption which can crash your game or start causing other problematic behavior. Memory corruption is not a skyrim specific problem, it can occur in other programs as well, but that doesn't make it any less problematic.

The information regarding this issue can be read in this thread where the author originally posted his discussion of the problem on the first page and the recent rediscovery of it is on the linked entry.

There is no direct replacement for this mod.

 

     

  • XCE - Scarface - Rating: One (1)
  •  

 

 

Only the Scarface esp file is affected by this issue.

None of the XCE modules have been updated in a long time, and this means that Scarface's esp can be problematic. Scarface edits the racial records in order to add the new scars, which not only makes it widely incompatible, its last update was long before the final Skyrim update which means certain added mechanics will no longer function properly with the mod installed such as mounted combat on horses.

There is an update that fixes this issue here -http://www.nexusmods.com/skyrim/mods/70804/? - that you must use if you wish to use this mod without breaking mounted combat, however please note it does not resolve incompatibilities with other mods that also need edits in the racial records.

 

                  

  • Everyone Killable - Skyrim Ultimate Killer - Rating: Two (2)

 

 

This mod is listed in the dangerous section because it's method of installation involves removing your entire Skyrim.ini and replacing it with a custom one set up by the author of the mod that is designed only for vanilla skyrim. This method of installation is very unsafe and will override any changes you have made to the file for your other mods or just game in general to work. The mod does not back up your ini file before it deletes it, and nor does it warn you that this is what it is about to do.

It also does all this only to activate a simple ini tweak which you can easily add manually and doesn't actually properly remove the essential tag from all NPCs and also risks breaking several core quests and scripted situations in the game and is not recommended for use.

 

     

  • SMPC - Skyrim Misc patches Collection - Rating: Four (4)

 

 

Please note: While the mod is no longer openly available, this warning is directed for those who may still possess a copy of it or try and share it around. One of the mod authors himself has declared it dangerous and not to be used.

The current version of the SMPC overrides the USKPs data in quite a lot of places and also provides quite a lot of very subjective fixes to the game which can be problematic when combined with other mods as they do not necessarily properly implement their intended features. While many people use this mod currently without problems or issues, we regularly see people on this forum with major issues that are fixed after removing this mod and after looking at the data in Tes5Edit it is clear that the current version still has many subjective fixes that could create issues depending on load order and override stable USKP fixes.

You can read Arthmoor's detailed technical explanation on the matter here:http://afkmods.iguanadons.net/index.php?/topic/3719-the-skyrim-misc-patches-collection-aka-uskp-addon/

 

    

 

Unstable - Other risky and unreliable mods

 

 

 

This list covers other mods that can be considered dangerous or too unstable for use, however only under specific circumstances, long term characters or other situations which mean that the mods listed here may be usable under certain situations. This also covers mods that are unstable but have had community patches for them that have since been abandoned, leaving as a it a use at your own risk situation. Similarly to above, mods listed here are not recommended for installation purely because of stability reasons, however they are not necessarily game breaking.

 

 

  • Mods with deleted Navmesh warnings - Rating: Two (2)

 

 

Navmesh's are the part of the game that let AI know how to navigate an area, by marking out preferred paths, where items are, where they can't walk, and also other basic navigation information. Deleting a navmesh is often done in order to put in another navmesh if a mod drastically changes an area, however this is the most dangerous way to do it and generally considered very bad modding practice. Deleting a navmesh can easily cause crashes if another mod or just a script from anything tries to reference the deleted navmesh, and a host of other issues, akin to UDRs.

You should be very careful about using mods with a deleted navmesh, and if there is many deleted navmesh's I would advise against using them completely. Warnings of this should always be reported to the author with a polite message for the author to fix them ASAP. If the author refuses then I would be incredibly cautious of using the mod as those are the mods I often suspect most of having other hidden and unadvertised edits and other issues. There are a few instances where a deleted navmesh in a mod is actually carried through from the main game, the DLC's have quite a few deleted navmesh's just as an example, but these are generally the exception, not the rule.

 

                  

  • Mods replaced by Sharlikrans Compatibility Patches - Ratings: Two (2)

 

 

http://www.nexusmods.com/skyrim/mods/26230/?

Sharlikran, also one of the developers on Tes5Edit, has compiled quite a collection of mods that due to age or poor modding practices are no longer stable for use, and updated them to remove their major errors and problems. This also includes mods made before the creation kit, or mods that have been abandoned by the author with errors still included in them. This also includes a long list of mods where the author has retired from modding leaving behind a popular yet broken mod. For the most part LOOT will notify you if you have a mod that requires one of these patches, however it's always good practice for older mods to check manually as well.

You MUST use the patch provided by Sharlikran if you have a mod that requires it, using corrupted plugins is very dangerous for your game.

 

     

  • Mods made redundant by the Unofficial Patches - Rating: N/A

 

 

http://afkmods.iguanadons.net/index.php?/topic/3636-mods-made-obsolete-by-unofficial-patches/

The unofficial patches have not only made a lot of other mods redundant, but improved upon the original fixes to ensure that they are high quality and do not impact on other parts of the game. You should not use any of the mods on the list, instead just ensure you have the patches installed. In particular, many of these mods were made before the Creation Kit, such as the Shy Nirnroot fix, which makes the standalone versions of these patches very dangerous to install.

Please note, the Green Water Fix listed under being made redundant by the OFFICIAL patches may still be required by some people depending on their hardware and drivers. Also, if using Horns are Forever, you can keep the standalone of the Argonian Decapitation Fix as its facegen data holds the info for the horns to show up on NPCs as well.

 

    

  • Birds and Flocks - Both versions - Rating: Two (2)

   

 

This warning applies to both Birds and Flocks vanilla and Birds and Flocks Hearthfires Version

While the mod claims to be Hearthfires compatible it does not carry over a few key edits that Hearthfires makes to the world space and also random areas such as the city worldspaces where it edits values it doesn't need to, like water levels, location data and more. The 'cleaned' version is still riddled with unnecessary edits that need to be cleaned out with Tes5Edit, however that doesn't remove all of the wild editing in the mods esp and it can still cause unseen conflicts. The script issues should be fixed via installing the USKP.

There is no direct replacement for this mod.

 

        

  • Spouses Can Live Everywhere - Rating: Four (4)

 

 

This is listed here because it is incompatible with Hearthfires. It was released before Hearthfires and has not had an update since, which is problematic because it actually overrides some key Hearthfires scripts which can not only make the mod malfunction but can impact on the stability of the DLC and cause hidden conflicts with any other mod that is plugged into that feature that does offer support for Hearthfires. If you do not own or have Hearthfires installed then it is theoretically safe to run, however no troubleshooting support can be given for it.

There is no direct replacement for this mod, but Hearthfires Multiple Adoptions has similar functionality

 

 

  • Immersive Detection of NPCs - Rating: Four (4)

     

 

While the mod has a solid design behind it as far as concept. The scripting that it implements is very unreliable and does not use efficient techniques. The mod runs on an infinite script loop without a delay, which means it is always present in your save and it uses up a lot of the resources of the scripting engine. If used by itself it should remain mostly stable in your game outside of strenuous combat, however its method of scripting means it is impossible to deactivate or remove at all without causing massive instability and save bloat through unattached script references.

Dynamic Stealth is an unreleased beta of a mod by fadingsignal who has given me permission to have the download link here. It does the same thing as Immersive Detection of NPCs but it updates as you cross cells instead of constantly having a script running which makes it much more reliable and compatible and doesn't risk stalling your papyrus engine.

Download: https://dl.dropboxusercontent.com/u/1785058/SkyrimMods/DynamicStealth-v1a.rar

Info:https://www.reddit.com/r/skyrimmods/comments/3e59x1/mod_need_beta_testers_for_new_mod_dynamic_stealth/

 

        

  • Spell Sneak Attacks 2 - Rating: Three(3)

 

 

There are several major issues with this mods implementation that make it unsuitable for use, both in its scripting and also in its esp. Plugin wise the mod suffers from wild edits to various locations that can overwrite other mods and it also does not account for any fixes from the Unofficial Skyrim patch at all, which results in some buggy spell functions. Script wise, the mod uses bad scripting methods that result in a lot of left over instances and errors in the save game data that can bloat your save and the scripting also causes a lot of script latency that can cause other issues.

There is no direct replacement for this mod.

 

                

  • Reneers Crime Overhaul - Rating: Five (5)

 

 

This mod is no longer in development and unfortunately has several major bugs left in it that leave it quite unstable and bad for continuous usage, including buggy behaviour from the guards if being a vampire, guards teleporting to you the moment you sneak even if no guard is in sight, poor scripting conditions and the functions not being entirely stable as per the authors own admission on the workshop page for the mod. The bugs do not show up for everyone but its general instability and problems makes it inadvisable for installation.

The feature of the mod stopping animals from reporting crime can be replaced by NARC - No Animals Report Crime(Although most animals reporting crime has been fixed already by the USKP/USLEEP)

The feature of guards noticing suspicious behaviour and keeping track of you can be replaced by Suspicious City Guards

There is currently no replacement for dogs barking and alerting guards when they see you sneaking.

 

  

  • Athletics Training - with MCM - Rating: Three (3)

 

 

This mod is considered open source by the author as per comments on the mod page and as such anyone should feel free to take it over and update it with fixes to these issues.

This mod has a unique concept but unfortunately very poor implementation which causes a lot of stress on the system. The mod implements its changes by adding an item to your inventory very quickly which is a very intensive way to do this function and takes up a lot of resources. As a result, the mod is at risk of causing massive script latency by itself, and this effect is compounded when combined with other mods or when in script heavy situations in the vanilla game. There is no direct replacement for this mod.

 

          

  • Scenic Carriages / Real Carriages - Rating: Four (4)

 

 

Replaced by: Touring Carriages

Both of the older and unsupported mods have been listed together for the same reason, both are out of date and suffer the same problems, and both of them are superseded by Touring Carriages. Touring Carriages is a standalone replacement for both mods that is updated and much more stable, and despite the fact it still suffers from some bugs, is much more reliable and without many of the problems that plagued older versions. It is also still supported by the author.

 

          

  • PerkUP - Ultimate Perk Mod - Rating: Three (3)

 

 

Replaced by: SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay

The original PerkUP mod is another good concept that suffers from age, containing out of order subrecords that effectively make it a dangerous plugin to use, numerous bugs and also a lack of support or compatibility. While two community patches have been released for the mod to update it, both have also since been abandoned and do not fix all the bugs and introduce some of their own. The provided replacement, SPERG, has a similar vanilla like concept and also has modularity included which is a benefit and is more up to date and still being supported by the community.

 

   

  • PISE - Improved Skyrim Experience - Rating: Three (3)

 

 

Replaced by: ASIS

PISE was the original concept for ASIS, and has since been abandoned and further developed as a new mod which fixes bugs present in the original version and introduces much more compatibility and support not only for various other mods but for the core mod by itself as well. It should never be used over ASIS as the new one is not only more supported but properly functioning.

 

            

  • Armed to the Teeth - Rating: Three (3)

 

 

Replaced by: Equipping Overhaul

AttT suffered from a number of major issues including problems with crashing when working with its systems, and also relies on the basis of the vanilla ini tweak which is prone to bugging out and resulting in invisible weapons and also weapons getting stuck. Equipping Overhaul is an updated version of this mod that does not suffer from the issues with crashing and has more support for weapons along with fixing the various other issues with buggy weapons that AttT had. It is still based on the ini tweak, but it is more stable but does still occasionally suffer from the same stuck weapons issue. The stable version of Equipping Overhaul should be used, not the alpha, as the alpha reintroduced a lot more bugs and issues into the system.

A second potential alternative is the mod All Geared Up which also allows has this functionality along with some others, such as displaying torches on you, displaying a coin pouch that grows with you rich you are, and even displaying quest items. This takes a different approach and does it all through scripting however does have some very minor bugs as well as a lack of support for bows, but otherwise is incredibly stable.http://www.nexusmods.com/skyrim/mods/40953/?

 

     

  • DSpSoB - Dual Sheath plus Shields on Back - Rating: Three (3)

 

 

Replaced by: Dual Sheath Redux

The author of DSpSoB actually recommends the use of Dual Sheath Redux over his own mod as DSR is significantly more stable and bug free then the original. Confusion on which mod to use might come in when some skeletons are marked for DSpSoB but not DSR, however any skeleton compatible with the original mod will be compatible with DSR as well.

The alpha of Equipping Overhaul also can handle the dual sheath feature however the alpha has several other major issues and may not work with your setup, so please be aware of that. All Geared Up (as linked above) also includes Dual Sheath functionality however it can be a little buggy with weapons sometimes remaining stuck even when unequipped.

 

      

  • Immersive Beds - Rating: Three (3)

 

 

Replaced by: Go To Bed

There are quite a few mods out there that allow you to play an animation to lay in a bed when sleeping, and Immersive Beds is the most popular. However many of the older bed mods use some form of polling to detect where beds are, or attach scripts to objects, which means they either have mass compatibility issues or suffer from scripting problems as far as stability, and Immersive Beds unfortunately suffers from both. Go To Bed instead has to activate the feature manually and then searches for the nearest bed and then turns off that script and plays the animation meaning it is much safer, doesn't have anything running in the background, and also is compatible with every other mod as it doesn't edit any existing records.

Another very compatible and well made alternative is Another Sleep Mod. There is an alternate non workshop download link in the description.

 

   

  • Forgotten Settlements - Rating: Two (2)

 

 

Forgotten Settlements has some major implementation flaws that will result in major issues with NPC navigation and functioning in the area, and an inability for NPCs to properly access interior cells or perform their Ai package functions in the related towns. The mod does not properly account for creating gaps in the navmesh or clear pathing and many parts of interior navmeshes are 'islands' which means NPCs will be perpetually trapped there and unable to do anything. On top of this, the mod has duplicated existing cells in their entirety and then tried to edit them, rather than creating new cells, resulting in NPC markers not being linked up properly or linked to the original cell. Taiine has written up a detailed report in the mods comments for those seeking more information.

There is no direct replacement for this mod however the additional cities it adds can be covred by other city mods such as Legendary Cities - TES Arena

 

       

  • Minor Architectural Mesh Modders Resource - Rating: Two (2)

 

 

While this is not something that users are likely to have directly in their game, users should not use mods that have this resource listed in the credits as being used or referenced due to its poor structure. It has been identified that the mod only removes and splits apart the visual part of the mesh to make more resources, but does not give the same treatment to the collision part of these meshes. This means that even though you will not be able to see a wall that the mod is meant to have been removed, it may still block your path due to the collision existing. Any mod made with this resource will have a lot of issues with being able to smoothly navigate it.

Outdated - Superseded mods and their updates

This particular section doesn't deal with mods that should not be used because of poor technical quality, but rather mods that have been superseded by other more up to date versions, mods that have more stable alternatives and mods that have been taken over and given community patches that are recommended for use because of stability. While you can keep the original versions installed please be aware this could be at a detriment to your games function and also to any potential troubleshooting procedures that could be provided if bugs can arise.

 

            

 

  • SSME - Skyrim Startup Memory Editor - Rating: Nine (9)

 

 

Replaced by: SKSE.ini file

After Bethesda patched in a 4gb update it was noticed that more still could be done in terms of memory allocation and usage to help the game handle memory better. SSME originally did that however since SKSE 1.7.1 the tweak has been merged into the new SKSE.ini file which you can manually set up or download from the nexus which is more supported and customisable. You should use this instead of SSME. Instructions on how to set it up can be found on the link above. For Mac users, you will have to remain with SSME.

 

           

  • Dance of Death - Rating: Nine (9)

 

 

Replaced by: Violens - A Killmove Mod

Dance of Death is a good quality mod, but it has a few remaining bugs, not so many options and the author unfortunately no longer has the time to provide support for this mod. As a result even the author of Dance of Death suggests using Violens as a more supported alternative. Not only does Violens not suffer from the very few bugs left in Dance of Death, it has more stable and a far more customisable and extensive MCM system which provides more options. The author is also able to provide support and is still active on the mod page.

 

  

  • Acquisitive Soul Gems - Rating: Seven (7)

 

 

Replaced by: Acquisitive Soul Gems Multithreaded

The difference between the two mods, as you would guess from their similar names, is minimal and exists only in the fact that ASGM has better technical and scripting implementation. Similarly to SEM as mentioned above, the original ASG could only ever trap one soul at once at any given time which can be a bit buggy and means sometimes you flat out loose souls you otherwise should have collected. ASGM fixes this bug and also is written in such a way that it no longer requires patches or suffers from compatibility problems, and also includes an MCM so you can configure certain settings in game such as if you want Azura's Star to be grand souls only, if you want the Black Star to capture white souls and if you want the soul captured message to show up.

Another alternative is Smart Souls which is a SKSE plugin and has a lot of similar features but isn't customisable in game and requires SKSE.

 

  

  • The Cartographers Map Markers - Rating: Two (2)

 

 

Replaced by: Atlas Map Markers

Cartographers Map Markers is unfortunately one of those mods that suffers from being made early in skyrim modding and not having the advantage of the safe modding practices that were developed after it was abandoned. The mod has over 100 ITMs in it, no customization and some of its map markers need some fiddling to activate due to odd placement for the triggers.

Atlas is better put together, contains some customization for those who need it, and also comes with new maps for places like Blackreach that can be used. It is also much more supported as far as mod compatibility and the markers are more accurately placed. There are also more markers in this mod covering more parts of the game and more types of places to discover.

 

 

  • BYOG - Balance Your Own Game - Rating: Six (6)

 

 

Replaced by: SkyTweak

BYOG was a fantastic mod in its time that allowed direct tweaking of hundreds of values and variables in game which allowed you to adjust your game on the fly and directly affect many values that might have been off put one way or another by mods or other tweaks. Unfortunately however it hasn't been updated since 2012 and technically is rather stunted. SkyTweak uses an MCM system instead of the old menu navigation and includes a lot more variables and greater compatibility and also is still being supported by the author.

 

      

  • Read and Learn Speechcraft Speech - Rating: Seven (7)

 

 

Replaced by: The Eloquent Reader

The original mod has been abandoned for quite some time and as per the comments, a lot of bugs and issues are still present in the mod that can cause issues in a game. One of the big issues with the mod is that occasionally it will forget what it is doing and every time you read a book it will completely level your Speechcraft a full level which means in a matter of a hundred books, suddenly your speechcraft is maxed out and other issues like it not detecting mod added books, and some times the mod adding experience multiple times for a book.

Daiyus has made a replacement which is a lot more stable and functional and also has patches for a lot of the major book adding mods as well. Its experience system is more reliable and doesn't have as much risk of bugging out like the original mods does.

 

      

  • Better Fast Travel - Rating: Eight (8)

 

 

Replaced by: Complete Fast Travel Overhaul

Please note: The mod has now been taken over by PluageHush who will be now offering support and releasing bug fixes and content updates. For now this will remain on the list until the updates actually start coming out though.

Better Fast Travel is still quite stable however it does suffer from a number of smaller bugs and issues that can potentially crop up long term as well as being more widely incompatible with various mods especially those that edit areas around the cities and towns. The author unfortunately doesn't have time to work on it anymore which means that it is going unsupported for the mean time until someone can be found to take over development. Complete Fast Travel Overhaul has only recently come out but is more stable as it uses a few systems to bypass some of the more common bugs with the carriage and ferry system, and also avoids incompatibilities a lot better meaning it should be more stable in a heavier load order.

 

 

  • Dungeon Treasure - Dwemer and Ancient Nord Coins - Rating Nine (9)

 

 

Replaced by: Skyrim Coin Replacer Redux

Both mods attempt a similar concept with similar implementations, however SCRR is much more supported and also compatible. SCRR also has carried across USKP information and has patches for some of the major mods available and will general carry over better because of its more refined implementation in the levelled lists.

 

 

  • Ultimate Follower Overhaul (UFO) - Rating: Six (6)

 

 

Replaced by: Extensible Follower Framework (EFF)

While many people still play with UFO without problem, the core of the mod has several issues in regards to how it manages followers and updates them, further complicated by some very old and messy code that the author has stated would need to be rewritten before the mod would return to a more stable state. The author was working on a 2.0 update, but appears to have abandoned it, and no longer supports the currently available versions which have some functional and compatibility issues.

EFF is more stable in regards to how it manages the followers and edits the actual vanilla framework and is more compatible in regards to modded followers which it will ignore if not compatible. It has a more detailed options set up with several variables that you can use in regards to your followers as a whole or on an individual scale.

Another alternative, which is an update of another follower mod (AFT), is Immersive Amazing Follower Tweaks (IAFT) which is more stable then UFO, and also far more compatible then both UFO and the original AFT:http://www.nexusmods.com/skyrim/mods/71689/?

 

   

  • XPMS - Groovtamas Extended Skeleton - Rating: Nine (9)

 

 

Replaced by: XP32 Maximum Skeleton Extended v3

This is only a replacement for people using the extended version of the skeleton, otherwise known as XPMSE. For people using the older XP32 skeleton only this version has additional features and requirements that may not be applicable so judge that for yourself before changing. But for those using the extended version, the newest updates are now hosted on a separate page, now comes with HDT support, fixes a SKSE co-save bloating issue from the original design, comes with a new MCM and better bug fixes as well. People using the original XMPS are encouraged to update.

 

    

  • Immersive Armors for NPCs - Rating: Eight (8)

   

 

While there is nothing technically wrong with this mod, it's purely on this list because its utterly outdated and redundant by the fact that Immersive Armors v7 already has this feature included in it, so a second module is not needed. Trying to use this version of the mod with the newest Immersive Armors will cause issues in the functioning of the mod.

Please note that Immersive Armors for NPCs REVISITED is still fine to use as it expands on the system by making more NPCs wear the edited armor.

 

   

  • Patches for Hypothermia - Rating: Nine (9)

 

 

For clarity, I am not advocating against using Hypothermia at all as it is a technically sound mod. There have been two patches for it recently released though that can greatly improve its functions and fix small bugs that were still included in the original release. Both patches listed below can be used as they do not conflict and have different purposes. While the original mod can still be used without the patches listed below, not using these patches could prohibit potential troubleshooting and they are strongly recommended.

Hypothermia 1.5 fixes several non vital script errors that previously caused certain functions to not work.

Hypothermia Plus - Unofficial Upgrade fixes several minor bugs and implements new systems to complement existing ones.

 

      

  • Bat Travel Vampire Power - Rating: Nine (9)

 

 

Patched by: Bat Travel Unofficial Script Fix

A simple patch that fixes issues in the script of the original mod that was resulting in masses of papyrus log errors due to unassigned properties that the script was trying to call upon. The result of this was that the last set of custom locations that the mod has options to assign for the power would not work and could not be accessed for assignment or use. The patch fixes these errors and allows the mod to properly be able to access the required data to get the last custom locations to work.

 

        

  • Dynamic Things - Rating: Nine (9)

 

 

Patched by: Dynamic Things Enhanced

Dynamic Things Enhanced is a patch that needs to be installed over the top of the original mod. The Enhanced patch allows for more direct editing of several features, provides additional functionality on top of what is already there, and fixes some bugs of features in the original mod that didn't apply properly. It also comes with greatly enhanced compatibility and functionality with other mods which should help to make this mod more stable in a larger load order.

 

       

  • Updated versions of Isoku's mods - Rating: Nine (9)

 

 

Splash of Rain, Rainbows and Shooting stars have all been merged into a single version that comes with increased optimization and performance as well as more customization via the MCM's features which now also include a performance mode for Splash of Rain. The updated version called Wonders of Weather

Anyone still using the old version of Wet and Cold Holidays should take note that they should update to the new standalone version. Not only is the new version compatible with Wet and Cold version 2+, it once again has had a significant increase in performance and optimization. It now only runs a check for a holiday once a day instead of once an hour, and only if it matches does additional scripting for the holiday features become active, and the scripts themselves are more light weight. The new standalone version is called Holidays.

 

  

  • Tamriel Compendium & Books Books Books - Rating Nine (9)

 

 

Replaced by: Book Covers Skyrim - Lost Library While there is no huge technical issues at all as far as I know for either mod, the reason that it has been replaced with the Lost Library mod for this list is purely because Lost Library replaces both mods, adds in additional books on top of that, is still being supported and also is far more compatible as well.

 

    

  • Mods that have since updated by kryptopyr - Rating: Five (5)

 

 

http://www.nexusmods.com/skyrim/users/4291352/?tb=mods&pUp=1

Similarly to above, kryptopyr took over some of the larger mods that were antiqued as more was learnt about modding and older mods were abandoned by their authors. This includes the very popular Weapon and Armor Fixes Remade, Smithing Perks Overhaul Remade and Completely Crafting Overhaul Remade, all of which were redesigned from earlier versions. Do not use earlier versions of these mods as they will not be compatible with your other mods.

Similarly, they have also released a merged version of a few popular aMidianBorn modules: Differently Ebony, AMB Glass Variants and aMidianBorn Skyforge Weapons. This merged version is called the content add-on and also includes variations for many other armor sets and updated weapons and is much more compatible and supported, so it should be used over the individual modules where possible. It can be found on the Book of Silence page:

http://www.nexusmods.com/skyrim/mods/24909/?

 

 

 

Warnings - Potentially problematic mods

 

Included here is a list of mods that are more something to be aware of rather then something that needs to be removed or actively be maintained in order to be stable. This is mods that have issues that we are aware may happen, but only do for a small percentage of people, or are considered not entirely safe to use for reasons other than the most major problems such as scripting errors or poor modding behaviour.

  • Papyrus Logging - Rating: Seven (7)

 

 

Papyrus logging is a feature that comes built into skyrim however it is commonly misperceived as a crash log or a general mod user troubleshooting log. The actual purpose of the papyrus log is an event logging system for the Papyrus scripting engine which runs all the scripts in the background of the engine. This means that Papyrus logs absolutely everything it can, no matter if it is harmful to your game or not harmful. Warnings can be both explicitly harmful or can just be an indication of something in a script not working or being assigned properly in game. Both can cause issues, either directly or just by something not working properly, but these errors should not be taken as if every mod that writes a function out to the log is an issue, and there are many legitimate reasons why features will be logged as well that aren't warnings

Arthmoor has written out a description of many of the Papyrus warnings you might come across in your own game that you can view here:

http://afkmods.iguanadons.net/index.php?/topic/4129-skyrim-interpreting-papyrus-log-errors/

If you have a mod in your load order that is spamming the papyrus log with legitimate warnings then I suggest contacting the mod author about it and asking them to resolve the issues, however this is not an indication that the mod should be immediately removed. For the course of general gameplay it is also not recommended to have your logging enabled as the logging uses up engine resources that could destabilise your game, and can drain away vital resources even more if you have a mod generating a big crash log.

 

 

  • Skyrim Radioactive - Rating: Three (3)

 

 

Skyrim Radioactive is a very popular mod however it has been consistently plagued by issues through its development. The original version suffered from several major bugs including people sometimes spawning under cities and being trapped in a perpetual death loop, crashing when entering any of the shops, and also having major navmesh issues.

As of the new versions being uploaded in December 2015 and onwards, these issues appear to be being fixed slowly, and as such older versions of the mods should not be used. However please do take caution still, as several issues with extreme performance remain, as well as NPC and object placement blocking other NPCs and general movement. The files are also not Tes5Edit cleaned and will need to be cleaned before use as all up they contain hundreds of UDRs which can be a source of reliable crashing.

 

 

  • Raven's Warpaints - Rating: Two (2)

 

 

The mod relies on an SKSE function which allows for higher resolution warpaints to be used on the character in order to display the new designs correctly. However in order to achieve this, it packages in a new version of the SKSE.ini file in this particular download from the mod which does NOT have the SKSE memory fix included. This means people who install this and rely on that tweak for a stable game may find themselves crashing suddenly and not necessarily always be able to immediately trace it back to this mod. While for NMM and manual users a properly set up SKSE.ini should overwrite the one from this mod as it is included in a bsa, Mod Organizer users must take care to ensure that their own SKSE ini is not being overwritten.

 

 

  • SkyTEST - Realistic Animals and Predators - Rating: Eight (8)

 

 

While SkyTEST doesn't fit the classification of a dangerous mod, it is a mod that has some technical issues that people should be aware of. The mod author refuses to use or support unofficial modding tools, and as a result none of the plugins have been cleaned with Tes5edit and some of them have numerous errors from CK errors that can occasionally cause problems. While this doesn't always show itself in a save game as the errors are relatively minor, it can have potential consequences so I no longer recommend the mod. A suitable alternative is Animal Tweaks which while it doesn't have some of the more dynamic features such as animals hibernating and having internal factions, it does a fantastic job of making animals better to fight and is much better put together and also much more compatible. It also doesn't increase spawns of have baby animals like SkyTEST does but you can get those features from Skyrim Immersive Creatures which Animal Tweaks supports

Replacement - Animal Tweaks

 

 

Stable - Previously dangerous mods that are now safe

Mods change and get updated all the time. Better scripting methods are invented and used, other scripting methods are discovered to be problematic, better ways of structuring records and data edits are found and used, and all up our understanding of how to mod a stable game is increased. As this all goes on, often times mods that have gathered a big reputation for being unstable or unusable, or even dangerous, for one reason or another, are suddenly made stable again but often the old info sticks around in old forum posts and in people's minds and accommodation isn't made for the new changes. Here is the list of mods that fit this category, with a reputation for being dangerous but no longer being so.

  • Civil War Overhaul (CWO) - Rating: Seven (7)

 

 

Ignore bug reports from before - 30th January, 2015

Civil War Overhaul (CWO) has previously had a reputation for being very broken due to its very unstable earlier versions. Huge leaps were made in stability with each version, including version 4 introducing an automatic bug detection system that can detect issues with script latency and other things that may prevent the CWO quests working properly and prevent them from activating until the game is stable enough to support them. Also included is an MCM system that can be used to more safely bypass various quests and their stages, as well as troubleshoot specific events in the civil war, much more reliably then the use of console commands can.

While the majority of the major issues that have previously plagued CWO have been fixed or accounted for like any mod of its size there are a few remaining bugs left over with various stages of severity, and because of that you should install this mod only after careful concideration. In December 2015 CWO's author confirmed a number of existing bugs that were discovered and described in detail by /u/immundano. Many of these bugs originated in the vanilla game but only appear due to CWOs unique representation, others original solely from CWO. Similarly, very few of them have the potential to be gamebreaking, and not all will be guaranteed to appear, but some do undermine the stability of some of the main CWO features. To maximize your stability when using this mod, particular care should be paid to the instructions on the mod page and general modding stability, including that the mod cannot be installed or uninstalled without starting a new game due to the way the civil war script runs in the background from the start.

Download Civil War Overhaul here

 

 

  • Warzones 2015 - Rating: Nine (9)

 

 

Ignore bug reports from before - 27th November 2014

Previous versions of Warzones had substantial issues behind them on a technical side of things. Issues with script execution and implemented systems resulted in the mod causing save bloat and scripting problems when run in a save file, particularly over long lasting saves, and it was also very difficult to remove from a game once the issues started to build up. There was also major performance concerns about the mod given the huge number of spawns that it used and the build up that would then have with NPCs, decals, scripts and dead bodies all building up exponentially around battle sites. You

Since being listed on another person's dangerous mods listing the author realised the issues were major and embarked on a major overhaul of the mod, rewriting it from scratch and fixing all of the script issues and also expanding the mod and its functions even more. It now includes an MCM menu which allows you to configure it and adapt all of its battles and activate and tweak many performance issues, and the most heavy features have been toned down so that they don't hurt quite so much without losing any quality. Warzones 2015 has a webpage you can visit here for more info[skyrimwarzonescivilunrest.modunion.com].

Download Warzones 2015 here

 

 

  • Sounds of Skyrim - Rating: Nine (9)

 

 

Ignore bug reports from before - 6th May, 2013

The Civilization module of Sounds of Skyrim use to be a very well known cause of save bloat. However after the issue was discovered and reported. Arthmoor stepped in and helped to fix the issue for the original author, meaning the core problem has been removed and bloating is no longer an issue for any of the Sounds of Skyrim modules.

Download Sounds of Skyrim here

 

 

  • Beyond Reach - Rating: Nine (9)

 

 

Ignore reports from before - 10th August, 2015

Previous versions of this mod before 3.3 included numerous wild edits that overwrote fixes from the USKP and DLC changes as well as would have been causing hidden conflicts between this mod and numerous others, such as animals, npc editors, water mods and the main quest itself. These wild edits were technically not ITMs, but actual overwrites made on accident which is why they went undetected previously.

As of 3.3 all of these edits have been confirmed to be removed by the author and should no longer cause a problem in any games. The only vanilla records touched by the mod now are music tracks which are needed for the mod to have the proper style and implementation. For people updating just overwriting the esp will fix these conflicts in your game with no additional work needed.

The objectionable quest has also been removed.

Download Beyond Reach here

 

  

  • Claralux - More and Brighter Lights - Rating: Eight (8)

 

 

Ignore reports from before - 8th November, 2015

Claralux, from the same author as Warzones, similarly had a save bloat issue in previous versions. This had been temporarily fixed by the author only making a stable version available, however that one had some potential compatibility problems and a lack of full customization.

As of the latest version, all save bloat is removed and full MCM customization and compatibility has returned, allowing for in game tweaking and editing of the mods light sources as per previous versions before they were removed.

Download Claralux here

 

 

  • Unlimited Bookshelves - Rating: Seven (7)

 

 

Ignore reports from before - 11th October, 2015

This mod was originally abandoned by its author after he moved on from modding with a few remaining issues. It was made before proper modding practices had been established and as such had a lot of errors like ITMs and UDRs. After being in contact with the author I have since taken over the mod, removed all wild edits, UDRs and also resolved a lot of conflicts with the USKP and other patches. All other bug reports, such as causing CTDs and ingots not stacking have never been confirmed due to a lack of actual info presented about them and as such are not currently being considered as reliably being traced strictly back to this mod.

I am currently looking for someone experienced with scripting to help identify and update any potential issues in the scripts. Script sources can be found in the new download. This mod has also been made open source by the author so if you wish to publish fixes outside of the main download, you may do so, just remember to credit the original author and notify me.

Download Unlimited Bookshelves here

 

 

 

 

 

Version History and Credits:

 

 

1.0 - 6/7/15 - Initial post created.

1.1 - 7/7/15 - Revised date for Warzones. Revised information on Claralux. Revised introduction to dangerous mods. Added Armed to the Teeth and Dual Sheaths plus Shields on Back to the outdated section along with their respective replacements, Equipping Overhaul and Dual Sheath Redux. Updated information on SkyBirds.

1.2 - Added replacement for My Home is Your Home. Added additional info about avoiding mods with deleted Navmesh's. Cleaned up some of the formatting and word errors. Cleared up some of the ambiguous information in certain mods descriptions.

1.3 - Added Smart Souls as a secondary optional to replace Acquisitive Soul Gems. Added Immersive Beds as a superseded mod. Added Beyond Reach for offensive content as per a peer review which was unanimous in accepting its inclusion. Added All Geared Up as a secondary replacement for Armed to the Teeth/Equipping Overhaul. Added Hypothermia Plus as a recommended upgrade to Hypothermia. Added Everyone Killable for using a dangerous installer. Added DUEL to the warnings section because of logging issues.

2.0 - 25/7/15 - Review of all current information including a rewrite of any existing ambiguities. Addition of new ratings system for the sake of clarity. Renamed and reorganized headings. New category to cover mods that technically don't belong in the Unstable category but are unstable or have replacements important enough to not warrant just being placed in the warnings category. Addition of SMPC. Reviewed all mods and reorganized any mods that needed to move categories.

2.1 - Removal of the DUEL listing in favour for a more general warning about Papyrus logging being enabled for general gameplay and the potential instabilities caused by that. Rewording of ambiguities and subjective statements in favour for more objective information in the Beyond Reach section. Revision of ratings for the stable section. Birds and Flocks section rewritten. Another Sleep Mod added as second alternative to Immersive Beds.

2.2 - Reworded introduction to clarify certain points. SMPC moved to Do Not Use after the author deemed it dangerous and no longer has a chance to update. Rewrote Beyond Reach section. Added in notes about other mod authors who had replied to being contacted. Rewrote the Papyrus logging section with more accurate information. Updated credits.

2.3 - 31/7/15 - Added several new mods to the outdated section: Better Fast Travel, UFO, Dungeon Treasure, Dynamic Things. Updated credits.

2.4 - 3/8/15 - Added the updated versions of some of isokus mods that people don't know about to the Outdated section. Added replacements for Reeneers Crime Overhaul to its listing. Added XMPSE.

2.5 - 10/8/15 - Moved Beyond Reach to the safe section. Added Ravens Warpaints.

2.6 - 18/8/2015 - Added Cartographers Map Markers to the Outdated Section. Fixed missing link and info for Beyond Reach.

3.0 - 21/8/15 - Creation of new /r/Skyrimmods wiki version. Revision of all current information. Updated introduction with headings and clearer descriptions. Fixed typos and poor editing. Updated information on Ravens Warpaint.

3.1 - 29/9/15 - Added Read and Learn Speechcraft Speech. Fixed some formatting errors.

3.2 - 8/11/15 - Claralux moved to the stable list.

4.0 - 24/11/15 - Information overhaul, more technical specifics added on all mods where possible. SEM moved to Dangerous due to the inherent risk of stack overflows. Removed Midas Magic, recieved confirmation the wild script edits were resolved. BYOG moved to Outdated from Unstable. MHIYH entry removed until the patch version becomes visible again. Removed CCOR merges due to the fact that it does more than just replace the mods. Moved Unlimited Bookshelves to safe as I have taken it over and fixed the core issues. Added Immersive Detection of NPCs to the Unstable category. Added Bat Travel Vampire Power to the Outdated section with its patch. Added Athletics Training to the Unstable section with a note about permissions. Added Spell Sneak Attacks 2 to Unstable due to poor scripting and wild edits in esp. Skyrim Radioactive rating downgraded to 3 due to author abandonment and continuous refusal to fix major issues.

4.1 - 17/12/15 -Added Stable uGridsToLoad due to memory corruption issue.

4.2 - 31/12/15 - DUEL, Deadly Combat and Action Combat added as dangerous mods due to save bloat. Skyrim Radioactive moved back to warnings due to resuming active development and issues. More information added to the introduction about save bloat and stack dumping risks.

4.3 - 20/2/16 - Updated the Civil War Overhaul listing to make note of recently discovered issues. Revised technical information for a few mods listings. Added additional info to the DUEL/Deadly Combat/Action Combat listing. Changed the AFT replacement for UFO to the updated Immersive Amazing Follower Tweaks (IAFT). Added Forgotten Settlements to Unstable. Added Minor Architectural Mesh Expansion Modders Resource to unstable.

 

 

 

 

 

 

 

furthermore  il be updating this List base on what new update he has  like if i have found a new update on his website il rename the thread to   [updated-("The Date of The Thread was Updated")]List of Dangerous Mods, to notify the users that  i have added a new dangerous mods to avoid 

 

 

 

 

 

 

 

All credits goes to Nazenn who works hard on making this List and also Thalasa,Uncle64,Gentester,Arthmoor,Apollodown,Pevey,and MyGoodEye who did  contribute on His Masterlist of Dangerous mods

 

Feel Free to Contact Him on Steam if you have any Feedback or some Request for some other mods to be added on his List  and also you can also contact him on Reddit https://www.reddit.com/r/skyrimmods/wiki/dangerous_mods_masterlist#wiki_contents

 

and the Link to his Masterlist of dangerous Mods on Steam and also on Reddit

http://steamcommunity.com/app/72850/discussions/0/523890681422555089/

https://www.reddit.com/r/skyrimmods/wiki/dangerous_mods_masterlist#wiki_contents

 

 

Posted

 

 
Stable u grids to load like the Maker of Crash fix plugins says this mods may cause memory corruption
 
 

I have never experienced any problems with this mod at all, as it is included in my guide. 

Posted

 

 

 
Stable u grids to load like the Maker of Crash fix plugins says this mods may cause memory corruption
 
 

I have never experienced any problems with this mod at all, as it is included in my guide. 

 

well im not sure on that like i said this list is just based on users comment 

 

if i'm not worng, bathing beauty luxury suite (or something like that) used to cause all kinds of problems for many people, not sure how's it now

il try to check it 

Posted

I think it is a good idea to provide a list in LL as well.

 

Would it be a good idea also to provide direct link to original Dangerous mods thread in Steam/Reddit in OP? That list gets occasionally changed, when mod authors have moved to fix their mods and Steam team is checking trough others mods.

Posted

I think it is a good idea to provide a list in LL as well.

 

Would it be a good idea also to provide direct link to original Dangerous mods thread in Steam/Reddit in OP? That list gets occasionally changed, when mod authors have moved to fix their mods and Steam team is checking trough others mods.

thanks for reminding i almost forgot to link the site

Posted

And as for Immersive Armors, anyone who uninstalls a mod in the middle of a playthrough gets what they deserve, there's nothing wrong with it otherwise.

Posted

And as for Immersive Armors, anyone who uninstalls a mod in the middle of a playthrough gets what they deserve, there's nothing wrong with it otherwise.

im just giving them a warning

Guest Spikes
Posted

Thanks for the warning mate, many people end up using mods that can break their game without even knowing it.

 

You might be interested in a similar list in reddit, so you don't lose time testing the mods in the list.

 

https://www.reddit.com/r/skyrimmods/wiki/dangerous_mods_masterlist.

 

Been years since i tested bathing beauty luxury suite, but yah it messes with a lot of stuff in the game, uses old scripts etc. Better to avoid it in a "normal" playthrough, cause it can mess up your game,specially if you use many script heavy mods.

 

 

 

 

 

Posted

The Steam thread states that Enhanced Blood Textures should be used instead of Crimson Tide, is this incorrect?

just heard it on nexus and redit that it uses a script cloak on a npc and it will never disappear even if they died just disable the ESP if you just need the retexture although no blood pools

 

edit: also im a bit unsure of this il just take a look on some forums if this is really stable and also i need some opinions in here 

Posted

 

And as for Immersive Armors, anyone who uninstalls a mod in the middle of a playthrough gets what they deserve, there's nothing wrong with it otherwise.

im just giving them a warning

 

 

Well the warning should be "Don't uninstall, or for that matter install, modifications - other than texture packs which your PC can cope with - on a game you have configured and started".

 

Posted

 

 

And as for Immersive Armors, anyone who uninstalls a mod in the middle of a playthrough gets what they deserve, there's nothing wrong with it otherwise.

im just giving them a warning

 

 

Well the warning should be "Don't uninstall, or for that matter install, modifications - other than texture packs which your PC can cope with - on a game you have configured and started".

 

 

already remove it since its a stable mod the only problem is uninstalling it 

Posted

 

Dance of Death this one is already outdated should be replace with Violens but im not sure if this mod dance of death may cause ctd issues 

 

 

I'm still using this and never had a problem with it. Just because a mod is old does not automatically mean it's unstable.

 

There were some reports of issues with VioLens which is why I never upgraded to it but I can't remember the details as it was a long while back. Its probably fine now but as TDoD works well I've never seen any point in changing

 

Posted

 

 

Dance of Death this one is already outdated should be replace with Violens but im not sure if this mod dance of death may cause ctd issues 

 

 

I'm still using this and never had a problem with it. Just because a mod is old does not automatically mean it's unstable.

 

There were some reports of issues with VioLens which is why I never upgraded to it but I can't remember the details as it was a long while back. Its probably fine now but as TDoD works well I've never seen any point in changing

 

 

 il just write this as outdated and still functioning and thanks for proving me that i was wrong saying that this is unstable 

thats why i put this on LL forums cause i may need some of the opinions of some users here cause this is an active community for me 

Posted

if i'm not worng, bathing beauty luxury suite (or something like that) used to cause all kinds of problems for many people, not sure how's it now

about the bathing beauty and beefcake lux suite may be some problem with compatibilities or some users with low end rig may suffer performance loss because on the NPC`s i remember installing this before i never get CTD inside the Suite so im not going to add this on the dangerous list unless someone may prove me wrong and tell me how this mods work and how it may cause CTD`s

Posted

You should just ask the author of the steam thread to copy and modify his list a list of 5 mods is not worth looking at also I would really like to see you reducing the font size there is no need to write the whole topic with a minimum font of 18 takes away space and if the list would be bigger leads to endless scrolling

Posted

You should just ask the author of the steam thread to copy and modify his list a list of 5 mods is not worth looking at also I would really like to see you reducing the font size there is no need to write the whole topic with a minimum font of 18 takes away space and if the list would be bigger leads to endless scrolling

ok il try to talk to him i may change it if i have more list 

Posted

Updated i just decided to copy his list instead of making one and also i have already ask for his permission and he stated "Feel free to take it and repost it on LL if you want. I suggest you don't modify it too much, the actual system I used has been used for a reason and if you do things like rewrite the categories etc it could introduce a lot of confusion as to why things are listed as they are, especially the categories which are vitally important"

Posted

i decided to remove the Enhance blood texture or (EBT) on the list  cause nazzen  said that "Enhanced Blood Textures is fine, while it does use a cloaking script, it appears to be cleaning up after itself fine and as a result is not at risk of save bloat."

Posted

 

Navmesh's are the part of the game that let AI know how to navigate an area, by marking out preferred paths, where items are, where they can't walk, and also other basic navigation information. Deleting a navmesh is often done in order to put in another navmesh if a mod drastically changes an area, however this is the most dangerous way to do it and generally considered very bad modding practice. Deleting a navmesh can easily cause crashes if another mod or just a script from anything tries to reference the deleted navmesh, and a host of other issues, akin to UDRs.

You should be very careful about using mods with a deleted navmesh, and if there is many deleted navmesh's I would advise against using them completely. Warnings of this should always be reported to the author with a polite message for the author to fix them ASAP. If the author refuses then I would be incredibly cautious of using the mod as those are the mods I often suspect most of having other hidden and unadvertised edits and other issues. There are a few instances where a deleted navmesh in a mod is actually carried through from the main game, the DLC's have quite a few deleted navmesh's just as an example, but these are generally the exception, not the rule.

 

Few things I have found on navmeshes while working with them in the CK and from everything I can find online.

 

- The only things that can reference a navmesh is something that attaches to it directly such as a door or portal or other marker (they mark the triangle where it is located).

- Scripts CAN NOT reference a navmesh in Skyrim, prior games such as Oblivion and the Fallout series may have been able to but that functionality does not work anymore.

- Modifying a navmesh may cause the CK to mark the original deleted and set the current navmesh so it belongs to your mod. I am not sure at what point the CK decides to do this, whether it is anchored to a specific triangle or changing over a certain amount triggers it. I have rebuilt the navmeshes for Captured Dreams several times by editing the ones from Skyrim and at some point they change over to being a new one and shows the old one deleted.

 

The main problem with having a navmesh replaced in a location is if there are other mods that use the same area that have doors, they will no longer be linked to the navmesh and is the likely issue for problems with them in Skyrim. Editing a navmesh and not finalizing it can cause issues as well if there were door markers there as well as they may not be marked properly.

Posted

 

 

Navmesh's are the part of the game that let AI know how to navigate an area, by marking out preferred paths, where items are, where they can't walk, and also other basic navigation information. Deleting a navmesh is often done in order to put in another navmesh if a mod drastically changes an area, however this is the most dangerous way to do it and generally considered very bad modding practice. Deleting a navmesh can easily cause crashes if another mod or just a script from anything tries to reference the deleted navmesh, and a host of other issues, akin to UDRs.

You should be very careful about using mods with a deleted navmesh, and if there is many deleted navmesh's I would advise against using them completely. Warnings of this should always be reported to the author with a polite message for the author to fix them ASAP. If the author refuses then I would be incredibly cautious of using the mod as those are the mods I often suspect most of having other hidden and unadvertised edits and other issues. There are a few instances where a deleted navmesh in a mod is actually carried through from the main game, the DLC's have quite a few deleted navmesh's just as an example, but these are generally the exception, not the rule.

 

Few things I have found on navmeshes while working with them in the CK and from everything I can find online.

 

- The only things that can reference a navmesh is something that attaches to it directly such as a door or portal or other marker (they mark the triangle where it is located).

- Scripts CAN NOT reference a navmesh in Skyrim, prior games such as Oblivion and the Fallout series may have been able to but that functionality does not work anymore.

- Modifying a navmesh may cause the CK to mark the original deleted and set the current navmesh so it belongs to your mod. I am not sure at what point the CK decides to do this, whether it is anchored to a specific triangle or changing over a certain amount triggers it. I have rebuilt the navmeshes for Captured Dreams several times by editing the ones from Skyrim and at some point they change over to being a new one and shows the old one deleted.

 

The main problem with having a navmesh replaced in a location is if there are other mods that use the same area that have doors, they will no longer be linked to the navmesh and is the likely issue for problems with them in Skyrim. Editing a navmesh and not finalizing it can cause issues as well if there were door markers there as well as they may not be marked properly.

 

just contact nazenn on steam or reddit about your post so he could correct it  note this not my guide anymore im just posting what nazzen post on his dangerous mods  masterlist  

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...