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Installing new mods not in STEP or PACKs


JUNKdeLUXE

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I've been trying to find a post or wiki page, that can help me with short and concise rules of what to be aware of and what to do, when installing new mods on top of the already big installations that STEP and PACKs are. 

 

I'm using Skyrim Revisited: Legendary Edition and there is a lot of information on what to do when adding new stuff etc.. problem is that they are spread all over the guide, and thus it can be easy to forget a step as they are not consolidated (another problem is, I feel these guides seem to rely upon the fact that you've watched all 376 hours of modding guides on Youtube and thus are an expert into modding).

 

I'm guessing there is such a guide, as I think I'm not the only one with this problem, but I just haven't been able to find it... can you help me?

 

And if indeed, such a guide has not been made.. would one be made available to all us modding novices?  :D

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No such guide exists, I'm afraid, and none likely will be. Modding in Skyrim is such an involved process that simplifying it to the level you'd like is not really possible. To really do it well takes time, trial and error, and then more time.

 

That said, a few things I've picked up that are relevant to your original question. Keep in mind I've never tried a SRLE install, so can only speak to how STEP Extended is laid out and implemented.

 

1) When looking to add additional mods, try to place them (roughly) in the same general category as ones already installed. An an example, placing mods that alter NPC appearance in the 'Characters and Creatures' section, or things that change game play systems into 'Gameplay'.

 

2) As part of the above, when placing them, use MO's conflicts tab (double click the mod, conflicts tab) to make sure that the stuff you want to make sure is there isn't overwritten by a mod further down the load order. The Flags MO uses can also help you identify when any mod becomes completely redundant (white lightning bolt), which means you can likely remove it from your load order completely.

 

3) Understand that Skyrim is kind of like a cat. It hates you. It has no real plans to work with you. It will randomly, and with no real rhyme or reason it seems, work or not depending on it's mood. Random Acts of Skyrim are to be expected. Sometimes, there is a reason, but it can be a pain to track down... don't lose your focus. A little research can help out with these problems, and the guys here will (and have, on many occasions) help you out as best they can to figure out possible causes of problems. Just stick with it through the frustrations, and when it finally gels and you get that awesome Skyrim look and play, it'll be worth it.

 

I know it's hardly a comprehensive list, but like anything with this many complicated and interwoven systems, it's a beast to make into science. If you have more specific questions, I'm sure I (and the others) will help out, but at a general level, that's about all I've got.

 

Good Luck... we're all counting on you.

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Thanks for your excellent input :) I learned something I hadn't read before (especially point #1).

 

it seems I might not have explained myself good enough.. I don't want super highly detailed guides for what to do when adding a new mod.. I'm looking for guidelines.

 

Here is an example of what I mean (with only having a little knowledge of modding, so it's mostly nonsense text)

 

When adding a new addon be aware of these things:

1) put the addons in the section they refer to. NPC mods in the "Characters and Creatures" section and so on (thanks for that heads up)

2) if adding a mod that changes the worldspace make sure to use this tool

3) check out conflicts in MO and decide what you want etc.

4) etc, etc, etc

 

After having added a new addon make sure to do these steps:

1) Run Sky-reproc (link to generic guide)

2) Run Loot (link to generic guide)

3) Run FNIS (link to generic guide)

4) make batched patch (link to generic guide)

5) Run DYNDOLOD (link to generic guide)

6) etc etc etc (link to generic guide)

 

 

It's something along those lines, I was thinking about. It doesn't have to be super detailed or mod specific (yikes what a workload) but just a reference for what to do and best practices when adding to STEP, PACKs or SRLE.

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I understood that... hence what I gave you. On the other hand, you look to have most of the other data in hand. A few more points though, since you bring them up...

 

A) For the 'Proccer... as far as I'm aware (and my experience is pretty much limited to Dual Sheath Redux), you don't need to re-run this unless you have changed something related to it. IE, for the one I listed, the skeleton, weapons and shields added in, etc.

 

B) LOOT. Always, always, always run after adding (or removing) a mod that uses an ESP Plugin (Or ESM for that matter). In some cases, you may need it to run after a specific mod, and the meta-rules will help you sort those out. Suggestions will often be found on the author's mod page if there is any specific conflicts that require this.

 

C) FNIS is much like the reproccer. Unless you added or removed something related to animations and the player skeleton, you can pretty much leave this be after it's initial run.

 

D) Bashed Patch doesn't ALWAYS need to be run like LOOT, but I tend to anyway. Especially if it adds in new items, since these may be mergable into leveled lists and so forth.

 

E) DYNDOLOD.... I like it. But if I don't change the landscape in any way, shape, or form, there is no need to go through a 40 minute ordeal of waiting.

 

Some people like ENB's as well, but those are pretty well covered in their own little sub-forum (?). From what you have typed, I think you already have about all the know-how you need... it's more a matter of playing with it and learning from the Random Acts of Skyrim.

Edited by Shadriss
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If you do go with an ENB (I personally don't like the FPS losses associated with ENB), have a look into Vividian ENB.

Run near solid upper 50's myself. Only area I have a significant hit is in Whiterun, looking from Dragonsreach across the city. It drops to high 20's there, but I can live with that.

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When adding a new addon be aware of these things:

1) put the addons in the section they refer to. NPC mods in the "Characters and Creatures" section and so on (thanks for that heads up)

2) if adding a mod that changes the worldspace make sure to use this tool

3) check out conflicts in MO and decide what you want etc.

4) etc, etc, etc

Between 1) and 2) I'd add "use Tes5Edit to check for conflicts". That step is critical and everything else will fall into place once you do.

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  • 5 months later...

The OP is on the mark, perhaps  a 'guide' is not needed, but a quick checklist as a reminder with links to bigger guides.  It is tough to remember everything from that mountain of info that is the STEP install guide; it simply can't all stick...

 

I've been enjoying STEP-X for a few months and have slowly added a few mods that I felt couldn't live without (Stealth and Smithing rebalances, canoe mod, Simply Bigger Trees...) and got away with forgetting to run one of the patch makers (think it was Sky Proc) until I added a mod that generated an error (I thanked the gods for the error, rather than a CTD...).  Only when following the thrown error did I noticed/was reminded in the STEP guide where it says you should run it after any load order change:

 

Warning:Each time you change your load order, you should rerun the DSR Patch to remake the patch. Failure to do so may lead to a CTD upon startup.

 

RE: placing added mods in respective similar sections may help with mental organization, but correct me if wrong, it really shouldn't matter for most mods beyond STEP other than making sure load order is correct in the end.  Then again, I still at the stage of tending to pick simple mods that improve what I want without causing much if any conflict.  Simply Bigger Trees is about as simple as it gets, but what a bang for the buck!

Edited by Bandy
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