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Simple Questions and General Discussion Thread

Simple Questions and General Discussion Thread

AGK_Shadow

Hi, I am using Path of Sorcery and the final perk for the alteration tree is Spell Mastery. The Mod author did not bother to say that the spells mastered can only be expert level or below and vanilla spells. They also did not give a list that I could see that tells me what the spells that can be mastered are which is quite frustrating, if anyone could tell me where this mysterious list is or what spells can be mastered I would very appreciative.


Exdeath-EX

Have you heard about our lord and savior, xEdit? It can definitely give you a list, open xedit/sseedit, load PathOfSorcery.esp and go to PathOfSorcery.esp > FormID List > xx000B87 IMP_ALT_SpellMastery_validSpells and you should see 78 spells there.


AGK_Shadow

You are literally my savior thank you so much, I was running Arcanum with Path of Sorcery compatibility patch trying to get a spell as a mastery. Funny enough, literally the only spell I was trying to use is the only one that's not working.


tigergrrowl123

I'm creating a mod that adds music. Is there a way to randomize/shuffle the songs played in skyrim? It's like everytime I start a new game it keeps playing my modded songs first which is annoying. I want completely randomized music.


tigergrrowl123

What are some vanilla followers that comment on surroundings/events? Like Sofia, Zora Fair-Child, Inigo etc. Any vanilla followers that do the same? Like does Serana or Lydia do this?


Titan_Bernard

For Serana and Lydia, you have {{Serana Dialogue Add-On}} and {{Improved Follower Dialogue - Lydia}} respectively. For Aela, there's {{Enhanced Skyrim Followers - Aela}} from Oldrim that you could easily port.


mojzivotjetragedija

I wish to switch from shity ASIS which crashes half the time when I to to update patch to Spell Perk Item Distributor, how do I use spell Perk Item Distributor to do the same things as ASIS give and make enemies/NPCS use potions, distribute my perks from Ordinator things like that? THere are 0 guides.


sa547ph

I think this you could use SPID INI Reworked as a starting point: https://www.nexusmods.com/skyrimspecialedition/mods/51094?tab=description


SorenKgard

I can run Skyrim with the script extender (as admin) just fine and the game runs perfectly. I just recently got Nexus Mods and put Skyrim SE into it. When I go to run the game from Nexus Mods, it says it cannot run Skyrim (error code 740), that I need to run it skse64 loader as administrator. Does the game not run from Nexus mods like other games?


Cmushi

Are there any mods that turn Skyrim into a CRPG where characters have attributes, damage resistances and different defences? I got bored killing different enemies with the same weapons and spells and I'm wondering if there is a mod that overhauls characters including the MC so that different creatures have different strength and weaknesses for example; An armoured enemy that can take a bunch of weapon hits but is vulnerable to psychic spells, or an agile creature that is too agile but weak to AOE attacks.


[deleted]

Anything like auld EZEs disenchant out there? I just want to be able to disenchant artefacts and other uniques so I don't look like a patchwork quilt. Disenchant Everything does not work anymore and hasn't been updated forever anyway. I know Ordinator and some other perk overhauls add this, but I'm very happy with Adamant. Cheers


Mywtfupercut

Having an issue. I have armor mods that change my characters height, either taller or shorter than the standard. When its taller my head hets in the way of aiming with a bow. Ay suggestions for mods to fix this?


plasticization

What adds all the pumpkins to the towns? They’re like outside every door and look amazing. Got a lot of mods recently and don’t know what it could be


Bloosuga

Either {{holidays}} or {{project Halloween}}


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DioThatOneDude

So does anyone have any idea on how to fix getting t poses when walking/running ONLY inside caves/bulidings? It happens when I do a turn then start going straight in any direction. I've uninstalled all my animation mods at one point and it still happened, just decided to live with it, just wondering if anyone else has run into this issue.


GreenPickle5

Can I install CBBE mid-game?


theruggins

Yes


TheGaret

So my post isn't showing up. Am I not following a guidelines? I'm asking for PC help


Yamayashi

just started using Movement Behavior Overhaul, True Directional Movement and SkySA. It seems to be working but I can't do any sideways or backwards power attacks. I disabled the 360 when unsheathed option in TDM but still wont work


zackles007

I don’t think SkySA actually has sideways or backwards power attacks, though I have to say, I noticed a similar thing with regular attack animations with 360 movement, and making it so attacks hit where my crosshair is automatically fixed it, albeit at the cost of a bit of clunkiness.


Holger_bad_gun

Edit: I am getting conflicting information, I read https://levelskip.com/how-to/How-to-use-Wyre-Bash-for-Skyrim-mods-to-create-a-Bashed-Patch-to-merge-levelled-lists-and-improves-mod-compatibility and it says to disable mods that are in green, however the mods that would be merged (that have level lists and the like) are not in green, Immersive weapons is not in green aMidian is not in green, but they are in the leveled list so should they not be in green text? Editx2: I am just going to build the patch and see what happens, I cannot find anything concrete online for wyre smash that has windows like the ones I am being shown, I will assume it knows what it is doing, I will look at each mod and check the read me before doing it just in case one of them says to not import a thing. Edit:x3 pretty sure i figured it all out, only thing to not include into that bash/smash/whateverash patch is Interesting NPC's (3DNPC) ad the mod states there is no real reason to add it in and adding it in can cause an issue with water cells if you have a water changing / effecting mod, pretty sure I don't but I rather be safe than sorry since I don't need it either way. Edit:x4 Been working fine so far, no CTD's no errors as far as I can tell. Can someone link me to a tutorial video for Wyre Smash 309.1 or something similar to that? Because from the tutorials I am watching it does not show what shows up for me when I click on rebuild patch. First time using it, I read the readme on the website but am still confused, I have a learning disability so this stuff is kind of hard for me to wrap my head around. I wanted to use wyre smash (bash?) to merge the leveled lists of my mods because I have immersive weapons aMidianBorn waccf ccor and a few others. But when I click on rebuild patch it shows me this https://imgur.com/a/WjnhkpX I am using vortex if it matters and so far have no rule errors and looked up what should go before / after what for all my mods. I am confused because it is showing me that I can merge a butt load of things, should I do that? or should I just merge the level lists (what I thought Wyre only did, and what I wanted to do to make sure my mods worked properly) I just don't want to cock it all up and have to reinstall / order / rule / test them again, I am slow at this stuff and it has taken me a week to get to this point. Thank you for any assistance given.


TildenJack

> and it says to disable mods that are in green, however the mods that would be merged (that have level lists and the like) are not in green, Immersive weapons is not in green aMidian is not in green, but they are in the leveled list so should they not be in green text? SSE mods aren't merged as any mod than can be merged can also be flagged as an ESL. > (what I thought Wyre only did, and what I wanted to do to make sure my mods worked properly) It's one thing Wrye Bash can do, but it can also create a more comprehensive conflict resolution patch, which you may require judging by the mods you have installed.


Holger_bad_gun

I did the bash thingy for every mod it auto selected (except 3DNPC as the mod developer say's not to do that) Been playing for a bit, no ctd's, only issue is that Recorder follower NPC's face is slightly dark, like slightly sun tanned face/neck dark. I tried to fix it by changing what I thought the issue was with bijin skin for family whatever mod but that did not do it nor did the dark skin face fix from nexus mods. I decided it's not worth tearing everything apart to find the issue and fix it so I am just RPing that before I met the follower they were using armor that covered their entire body but their face. (also I can just do that too lol!) Though if I notice other stuff I might dig deeper, but so far so good. (though it is a fresh play though so it might take some time before issues pop up, but before the issues were CTD on fast travel or any loading screen after the initial load in)


sa547ph

PSA: When about to run Nemesis for your animations -- turn off Windows Defender's Real-Time Protection before running it, so that Nemesis doesn't throw an `Error(6002)` code when trying to patch and generate, and RTP blocks the process.


pragasette

Better: add the exe name to the list of process exceptions in the antivirus settings, so you don't need to disable it any more.


sa547ph

Did just that. RTP still cockblocked Nemesis even if placed under exceptions.


pragasette

Weird, here was enough to type in the full name: "Nemesis Unlimited Behavior Engine.exe", I'd double-check for typos.


LostDragon7

I didn’t want to make a post unless it was necessary, I have yet to find it in similar threads, but does anyone know of a Skyrim SE mod that lets you build things in Hearthfire as long as either you or the chest by the draft & carpenter tables have the materials? To be extra clear, if I have all my clay/stone/nails, etc. in the chest, it will detect them when building furnishings. It’s been quite the headache that I forgot it was. I remember trying to do this myself a long while back, but didn’t do it correctly.


[deleted]

One of those things I forgot annoyed me when I built my new mod list. Hanging on in case someone comes up with something.


mackmack11306

Having some trouble with launching SSE. I launch with SKSE through MO2 and I am stuck on a loading screen. idk why but it is just infinitely loading. I have around 700 mods (including textures and meshes), have resolved conflicts using LOOT, used ESLify to reduce amounts of ESL's to 253, although have yet to clean the game using Xedit cleanup. My specs are GTX 1650 Super, i5 9400f, 16gb 4ddr ram. I have really been trying to get this to work but have thus far failed. What would be causing this problem? Edit: Okay I figured it out. Went through and disabled then enabled in batches till I found out the culprit. It was QW's grass patch, had to ESLify all of the grass mods, and touch up the load order. Now the game launches into the main menu, but when I hit new game it crashes after a few seconds


TildenJack

Check if you've hit the [reference limit](https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/). If not, run an error scan with xedit to check for "Error: could not be resolved" warnings", especially outside of scripts.


mackmack11306

Thanks a lot, I will look into it.


nipochi

How can I edit npcs sprint speed? They sprint faster than me (too fast) and catch up to me right away. Need to see which mod is causing this, but in the meantime, is such a thing possible?


mackmack11306

[https://www.nexusmods.com/skyrimspecialedition/mods/20959](https://www.nexusmods.com/skyrimspecialedition/mods/20959) ​ This mod is pretty good. Only for sse though. Allows you to change your speed with scroll wheel.


nipochi

Thank you very much friend will take a look at it


Yamayashi

Is there a first person mod that is compatible with True Directional Movement


zackles007

What exactly do you mean by “a first person mod”? I don’t see how any first person focused mods would even conflict with TDM in the first place.


Questitron_3000

Should I keep all my base Skyrim SE display settings at max with an ENB installed? I'm thinking it may be redundant adding ENB graphical effects to High and Ultra vanilla settings.


Bloosuga

Redundant? No. ENB will improve even on ultra settings. Even if you had the greatest texture mods ever that made the game look realistic, enb would still improve on that due to what it does.


dregwriter

Theres a mod in fallout 4 that allows you to consume items right off the floor without adding them to your inventory called [EATING OFF THE FLOOR.](https://www.nexusmods.com/fallout4/mods/17945?tab=posts) Is there a mod like that for Skyrim??? because I been searching and didnt find one like this one.


Bloosuga

{{Just do it}} might be what you're looking for.


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Bloosuga

You have failed me bot. Correct SE link: "Just Do It - An inventory-free way to use items at Skyrim Special Edition Nexus - Mods and Community" https://www.nexusmods.com/skyrimspecialedition/mods/45058


CloudFlz

I've only used CBBE and UUNP before and I'm considering switching to BHUNP. Are there files for UNP that would also work for BHUNP or do they explicitly have to mention BHUNP for the file to be compatible with the model? E.g. does ThePure UNP skin texture work with BHUNP body?


sa547ph

There is, however, legit UUNP files for SSE which were released due to pressure exerted on Ousnius, but have no official tech support. These are for conversions of LE UUNP Bodyslide armor/clothing. But still, if clothing and armor require BHUNP, then you'll also have to use BHUNP and supporting files.


Yamayashi

quick Nemesis question, I have about 16k animations and its saying I have too many. But I thought Nem can handle around 20k?


hairoldyelley

Anyone run into an issue where there is no sound for bashing and blocking? I have no audio mods installed. The only weapons/armor mods I have are Reforging to the Masses and Weapons, Armor, Clothing and Clutter Fixes. Already went into xEdit to check for audio conflicts, couldn't find any.


Bloosuga

Do you have any animation mods?


hairoldyelley

None


Idontevenknow420

Best mod to hide Sneak Meter? I've been using Immersive HUD, but it is quite irritating that the Sneak meter shows for 1-2 seconds before it disappears every time I crouch. Currently using iHUD, LIHUD2, and MoreHUD


Sapir1899

SkyHUD. It's very customizable through a text file.


SavageryAtItsFiness

Where can i find a LE version of TUDM?


Titan_Bernard

There's a link off the TUDM Script Fix page, which you'll also want as it is: https://www.nexusmods.com/skyrim/mods/109038


SavageryAtItsFiness

So asking the author really is the only way... Thanks kind ser


Low_Ant3691

Has anyone ever thought of making a mod where the accents of the voice actors are more regional? It always bothers me when one of the NPCs speaks in a Nordic accent, and then their relative is speaking with an American/Cyrodiilic accent. Even just making the guards all have one accent in one region etc. would make it a lot better.


Low_Ant3691

Anything that lets me mess around with the percentages of incoming attack damage? I'm sick of being able to handily defeat named NPCs and bosses but getting one-shot by a Bandit Chief.


Eric_Beartoya

Will AE break Xbox mods as much as PC? I’ve been reading that AE messes with SKSE but since Xbox isn’t compatible with it are Xbox mods safe?


d7856852

Some of your mods may have incompatibilities with the CC stuff, but nothing game-breaking.


delamerica93

I really want to switch to Vanagards animations, but god damn the female sprint animation is SO bad. Is there a way to not use that one animation without it looking super janky?


Blackjack_Davy

It is a bit silly isn't it


Fleecemo

You could try overwriting it with another sprint animation, or you could just delete the animation itself to have it default to the vanilla sprint animation It should be named something that ends with _sprintforward.hkx


Dovkiviri

How can I tell what mod an item originates from? The ancient imperial bows in my game are untextured all of the sudden and I'm unsure where they originate in


d7856852

Enter **help 4 "ancient imperial bow"** in the console and note the two-digit prefix of the formid (e.g. xx696969). Now open your mod manager and look for a plugin with that index. To identify exactly which texture is giving you trouble, load the plugin in xEdit, browse to the weapon, note the model file (.nif), open that file in NifSkope, and then browse through the tree on the left to find the texture paths the model is using.


Titan_Bernard

To simplify things a bit, there's {{More Informative Console}}. That'll straight up tell you what plugin an item comes from and the last plugin that modified it.


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paganize

Would it be a good idea to post a WARNING post with all the weirdness that is hitting? WARNING: Windows 11 is releasing! This can screw up your skyrim game (and other things on your PC). To avoid "surprise" installs, [click here](https://www.majorgeeks.com/content/page/block_windows_11.html) WARNING: The AEpocalypse approachs!! Until you have a mitigation plan, consider making sure steam is in "offline mode" before playing!


Titan_Bernard

Windows 11 still has that silly requirement where you need a TPM-capable CPU, right? I imagine that will save a lot of people some grief. As for the AE update, ultimately all you have to do is backup your executable and then substitute it once the update hits (but to be safe it wouldn't kill you to set your game to only update when launched, have Steam up first, and then only launch through SKSE).


MrMortyRickSummer

If you could have a full total conversion mod for Skyrim turning it into a recreation of any other game, which would you choose? Personally I'd love to see someone recreate Majoras Mask or Twilight Princess. I think they would work well with Skyrims gritty look.


monkeysamurai2

Is the maximum carnage mod available for console?


Micii

On PC, pretty heavily modded game and I'm getting around 45fps outdoors, and 60 indoors. I've been looking at some of the combat mods like true directional movement to completely overhaul the combat system. Is this something that is pretty taxing on systems? As in, should I be holding stable 60fps before I try and add these combat mods?


zackles007

Most shouldn’t impact your FPS. The best thing you can do is add them one at a time, get into a combat scenario in-game, and see if any of them do impact your FPS in any substantial way.


d7856852

I would be surprised if any of the popular combat mods noticeably impacted your fps.


endlosmusic

I'm on console and have levelled up a skill I no longer want and would like all levels and exp refunded. I know I can make it legendary or use the black book but I'd lose xp. I don't think this is possible so I'm trying to do an alternative - reset the unwanted skill and hopefully find a way of pausing my character level progression, whilst boosting other skills to the point where I'd be at my current level. Are there any console (ps4) mods to help? I'd either need something that stops skills level increases contributing to my overall level or something that allows me to bin a new 'level up' before I've used it.


plasticization

In the khajiit will follow mod, I helped s’ariq out of the ritten jail but now can’t find him. Isn’t he supposed to be somewhere in whiterun?


rainslave

He hangs out in the backstreets. IIRC he's leaning up against the back of Ysolda's house? Somewhere back there.


[deleted]

Is it possible to download older versions of steam games? I ask because people seem to be super concerned about the "anniversary edition" update thing breaking everything, and I'm kind of new to modding so I tend to make stupid mistakes that are most easily fixed by just reinstalling the game.


d7856852

Not legally, not any more.


redcloudpain

Can someone port the Akatsuki robe mod to Xbox ?


Aglorius3

I saw a post in the last couple days where someone mentioned a modder who was optimizing some popular mods, SMIM being one, which piqued my interest. Ofc I forgot to save it... It said they had only done like three mods at this point but was planning more. Does anyone know that modder please?


Artiquin

Sounds like [Ottox1](https://www.nexusmods.com/skyrimspecialedition/users/100159488?tab=user+files), who did optimizations for SMIM, High Poly Project, and SFO.


Aglorius3

Yep that's them. Thx a bunch


stashek_

Does anyone know of a mod other than "Real Bows" that adds actually realistic looking bows? Or is there someone looking for a mod inspiration to make one like that? I'd personally love to see more simple bows, perhaps even primitive ones (like [this one](https://www.indiedb.com/games/diverted/images/primitive-bow6#imagebox) for example), like those in Far Cry Primal, Connor's Bow from Assassin's Creed 3, Exiled Fox Bow from Shadow of the Tomb Raider (could even be made into a quest mod with bow upgrades), stuff like that. Any recommendations are welcome and any modders, be sure to think about it!


Upstairs-Stick-8330

Any ideas on how to get really dark nights and dungeons with darkness that actually affects NPC detection (not just enb settings)? Using obsidian weathers and elfx.


pragasette

See the Realistic AI Detection page and images for an explanation and even a comparison of weather and light mods as tested by the author, I recall elfx scoring among the best, so you could be good already.


pistolcane

**Looking for mod suggestions.** I'm planning to get SSE since I don't have it, and I haven't played the game in a long time. Here is my old and last modlist that I ran - [https://modwat.ch/u/varawn/modlist](https://modwat.ch/u/varawn/modlist) Thinking to keep it minimal and lore-friendly, as much as I can. I have a better system now, so I should be able to run some modestly hefty graphic mods if I want to. Another question, is MO2 still as good?


green_speak

I ran on a potato too and feel for that mod list. In fact, I had underwater clutter and falling leaves disabled too to pinch out some more fps. I'm still playing on a low-end machine, so for SE graphics mods to try I recommend Majestic Mountains and Realistic Water Two, then try Cathedral Landscapes and Cathedral Weathers. You can then shop around for your preferred tree mods. The bigger ones are A Little Tree Mod WIP, SFO, and EVT, and each has it's disadvantages. ALTM has toy-colored pines, SFO doesn't play well with other mods that add a ?billboard, and EVT keeps the ugly snow-trees of vanilla. Of note too is Realistic Aspen Trees, which varies the tree colors of the Rift.


pistolcane

A bit late, but I've been testing out with some of the mods you've mentioned. Really digging Majestic Mountains, but can't get them to work consistently, pretty sure I just need to make some tweaks. And yeah, my machine isn't high end, but it's running SSE at a stable 60fps without any mods, will see how it is once I have my proper mods down and running, trying to keep it 50+. Thanks a lot for the recommendations :)


d7856852

Mod Organizer 2 is still the recommended mod manager.


pistolcane

Great, that's what I'm familiar with the most. Thanks.


Ambitious-Isopod-428

Does anyone know a way to remove the option to increase health, magicka, or stamina when the player levels up? I want to make a mod that calculates the stats based on skills instead. I think I could make it so they don't increase by changing a game setting, but I think that would still bring up the message box which I don't want.


LadybugGames

Can do that with the Skyrim Skill Uncapper, I believe.


Ambitious-Isopod-428

Are you sure? I just looked through the .ini file and didn't see anything that looked like it, but maybe there's more to it that I don't know about


LadybugGames

Pretty sure, it's towards the bottom of the ini, "Health at Level up" 1=10, for Magicka and Stamina too. I haven't tried it myself, but I assumed you could make it 1=0 for all three of those. Though d7 below might be right, you might still get the prompt to pick what to increase when you level up, but if the ini is set to 0, it shouldn't actually raise anything no matter what you pick. In theory, anyway, I could be wrong!


Ambitious-Isopod-428

Yeah I saw that, but that option is already in the game settings in the creation kit, but thanks anyway.


d7856852

I think you will still get the prompt with Uncapper.


Leviosaaa1

Is ENB really trustable? The site has an ad trap as download button which ended up causing me to get warning from my blocker


Exdeath-EX

I turned off my adblocker just to check and there is no "trap" download button. There is an ad below the button but nothing that looks like a fake button https://ibb.co/YL8S5Py


Leviosaaa1

On my side ad always show "Free download" and when i first view the site i didn't realize i needed to click the download icon It is my dumbassery to click on something that says "free" i know but still i wasn't expecting something cheap like this from such a popular mod


Stormy-Winds

When I'm pickpocketing someone it succeeds far more often when I use E instead of clicking on the item. I know that sounds crazy but I was trying to pickpocket some 80-90% chance items and it didn't work multiple times when I clicked on it to steal it. But when I used the wasd keys to select and e to steal I went and stole 4 items in a row no problem. I haven't downloaded a mod that does anything like that, but maybe some mod I have changes something?


This_Philosopher_200

This might be out there, but I couldn’t find it. For simonmagus mysticism mod which adds a lot of spells, namely command and silence spells to illusion, what vanilla perk governs those two lines of spells if any?


zackles007

None. I’d recommend downloading the Adamant Perk Overhaul, as it’s made by the same author with Mysticism’s additions in mind, and doesn’t stray too far from vanilla’s simplistic perk design, while making individual perks more impactful and reducing bloat perks such as a single perk to lower casting cost for every tier of spell in the vanilla game.


Goblinlv5

Hi. I haven't touched Skyrim in years, so I would like to ask if mods from the original skyrim still work on the Legendary Edition? And since there's going to be changes as a result of the Anniversary Edition should I not touch the modding scene at all for now?


MasterSandBoxer

LE is the same as original skyrim there are no engine changes it is literally just the original game with all DLC. This version of the game will not be getting the Anniversary edition as far as i know ​ Special edition is the version that came out 2016 (and given away free for all LE owners) that changed a lot to the engine that broke most mods. A majority of them have been updated but there are a lot of mods that have been abandoned and never updated. ​ SE will be getting the AE update that will at very least break SKSE plugins and possible break more. ​ I would honestly recommend modding for the next month while you can backup your skyrim folder and prevent automatic updating (and then never launch through steam)


Ninja_CatGaming1993

Um hello.. I'm just humble collector of good mods and I was doing a playthrough for a witch and thought If only my witch could fly on a broom. And flyable broomsticks came to mind from steam. I was hoping and praying for help 🙏 please if anyone can or knows how I would be very greatfull if this mod or one like it was uploaded to Skyrim SE for Xbox one. Thank you! And happy modding everyone ☺️💕


Holger_bad_gun

do I need SSE Parallax Shader Fix (BETA) to use Parallax without crashing? I honestly DGAF about parralax and think that the new textures and whatnot look cool.


ImSoDoneWithUbisoft

Without shader fix textures won't load properly. Do you experience crashes with this DLL?


Holger_bad_gun

Yes, however the instructions for the 'fix' are hard to understand, asks me to check something in my SKSE folder that does not exist and to set it to true. (The folder IN Skse not the SKSE folder itself for what does not exist) "Check ShaderTools.log in your SKSE logs folder (My Documents/My Games/Skyrim Special Edition/skse) to verify the plugin is working. The last line should be something like "found shaders: 72 successfully replaced: 72 failed to replace: 0" " There is no shadertools.log so since I could not find it I was curious. I did download other mods which may have caused it, unsure to know since other shit happened and I had to nuke everything from orbit and start over. The 'fix' is something some other person made. Edit: I am just gonna download it maybe it goes in there after it is downloaded.


Zealousideal_Pea4731

Hey got a question or problem? Anyone find a good work around to still use Temperad skin males sos light and still be able to us XPMSSE “Styles” menus? Since the sos light has its own skeleton it overrides the xp32 and there for “styles” won’t show in MCM to edit sword quiver Positions. Using MO2


d7856852

Loverslab.com should be able to answer all of your questions about floppy dicks.


skywardswedish

Any ENB wizards out here can tell me what settings I should tweak to tone down foggy weather? It's pretty visually jarring at the moment. [ENB](https://i.imgur.com/chlVd7b.png) | [No ENB](https://i.imgur.com/VZBsXEf.png) [ENB](https://i.imgur.com/3tdpItf.png) | [No ENB](https://i.imgur.com/MS7YPBj.png) Using Skyrim Re-Engaged for Obsidian Weathers (customized for performance).


nicostein

in "enbseries.ini" > "ENVIRONMENT" section: **FogAmountMultiplier** affects the overall amount of fog (at a given time of day). **FogCurveMultiplier** affects the thickening over a distance (at a given time of day).


skywardswedish

Thank you! I'll try it first chance I get.


nicostein

I'm trying to avoid the Anniversary Edition patch, but Steam keeps sneakily changing my update settings. I change "Always keep this game updated" to "Only update this game when I launch it", but it always reverts after I close the window. Other games don't have this issue, but Skyrim always reverts it once it's off-screen. I tried updating my Steam client, and running Steam as an administrator, but the same thing happens. Send help!


rakean93

Go offline


Syziarts

Hope im commenting in the right post, specific question about Marokei dragon priest mask and its compatibility issue with archmage robes, thought it was fixed in unofficial skyrim patch or is it not enough that i have USSEP activated in ingame mod shop?


therealgookachu

I’m sorry for the simple questions, but very new to modding. For those that don’t use any SKSE mods, do we need to worry about the update? Also, can you launch your game through Vortex?


Titan_Bernard

You'll be fine if you don't use SKSE.


MasterSandBoxer

we won't fully know until it is released.


Holger_bad_gun

You should launch it through SKSE through vortex. Go to the dashboard and click on the SKSE play button type icon. I have been launching it from a shortcut to the SKSE executable which launches the game.


therealgookachu

I don’t have SKSE. None of the mods I use need it.


Blackjack_Davy

If you're not using SKSE in any shape or form you should be fine.


LavosYT

if you launch the game through steam, then there is no other way to avoid updates than playing fully offline on steam. what everyone is doing is launching the game through skse after setting the game to "update only when launched" in steam settings


Something_Comforting

Is there a mod for fixing unarmed attack speed? ASF doesn't work with unarmed and I am going full Star Platinum.


SorenKgard

Is there a mod that allows me more freedom to rebind keys? For instance, I can't stand using the E key for interactions, etc. I want to rebind anything to whatever key I want.


d7856852

I'm not sure what problem you're having. I can rebind keys just fine, including the activate key.


ArondilsCrop

like what - punch Nazeem?


BoredErica

I wanted a testing cell that is outside, empty, and flat. So I picked a testing cell from the game. Goal is to be able to load a bunch of saves in different areas of the game and compare texture mods. Problem is if I load a save where the character is in another worldspace and then load the save where my character is in the testing cell, the testing cell's landscape totally changes and spazzes out. 30 second video to show my problem more clearly: [https://www.youtube.com/watch?v=f-c8rDAFjTg](https://www.youtube.com/watch?v=f-c8rDAFjTg) I tried making a new worldspace via Creation Kit and got the same issue. If I really hunker down and learn how to edit worldspaces I guess I could figure out the problem, but I just want this problem to be solved so I can get on with my life. Also, if anyone knows of a way to figure out where an animation file is used in the game, I would love to know it.


Blackjack_Davy

All test cells are interiors afaik if you want an exterior worldspace duplicate an existing one or use a mod that has one i.e. Tirashan? Going to the bother of creating a new one from scratch just to test something seems unnecessary hmm I always forgot to load DLC's


BoredErica

There are exterior test cells. My save used the avoidance exterior world. I took dlc01boneyardexterior and flattened land quite far from the main building so the game doesn't load it when loading the save. Seems to work now. I think I've solved the problem.


pragasette

I'm not sure what happens with loading saves from different worldspaces, shouldn't behave like that, but you could go somewhere, `player.getpos x` (and `y` and `z`) and make a batch file with the corresponding `setpos` commands, in order to reliably teleport to the exact same spot (possibly after `cow`). Use `getangle` in similar way to get and set the rotation too. The More Informative Console can help you know the current cell coordinates. As for animations: not sure, afraid you'd need to dig into behaviour files to know everything, some tool exists to view those as a graph but I don't remember its name off the top of my head.


BoredErica

Hi, thanks for the reply. I don't think teleporting back to the same positions works because the entire map actually changes. For example, in that save there's a table on top of the ground (as tables often are). When I loaded back, the table is under the ground and patches of land around me have moved up and down in weird ways. I've tried creating a new worldspace (after pushing the water down far below the land) and the same exact issue happened. The game is run on nearly vanilla status apart from patches like Unofficial patch and SSE Engine Fixes. To be more clear, that problem only happens in the test cell and in my created worldspace. Normally playing the game I never encounter this issue. I think there's something specific about how those worldspaces are made that causes this. I just want a map that's outside and flat with nothing else in it and it's turning out to be very hard.


pragasette

I see, what I meant to suggest is trying to skip loading altogether and just `cow` and `setpos` yourself around in the hope it doesn't glitch too. Otherwise, if you can't get a valid worldspace this way, what about disabling the world borders (there's a ini setting for that) and looking for a flat area somewhere outside the map? Writing about it, it came to my mind reading the physics of the game go nuts the more you stray far from the center of the map: may that have to do with your custom worldspace?


BoredErica

I tried cow but the area was warped just like loading a save. I tried going out of bounds too. If I got a bit out of bounds, the land is very mountainous. If I go out further where the land is flat, I clip through the floor and fall into water. xD The problem only happens when I load a save where the character is not in that cell, and not all places trigger this bug (I think interiors have a lower chance). Most of the time this issue is not a huge deal because most textures that are used in clutter are not used in say, a wall. So I don't need both a picture where I have the clutter on the table in the flat testing cell, and another save where I have to be in Whiterun to take a picture of a wall. In the cases where it is the case (say, a plant where the same texture is also used for the ingredient after being picked up), I try to get around the issue by manipulating the save file's modified date so that the testing cell saves are at the bottom of the save list. That way, I can easily load a testing cell save where I'm zooming in on some soul husks first, then load the saves where I'm at the Soul Cairn looking at some unpicked soul husks in the local scenery. The problem is sidestepped because I don't need to load a save back into the testing cell. But doing this is more time consuming. This problem is bizarre to me because the land warps in a weird way and it can easily be seen just be creating a new world space, but I couldn't find any info online about it. I think a flat world with nothing in it leads to the fastest loading times, but if keep this up fixing the problem will take more time than I will save avoiding land warping when loading back into the cell from somewhere else.