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> Skyrim mod list
King Coin
post Nov 17 2012, 12:58 AM
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I know there aren't many of us on here, but if you play Skyrim on PC and use mods, post your load order.





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SubRosa
post Nov 17 2012, 01:07 AM
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Well, here is what is active at least. I have more, but do not turn them all on all the time.



This post has been edited by SubRosa: Nov 17 2012, 02:23 AM


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King Coin
post Nov 17 2012, 07:34 PM
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You run more than I do! Found that surprising. I had a Barbas mod but removed it after his quest was done.

Predator Vision.esp is a pretty good rework of the nighteye. It has two options, a standard nighteye effect that looks very nice, and it also has 'thermal vision' for werewolves and vampires. I personally just use the standard nighteye over the thermal vision part. Both of these options are key bound to N and B instead of selecting a magic power and casting with the shout and power key.

This post has been edited by King Coin: Nov 17 2012, 07:34 PM


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SubRosa
post Nov 17 2012, 08:23 PM
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I go through a lot of characters, so I keep Back Off Barbas in the regular rotation. I never know when I am going to run afoul of that mutt...

Probably half of the mods were created by myself. That is why I have so many. I see something I do not like, and I make a mod. Like the one to add general stores to all the cities and towns, or to add more trainers, or improve followers (IMHO Light Step is a must for every follower, otherwise it gets really annoying have them step on every single trap in the dungeon). My Night Eye mod is one I made myself. I just turned it into a standard alteration spell that you cast like any other.

I have others that are not in the regular rotation. I created a bunch of mods that alter the races, taking away the once-a-day powers which I never use, and replacing them with constant duration effects, at lower values. But I usually only keep the one active for the race I am playing at the moment. Plus I have some other armor mods I have not had the right character to try them with yet.


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ghastley
post Feb 21 2014, 04:03 PM
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I have to confess that most of my load order is half-completed mods of my own, that got hung up on some problem and got shelved while I work on something else.

The Bear Riders are waiting for me to figure out the AI packages to reunite rider and bear when they get separated.

Elf Children is waiting on the successful generation of the normal maps from the low- and hi-res heads that I made. Plus some more elven clothing - I'm trying to adapt the Dragonborn Dunmer outfit to a kids' one.

And now my latest Orc character is telling me that he's not satisfied with the Hearthfire home he's building at Lakeview, and would much prefer a proper Orcish longhouse on the Heljarchen site. So I'm looking at the possibilities of new "under construction" meshes and an alternate Orc-only set of options on the drafting table. Since the longhouse is a bit smaller than the Hearthfire homes, it would have several outbuildings to compensate.

But I do have some preferred mods from other folk. The Female Mannequins mod (plus the related ones for homes and Hearthfire) is getting a lot of use, as most of my characters are Bear Riders who can't sell of the uniforms they "grew out of" and want to put them on display. Their stuff doesn't fit male ones. biggrin.gif

I tried "Amazing Follower Tweaks" hoping it would tell me how to manage mounts for multiple characters. It didn't, but the ability to have multiple followers was fun. The problem with that is that your main character gets less experience, because the entourage does all the killing. On the other hand, smithing all those outfits...

I put in Princess_stomper's Better Raven Rock but didn't keep it long. It's very well made, and does what it says on the can, but having so many vacant homes in the one small town made it too unrealistic. Since there's already a player home available, it didn't really add anything for me.

I've downloaded several armor mods to steal from, but I'm not running any of them as is, and in most cases, I've taken parts of meshes and merged and modified them in Blender, so the original pieces have lost their identities, especially as they were mainly reworking the vanilla contents in the first place. It's going to make it hard to give credit to the mod authors when I release anything!



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King Coin
post Jun 30 2014, 07:03 PM
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An issue with my mod manager wiped out all my mods last week, so I've had to rebuild my game. I do think it is mostly back in order now. Here's my new list though:




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SubRosa
post Jun 30 2014, 07:36 PM
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It is probably too late to help now, but the game stores a list of your active mods here: c:\Users\<user name>\AppData\Local\Skyrim

At least if you have Windows 7. I am sure it is slightly different with other versions.

I am not sure if NMM or Wyre does this, but OBMM has a feature where you can use it to look at a save game, and it will create a list of what mods it is using. With the click of a button it will even automatically activate all of them that are turned off. At least if it is installed in the first place. But even if it is not installed, it will still give you the name of the mod and tell you it's not present. I find this helps immensely with juggling mods between characters, as well as when I had to reinstall Skyrim last year when I upgraded to a new computer.

This post has been edited by SubRosa: Jun 30 2014, 07:39 PM


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King Coin
post Jun 30 2014, 08:31 PM
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Good knowledge for the future. I wasn't aware of these features. I just wiped everything out and started anew. On the bright side, I did clean out a lot of stuff I wasn't really using.


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haute ecole rider
post Jul 1 2014, 01:12 AM
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QUOTE(SubRosa @ Jun 30 2014, 01:36 PM) *

It is probably too late to help now, but the game stores a list of your active mods here: c:\Users\<user name>\AppData\Local\Skyrim

At least if you have Windows 7. I am sure it is slightly different with other versions.

I am not sure if NMM or Wyre does this, but OBMM has a feature where you can use it to look at a save game, and it will create a list of what mods it is using. With the click of a button it will even automatically activate all of them that are turned off. At least if it is installed in the first place. But even if it is not installed, it will still give you the name of the mod and tell you it's not present. I find this helps immensely with juggling mods between characters, as well as when I had to reinstall Skyrim last year when I upgraded to a new computer.


Wrye does exactly this for Oblivion. Haven't tried it for Skyrim yet, sooooo. But I'd be surprised (very!) if it doesn't.


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