User:Z929669/Sandbox

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< User:Z929669
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SkyrimSE:Step Patch - Lighting and Weather



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    NOTE:
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Goodbye World | Hello World

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"User" is not in the list (BeyondSkyrim, Fallout3, Fallout4, FalloutNV, Morroblivion, Morrowind, NoMansSky, Oblivion, Skyblivion, SkyrimLE, ...) of allowed values for the "Game" property.

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WARNING

This guide is out of date and is NOT supported! It may contain information that is incorrect or not in line with the current state of the game.
Go to the latest supported User Guide.
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WARNING

This guide was designed to support (and therefore requires) Skyrim Special Edition v1.6.1170. Additionally ...

This Release

The most noteworthy changes are listed below. See the Step Versioning Documentation for more information on Step's versioning methodology.

  • Upgraded guide and modlist to exclusively support the latest game runtime, v1.6.1170 with the Anniversary Upgrade
    • Contributed the v1.6.1170 cleaning data to the LOOT masterlist, including all relevant Creation Club (CC) Anniversary Upgrade masters
    • Modified guide instructions for cleaning the updated vanilla masters based upon the updated LOOT masterlist
  • Moved from BethINI to BethINI Pie for game configuration file (INI) management
  • Added Grass Cache Helper NG and No Grass In Objects with updated instructions to generate the grass cache
  • Removed Faction Fixes, since it has reported issues, is no longer maintained, and posts/bugs pages are disabled on Nexus
  • Replaced Wonders of Weather (WoW) with a mod assemblage that provides the WoW effects without the associated script-overload problems
  • Updated all Step patches and added leveled-list patches to support optional use of CCOR, CACO, and WACCF
  • Various guide-instruction changes to support added/removed and updated mods/tools

See the changelog for more details and to determine if upgrading from a previous version is advisable.

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General Information

This is the official Step modding guide for Skyrim: Aniversary Edition for Skyrim on the PC without VR. Our guides provide detailed, well-tested build instructions for a stable game with an enhanced vanilla experience.

The Step team collects information from the modding community through extensive mod testing, detailed reviews, feedback, and suggestions exchanged on the Forums. Posting rules apply, so be sure to read and follow them.

New to Modding?

We recommend that you review this entire guide before attempting installation, especially if this is your first exposure to a Step Category:Mod-Build Guides (aka, "Game Guide"). We and The Community, have consolidated a lot of information into our guides for use as a free resource for all. New and experienced modders alike will find many answers within these guides and linked resources. This guide is written in such a way that it expects users to know the basics of modding and related tools (e.g. mod managers, LOD optimizers, configuration utilities, etc.). However our support forums are always available for Q&A.

Nomenclature and Instructions

The following nomenclature is used throughout this guide and should be understood before proceeding.

  • 'tick' means 'check': Frequently, the word 'check' or 'checked' can mean 'ensure' in addition to "check mark", so 'check' is not used where it is synonymous with 'tick' to avoid any mistakes that can (and have) happened from this conflation.
  • Baseline: The recommended install option is shown within the Baseline column of the mod tables below.
  • Step Patches: Custom patches created for the respective Step Guides. Always use them!

Expand Instructions!

Click the heading below to expand detailed instructions that are collapsed by default for readability:

➕ [Click to show]➖ [Click to hide] Click Me, I'm a Spoiler!
detailed steps for those that want more information

Expand mod table detailed instructions:
ModTable Expand.jpg

Not Safe For Work Content

Installing this Guide in the manner intended results in no not safe for work (NSFW) content in-game. However, there may be mod pages linked within the Guide that do include NSFW content; namely images. In the past, mod instructions included direct links to download files; bypassing these pages. However, when Nexus Mods implemented a unique MD5 hash to every download request it prevented Step from providing links directly to specific files. As such, these mod pages are indicated with warning text.

Example:
Content that is Not Safe For Work (NSFW) looks like this.

System Requirements

User should be run on a relatively modern Windows 10/11 64-bit desktop or laptop, gaming capable PC. While CPU specs and performance are important factors, they matter only to a point beyond which is diminishing return on investment. Smooth gameplay, LODGen-related tools, and ENBSeries post-processing are most limited by the GPU performance coupled to the resolution at which the game is run.

  • The minimum specs assume that the recommended 'baseline' mod options will be installed, which are biased towards 'performance' options when available.
  • The recommended specs assume a bias toward 'quality' and assume higher quality mod options will be installed when available.
  • CPU/GPU Marks should be within the ranges listed below. Refer to the links for examples.
Hardware Minimum Recommended
CPU CPU Mark Range 5,000 > 8,000
System RAM 8GB 16GB
GPU G3D Mark Range 8,000 > 10,000
Video RAM at least 4GB 8GB or higher
Game Drive HDD SSD
Resolution 1080p (HD) 1440p (QHD)

Time Commitment

Be aware it will take anywhere from several hours to a several days to complete this build from start to finish. This time will vary greatly depending on internet download speed and user experience. Following are reasonable time estimates:

3-6 hours : Steps 1 - 3 (modding-environment setup)
10-20 hours : Step 4 (mod download, installation)
4-8 hours : Steps 5 - 8 (grass cache, LODGen, post-build configuration, and fine-tuning)



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Game & Tool Installation

Follow the System Setup Guide!

Those who have not completed the System Setup Guide (SSG) should STOP and do so now BEFORE beginning Step 2! This is a perquisite for completing this guide, as many of the following instructions reference concepts, tools, and even file paths established in the SSG.

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NOTE

This guide expects a clean install of Steam SkyrimSE v1.6.1170. It's highly recommended to restore and reinitialize the default (vanilla) game before continuing.



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Tool Configuration


Mod Organizer

It's recommended to create a new MO instance for each Step build. Revisit the SSG - MO First-Launch Setup if a Step User Z929669/Sandbox instance wasn't created previously.

Tool Setup

All modding tools needed should already be installed according to the System Setup Guide. Some tools will have been auto-detected and added; nevertheless, ensure the settings are correct for all tools. xEdit is used in the following example. 'SSEEdit', TES5Edit, FO4Edit, etc. are all 'xEdit', which applies to all Bethesda games.:

➕ [Click to show]➖ [Click to hide] Steps - Tool Setup
  1. For xEdit, it is useful to create a mod into which all xEdit ouput can be directed in order to keep it all together:
    1. Click MOlistoptions.png at the top of the left pane in MO, and select "Create empty mod".
    2. Type xEdit Output, and select [OK].
    3. Place this mod at the top of the mod list just below the vanilla game files, and enable it.
  2. Click Gear MO.png at the top of the main Mod Organizer window.
  3. In the left pane of the executables config, click the [+] to add a new executable, and then [Add from file...].
  4. Browse to the SSEEdit.exe file (e.g. ..Modding/Tools/xEdit/SSEEdit.exe).
    • This should auto-fill most of the fields.
  5. Change the title to xEdit.
  6. Input the following in the Arguments field separated by a single space:
    • e.g. -IKnowWhatImDoing - -AllowMasterFilesEdit
    • "-IKnowWhatImDoing": This turns off a warning presented when users make edits.
    • "-AllowMasterFilesEdit": By default xEdit will not allow master file editing. This enables that.
  7. Tick the Create files in mod instead of overwrite box. Select the xEdit Output mod from the drop-down.
  8. Tick the Use applications icon for desktop shortcuts box.
  9. Click [Apply].
  10. Repeat these steps to add the remaining executables as indicated in the table following.
    Arrange the tools in any order using the up and down buttons above the list. This will dictate the order that tools are listed in the MO "Run" dropdown menu. Close the window by clicking [OK].


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NOTE

For tools previously installed, adjust the arguments below for use with User.

Also note that the SKSE Skyrim Launcher configuration will be available after the 02-Extenders ModGroup is installed. It will be created automatically by MO, so simply modify that accordingly. Reminders will be provided during 02-Extenders installation.
Application Title Executable Argument(s) & Special Instructions
BethINI Pie Bethini.exe no arguments
LOOT LOOT.exe --game="Skyrim Special Edition"
SKSE Skyrim Launcher skse64_loader.exe no arguments
Tick the Create files in mod instead of overwrite box and select the SKSE Output mod from the drop-down.
xEdit xEdit.exe - -IKnowWhatImDoing -AllowMasterFilesEdit
Tick the Create files in mod instead of overwrite box and select the xEdit Output mod from the drop-down.
xEditQuickAutoClean xEditQuickAutoClean.exe -
Tick the Create files in mod instead of overwrite box and select the xEdit Output mod from the drop-down.
xLODGen xLODGenx64.exe -lodgen - -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output"
Replace DriveLetter with the drive letter containing the 'Modding' folder.

MO executables can be arranged in any order using the up and down buttons above the list or drag & drop. This will dictate the order they are listed in the MO "Run" dropdown menu. When complete, close the window by clicking the [OK] button.

BethINI Pie

Moicon.png

MO2

Unlike the previous version of BethINI used in past Step guides, BethINI Pie should be run as an MO executable Gear MO.png so that it always associates with the correct game INIs of the MO profile under %LOCALAPPDATA%\ModOrganizer\<instanceName>\profiles\<profileName>. Game Path and INI Path never need to be modified, because they will always be correct.
  1. The goal before mods are installed is to establish a common baseline referenced below. This will be used as a basis for #2.
  2. Those revisiting during Performance Tuning will want to test the [High] or [Ultra] preset under the 'Basic' configuration. Once the targeted changes are made, close BethINI, and click [Yes] at all prompts.

BethINI Pie Settings

Configure BethINI as reflected in the images below under each expandable heading. The optimal settings will be applied --and scaled sensibly according to the quality preset chosen, but circumstantial instructions are provided in case they apply to the modding environment.
Many settings are expected for Performance Tuning later in this guide, so please don't deviate from the High preset until that point.

Basic  ]Click to show/hide
  1. With Bethini Presets selected, click [Reset to Default], and wait for the "Preset Default applied." message appears in the application footer.
  2. Click the [High] preset, and wait until the "Preset Bethini High applied." message appears in the application footer.
    Avoid the temptation to click 'Ultra' for now, even if the PC is high-end.
  3. Click [Apply Recommended Tweaks], and wait until the "Preset recommended applied." message appears in the application footer.
    Resolution should match the system native resolution and not necessarily what's indicated in the image following.
  4. Set Display Mode to "Borderless Windowed".

BethINI Pie-SSE-Basic.jpg
General  ]Click to show/hide
Screenshots Directory, Filename, and Index can be set as desired. Screenshots are taken by pressing Prt Screen on the keyboard.

BethINI Pie-SSE-General.jpg
Gameplay  ]Click to show/hide
  • Set Over-Encumbered Reminder  to 300 (5 mins) or 3600 (1 hour)
  • NPCs Use Ammo is optional, but recommended.

BethINI Pie-SSE-Gameplay.jpg
Interface  ]Click to show/hide
  • Subtitles may be enabled here if desired.
  • Untick Mod Manager Menu to disable the built-in modding platform.

BethINI Pie-SSE-Interface.jpg
Environment  ]Click to show/hide
  • Untick Reflect Sky.
  • Set Grass Density  to 60 as a baseline. It impacts grass in the loaded area around the player. Decreasing the value increases the density, which can be raised or lowered in increments of 5 during performance tuning if practical.
  • This guide implements grass LOD in a way that maximizes performance. If for some reason grass LOD will NOT be used, ensure Fade-in is ticked.

BethINI Pie-SSE-Environment.jpg
Shadows  ]Click to show/hide
If ENB or other post-processing will be used, untick Ambient Occlusion.

BethINI Pie-SSE-Shadows.jpg
Visuals  ]Click to show/hide
  • Consider reducing the sun size if using ENB or other post-processing:
    • Sun Base Size: elect 200 from the dropdown.
    • Sun Glare Size to 282 from the dropdown.
  • Set Particles to at least 2000.
    If ENB or other post-processing will be used, set this to 7500. This prevents visual glitches like waterfall flicker by providing the extra data needed for post-processing particle effects to work as intended.
  • If ENB or other post-processing will be used, untick Lens Flare and Anamorphic Lens Flare.

BethINI Pie-SSE-Visuals.jpg
View Distance  ]Click to show/hide
  • Set Tree LOD Distance to 0. The far-off trees will be rendered in object LOD via DynDOLOD instead. Other view distance settings correspond to the presets, so altering them is not recommended without clear understanding of the expected results.
To save, simply close BethINI, and click [Yes] at all prompts.

BethINI Pie-SSE-View Distance.jpg



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Plugins & Considerations

Sorting Plugins With LOOT

At any time during the mod installation process, LOOT should be used to sort plugins before running the game. This is necessary to ensure proper plugin priority (load order), which can have a dramatic impact on the game:

➕ [Click to show]➖ [Click to hide] Steps - Sort Plugins
  1. Launch LOOT via MO from the executables launch dropdown at the top of the right pane.
    • If LOOT cannot find the game directory, click File > Settings > "TESV:Skyrim Special Edition", and set Install Path to the actual path of the game folder.
    • If LOOT fails to start, close LOOT, open the MO executables configuration Gear MO.png, and modify the arguments:
      --single-process --game="Skyrim Special Edition"
  2. Click [Sort Plugins].
  3. Several plugins will show warnings in yellow. This will be fixed shortly.
  4. Click [Apply Sorted Load Order].
  5. Close LOOT.

Up to this point, only the following plugins should be listed in the MO right pane in the order listed. (If not, run LOOT again):

  1. Skyrim.esm
  2. Update.esm
  3. Dawnguard.esm
  4. HearthFires.esm
  5. Dragonborn.esm
  6. Creation Club Plugins
  7. _ResourcePack.esl

Cleaning Vanilla Master Plugins

To resolve potential issues later, the vanilla plugin masters should be cleaned with xEdit. Step is aware of the debate regarding whether or not it's necessary to clean vanilla masters. While it may or may not matter for general references, that is not the case regarding large references. Any large reference that is deleted, "initially disabled", or overwritten triggers large reference bugs. See the relevant posts for details and further reading.

Prior to getting started, create an empty mod in MO:

  1. Click MOlistoptions.png at the top of the left pane in MO, and select "Create empty mod".
  2. Type Cleaned Vanilla Masters, and select [OK].
  3. This mod should appear at priority 78 in the MO left pane if all instructions were followed correctly.

Clean the Vanilla Masters

Use the following procedure for cleaning the vanilla plugins (including Creation Club masters), which involves exactly 44 'dirty' vanilla masters (including plugins from the base game, the original DLC, the base Creation Club DLC, and the Anniversary Upgrade DLC, all of which are required). Use LOOT as a reference to determine which specific vanilla plugins should undergo cleaning. Following the provided cleaning and housekeeping instructions ensures that this process only needs to be performed once, unless a master is updated by Bethesda.

➕ [Click to show]➖ [Click to hide] Steps - Plugin Cleaning Procedure
  1. Run LOOT from the drop-down executable list in MO, sort the plugins, and apply the changes. Do not close LOOT.
    NOTE: that any dirty plugins plugins will have yellow "warning" blocks. These are the plugins that should be cleaned.
  2. Leaving the LOOT window open, click on the MO window and note the "Mod Organizer is locked ...." message in the center of the MO window. Click [Unlock].
    This allows the LOOT window to remain open as a reference for the plugins that should be cleaned. The vanilla plugins with 'dirty' warnings should be cleaned in order listed.
  3. Run xEditQuickAutoClean from the drop-down executable list in MO.
  4. In the xEdit plugin selection window, double-click on the first dirty plugin (e.g., Update.esm).
  5. Once xEdit is finished, close xEdit. A backup of the original plugin will automatically be saved to the xEdit Output mod created previously under the \SSEEdit Backups\ folder (e.g., \SSEEdit Backups\Update.esm.backup.YYYY_MM_DD_HH_MM_SS).
  6. Repeat this procedure on the remaining dirty plugins indicated by LOOT.
  7. When all of the vanilla plugins have been cleaned, close the LOOT window and rerun LOOT from MO to verify that no warnings appear.

Move the Cleaned Vanilla Masters

After the vanilla master files are cleaned, they should be moved into the Cleaned Vanilla Masters mod in MO, and the original files should be restored into the "Data" directory in the game folder (e.g., C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\. This makes Steam happy when "validating" files so that it remains unaware of changes.

➕ [Click to show]➖ [Click to hide] Steps - Move the Cleaned Vanilla Masters
  1. In MO, open the Cleaned Vanilla Masters mod in Windows Explorer (right-click Cleaned Vanilla Masters, then click Open in Explorer).
  2. Click the MOOpenFoldersMenu.png button above the MO mod list (left) pane, and select Open Game Folder to open the game folder in Windows Explorer.
  3. Move all the cleaned master files from ..\Data into ..\Cleaned Vanilla Masters folder.
    Tip: Set the Explorer View to Details, and sort by the Date modified column. This will sort all the recently modified files to the top of the file list. (reference image)
    Tip: Create a backup of the cleaned masters in case they are somehow lost.
  4. Leave the game folder open, and close the Cleaned Vanilla Masters folder
    NOTE: DO NOT enable the Cleaned Vanilla Masters mod yet. It should remain disabled for now .

Restore the Original Vanilla Masters

To restore the original masters, simply copy and rename the official, uncleaned vanilla masters now located as backups in the xEdit Output mod (recommended). The original vanilla masters can also be restored by using Verify integrity of game files in Steam.

If the game presents the message to download CC content again, force quit the game via the console by pressing ~, typing qqq, and pressing Enter. This will prevent the game from reacquiring the CC plugins, which was previously done in Step 1 via the System Setup Guide.
➕ [Click to show]➖ [Click to hide] Steps - Restore the Original Vanilla Masters
  1. In MO, open the xEdit Output mod in Windows Explorer (right-click xEdit Output, then click Open in Explorer).
    Tip: Set the Explorer View to Details, and sort by the Date modified column. This will sort all the recently modified files to the top of the file list beginning with ...
    ccasvsse001-almsivi.esm.backup.YYYY_MM_DD_HH_MM_SS and ending with ...
    Update.esm.backup.YYYY_MM_DD_HH_MM_SS.
  2. Copy the 44 backed up masters into the game "Data" directory.
    • Dawnguard.esm.backup.YYYY_MM_DD_HH_MM_SS will have two backups. Copy the one with the earliest timestamp (the original).
  3. Inside the game "Data" directory, rename the files by stripping .backup.YYYY_MM_DD_HH_MM_SS from the end of each file name.
    Tip: To rename all of the files instantly, open a Windows Powershell session in this directory and run the following command:
    Get-ChildItem *.backup.* | Rename-Item -NewName { $_.Name -replace '(.*es.).*','$1' }
  4. Close all Explorer windows.
Moicon.png

MO2

Any time Bethesda updates these master files, they will likely need to be cleaned again and replaced in MO. Any previously cleaned versions of these same files that exist in the MO mod list must be either disabled or deleted first, because xEdit will see only the cleaned versions when launched from MO.

The Bethesda masters should be cleaned and essentially hidden from the game inside the disabled Cleaned Vanilla Masters mod. The mod list prioritization in the left pane should reflect as follows (ignore the plugin prioritization in the right pane for now):

  1. DLC: Dawnguard
  2. DLC: HearthFires
  3. DLC: Dragonborn
  4. ...Creation Club Mods...
  5. Cleaned Vanilla Masters
  1. xEdit Output

Verify the Original and Cleaned Vanilla Masters

  1. With the Cleaned Vanilla Masters mod still disabled, run LOOT via MO, and confirm that the 44 vanilla masters are still flagged by LOOT (44 warnings).
  2. Close LOOT and ENABLE the Cleaned Vanilla Masters mod. To verify the vanilla mods have been cleaned.
  3. Run LOOT again via MO, and no warnings should be apparent. If this is the case, leave the Cleaned Vanilla Masters mod enabled going forward.



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Step User Mod List


At this point, the modding environment should be fully configured and ready for mod installation.
IMPORTANT: Please read ALL of the following carefully BEFORE requesting support on the forums!

  • This guide can be installed in one of three (3) ways:
    1. All mods from all ModGroups (mod tables) installed. This is recommended, due to the coordination of the ModGroups in terms of lighting, weather, and ENB. These are usually the most difficult aspects of a build to get right, given vanilla Skyrim's rather wonky lighting 'incoherence'. For those that want to use a different ENB preset, feel free to skip the Step SkyrimSE ENB and try any ENBs that are compatible with the 18-Lighting and Weather ModGroup.
    2. All mods from all ModGroups EXCEPT for the optional ModGroup, 21-Post-Processing. This option is most useful for those that cannot afford the performance cost of running with post-processing mods like ENBSeries.
    3. All mods from all ModGroups EXCEPT for the optional ModGroups, 18-Lighting and Weather and 21-Post-Processing. Use this approach if a custom lighting/weather/post-processing solution will be applied, which may conflict with mods within these two ModGroups.

Understanding the Step Patches

The Step Patches will be installed much later in the guide, but it's worth mentioning them here to emphasize the importance of sticking to the guide without deviation at least until the build is complete and confirmed to be in good working order.

A “conflict resolution” patch is a plugin that resolves conflicts between various active plugins. They allow using various mods together that would otherwise be suboptimal or even incompatible. The Step Patches are built exclusively for the Step User:Z929669/Sandbox build. They are required and dependent on specific mods as noted by indicators in the mod tables in Step 4. These patches will not resolve conflicts with any conflicting mod plugins that are not in this guide.

Step Patches

  • Step Patch - Conflict Resolution (CR) - required
    • Patches all conflicting plugins except for optional mods and ModGroups noted below.
    The following 'modular' CR patches accommodate corresponding mods that do not strictly adhere to the Step Mandate but enrich the game in a vanilla-friendly manner.
    • Step CR Patch - WACCF - optional - Only required if WACCF is installed
    • Step CR Patch - CACO - optional - Only required if CACO is installed
    • Step CR Patch - CCOR - optional - Only required if CCOR is installed
    • Step CR Patch - TCIY - optional - Only required if TCIY is installed
    The following 'combo' CR patches ensure that the leveled lists (and ingredients of one Constructible Object) modified by two or more of the modular CR patches are merged. Only ONE of the combo patches should be used.
    • Step CR Patch - WACCF + CACO + CCOR - optional - Recommended if WACCF, CACO, and CCOR are installed
    • Step CR Patch - WACCF + CACO - optional - Recommended if both WACCF and CACO are installed
    • Step CR Patch - WACCF + CCOR - optional - Recommended if WACCF and CCOR are installed
  • Step Patch - Lighting and Weather (LW) - optional - Only required if the optional 18-Lighting and Weather ModGroup is installed
  • Step Patch - Post-Processing (PP) - optional - Only required if the optional 21-Post-Processing ModGroup is installed

Mod Table Reference

Below is the legend and reference for the mod tables used in this guide.

Mod Table Legend

Flags A red vertical bar indicates that the mod has a plugin that is required by Step Patch - Conflict Resolution.
A yellow bar indicates that the mod has a plugin that is required by Step Patch - Lighting and Weather.
A green bar indicates that the mod has a plugin that is required by Step Patch - Post-Processing.
A blue bar indicates the mod supports or otherwise relates to mods in the 21-Post-Processing ModGroup.
Name Mod name linking to the download source.
Wikilink.png Link to the mod's wiki page, which includes all relevant detail about the mod.
Baseline Denotes the Step 'Baseline' installation option usually relating to performance/quality.
Instructions Notes that apply to the mod installation. When [Expand] is present, click it to expand more detailed instructions.


Quick Reference

Flag Description
Master to NO patches with NO ENB optionWikilink.png
Master to the Step CR PatchWikilink.png
Master to the Step LW PatchWikilink.png
Master to the Step PP PatchWikilink.png
Mod has an ENB optionWikilink.png
Master to all patches with ENB optionWikilink.png

NOTE: For a complete listing of plugin masters required by each of the Sandbox Step Patches, see the Step Patch Masters changelog.

Mod Installation Considerations

  • If no Notes or Step recommendations are provided for a particular mod, always install the Main File, any Update Files, and all Optional Files are valid.
  • After installing a mod, ALWAYS enable the mod and any related plugins in MO unless otherwise instructed.
  • Mods are listed in alphabetical order within each ModGroup and any deviations from this are purposeful to achieve the desired outcome.
  • Mods should be arranged in MO in the order that they are listed to ensure other mods further down the list overwrite/override those occurring before them.
  • Always install plugins (ESLs/ESMs/ESPs), unless otherwise noted. When there is a choice to use an ESL, always choose that UNLESS continuing a playthrough using a previously-existing savegame (ESL-flagged plugins can 'break' a save that relies on a ESP or ESM version of the same plugin!).
  • Always follow LOOT's advice in regards to mod cleaning and sorting unless otherwise noted.
  • Do not extract BSAs unless specifically instructed to do so.

ModGroup Separators

Mod Organizer features the ability to create separators within the mod list to group mods for easier visual reference. Step recommends using these separators for each ModGroup below:

➕ [Click to show]➖ [Click to hide] Steps - Create MO Separators
  1. Click MOlistoptions.png at the top of the mod list pane.
  2. Select [Create Separator], and give the separator a name. Step recommends using the Mod Group names (i.e., Extensions, Resources, Lighting and Weather, etc.).
    • Create a new separator for each new Mod Group while working through the Guide.
    • Separator colors can be customized by right-clicking on any separator and selecting Select Color.

Reference Image:
SkyrimSESeparators.jpg



02-Extenders

Mods that expand on the inherent functionality of a game or another mod without themselves affecting content

No mods defined.

Game-Launch Smoke Test

At this stage, the preliminary build should be tested to confirm that there are no issues with the modding environment or engine-level mod configurations:

  1. Close and re-open Mod Organizer required!
    Normally, MO should auto-detect that SKSE is installed, and it will auto-generate the SKSE executable. This should be used for launching Skyrim going forward.
  2. Please ensure the following is correct for SKSE in MO (see reference image):
    1. Click Gear MO.png at the top of the main Mod Organizer window
    2. In the left pane of the executable config, click on the SKSE listing
    3. Ensure the Binary is set to ..\Steam\steamapps\common\Skyrim Special Edition\skse64_loader.exe
    4. Tick the Create files in mod instead of overwrite box and select the SKSE Output mod from the drop-down
    5. Click [Apply] and close the window by clicking [OK]
  3. Start the game by running the SKSE launcher from Mod Organizer. The game should load to the main menu without issue.
  4. Open the console (~), type in coc riverwood, and press Enter/Return. The game should load at Riverwood without issue.
  5. Exit the game using the qqq console command or the standard menu options

If the game launched and loaded as expected, continue forward. Otherwise, all instructions were not followed, and something was missed. Revisit the installation steps above starting with the System Setup Guide in Step 1. If a careful review of the previous instructions does not resolve the issue, post on the guide support forums for help.

Warning-Logo.png

WARNING

Beyond this point, DO NOT launch the game again until instructed to do so.
Many of the following mods are interdependent, and launching the game prematurely will most likely result in issues or failures. Please DO NOT post on the forums for support of non-issues relating to preemptive or premature test launches.


03-Resources

Mods solely providing assets intended specifically for use by other mods without themselves affecting content

No mods defined.

04-Foundation

Baseline mods that should be overridden by other mods AND/OR that make widely-accepted programmatic changes expected by other mods

Mod Table Legend No mods defined.

05-Animation and Physics

Mods that affect animations or physics

No mods defined.

06-Models and Textures

Mods that replace existing models or textures

Mod Table Legend No mods defined.

07-Sounds and Music

Mods that affect sounds or music

Mod Table Legend No mods defined.

08-Character Appearance

Mods that affect the appearance of the player character or NPCs

Mod Table Legend No mods defined.

09-Fixes

Mods have a programmatic component that fixes various bugs and/or inconsistencies

Mod Table Legend No mods defined.

10-Gameplay-General

Mod Table Legend

Mods that affect general or multiple gameplay mechanics

No mods defined.

11-Gameplay-AI and Combat

Mods that affect AI, stats, or combat mechanics of NPCs

Mod Table Legend No mods defined.

12-Gameplay-Economy

Mods that affect currency, rewards, values, rates, or any other economy-related mechanics

Mod Table Legend No mods defined.

13-Gameplay-Immersion

Mods that help to improve game immersion and role-playing scenarios

Mod Table Legend No mods defined.

14-Gameplay-Quests

Mod Table Legend

Mods that alter aspects of quests and/or related lore

No mods defined.

15-Gameplay-Skills and Perks

Mods that affect the player character's or NPC skills and perks or related leveling

Mod Table Legend No mods defined.

16-Interface

Mods that affect any aspect of the user interface

Mod Table Legend No mods defined.

17-Locations

Mods that programmatically add new or alter vanilla locations

Mod Table Legend No mods defined.

18-Lighting and Weather

Mods that affect lighting and/or weather systems **installation is optional**

Although this ModGroup is optional, and another custom lighting/weather can be used, it is required for installation of the 21-Post-Processing ModGroup later if ENB will be used. Nevertheless, this ModGroup is recommended even if ENB will not be used.

Mod Table Legend No mods defined.

19-Utilities

Mods that generate derived mod output from load-order-specific assets

Mod Table Legend No mods defined.

20-Patches

Mods that programmatically resolve load-order conflicts

Mod Table Legend No mods defined.

[edit]
Grass Cache


Generating the Grass Cache

A pregenerated grass cache ensures maximum performance and smooth cell transitions, particularly on the tundra outside of Whiterun. This process should take under 30 minutes to complete on a PC meeting or exceeding the recommended system specs, but it could take upwards of 60 minutes otherwise, depending on hardware and installed mods. The game will typically crash during grass generation, but the operation will gracefully resume the process automatically until complete.

To generation the grass cache:

  1. Click the Puzzle mo.png button in MO, and select Precache Grass to begin the process.
  2. When the game displays the message "Grass generation finished successfully!", click [OK].
  3. Click [OK] if a similar message is waiting in MO.

The grass cache files will have been generated in the SKSE64 Output mod and will consume about 2GBs. It will used by the game henceforth, without any further maintenance required, thanks to Grass Cache Helper NG. Regeneration of the files is only necessary when mods affecting worldspace landscapes are added, removed, or altered.

NOTE: A grass cache is also required for generating grass LOD later. Keep in mind that grass LOD will cost at least a few FPS relative to having NO grass outside of the loaded cells; nevertheless, grass LOD is more performance friendly than extending grass distance with NGIO.

[edit]
Performance Tuning


It's necessary to determine the available performance headroom prior to generating LOD or setting up ENB. This is due to the LODGen setup costing approximately 20 FPS in exteriors, and Step ENB costing between of 40-60% of available FPS. The goal at this point is to have at least 120 FPS (≥ 140 recommended) on average in the tundra with clear weather (and ideally the Rift, as well). Keep in mind that decreasing display resolution can drastically improve performance.

NOTE: For guidance on additional display settings (e.g., ultra widescreen, FreeSync, G-SYNC, etc.), refer to the SSE Display Settings Guide before continuing.

Performance Benchmarking

➕ [Click to show]➖ [Click to hide] Steps - Benchmarking Setup
  1. Temporarily disable A Clear Map of Skyrim and Other Worlds. Keep this mod disabled while performance benchmarks and tuning are performed.
  2. Uncap frame rates if they are capped (ignore any stuttering, screen tearing, etc. for the time being):
    1. Double click SSE Display Tweaks in the MO left pane, select the INI Files tab, and adjust the following settings under the [Render] section:
      • EnableVSync=false
      • EnableTearing=true
      • FramerateLimit=300
    2. If applicable, ensure that G-SYNC or Freesync are properly disabled via NVIDIA Inspector or AMD Adrenalin.
    3. If applicable, ensure that NVIDIA ultra low latency mode (ULLM) or AMD anti-lag are properly disabled via NVIDIA Inspector or AMD Adrenalin.
  3. Launch User, and start a NEW game to verify that Skyrim loads without issue. Skyrim should successfully load into the Alternate Start character generation interface.
  4. At the Statue of Mara, select "I own property in one of the holds".
  5. Select "Breezehome".
  6. Proceed to the front door of Breezehome, wait until approx. 11:00, and save the game. This will be the clean save to use for testing performance before and after LODGen.
  7. Exit Breezehome and exit the Whiterun gate.
  8. Once outside of Whiterun, approach the tundra, and look West (this is a large expanse showing all LOD levels).
    • use the Shift + INS keyboard combo to bring up the SSE Display Tweaks OSD.
    • Other third-party applications like FRAPS, Skyrim Performance Monitor (SPM) can also provide OSD.
    • Consider testing in the Rift as well, as this is one of the most performance-taxing areas of the game, due to Aspens Ablaze: Open the console and type:
      cow tamriel 40 -24, and assess frame rates by moving around the Rift.

Once testing is complete, revert the changes and reapply frame caps:

  1. Re-enable A Clear Map of Skyrim and Other Worlds.
  2. Double click SSE Display Tweaks in the MO left pane, select the INI Files tab, and adjust the following settings under the [Render] section:
    • EnableVSync=true
    • EnableTearing=false
    • FramerateLimit=<previousValue>
  3. If applicable, ensure that G-SYNC or Freesync are properly enabled via NVIDIA Inspector or AMD Adrenalin.
  4. If applicable, ensure that NVIDIA ultra low latency mode (ULLM) or AMD anti-lag are properly enabled via NVIDIA Inspector or AMD Adrenalin.

Performance/Quality Optimization

This process will optimize the performance-quality trade off prior to configuration of ENB and LOD. This process only needs to be completed if Post-processing is desired.

➕ [Click to show]➖ [Click to hide] Steps - Optimization
  1. If the average FPS is higher than 150 FPS:
    • Revisit the BethINI setup using the [Ultra] preset this time, and consider decreasing the Grass Density by 5.
    • Rerun the benchmark.
  2. If the average FPS is approx. 140 +/- 10 FPS:
  3. If the average FPS is lower than 120 FPS:
    • Revisit the BethINI setup using the [Medium] preset this time, and consider increasing Grass Density by 5.
    • Rerun the benchmark.
    • If average FPS is still not ≥ 120, try the BethINI [Low] preset and/or adjust Grass Density accordingly.
    • Rerun the benchmark.
    • If average FPS is remains ≥ 120, it is recommended to skip 21-Post-Processing and continue on to Step 5 - LOD.
NOTE: Once finished, don't forget to re-enable graphics settings as described at the bottom of the "Steps - Benchmarking Setup" spoiler above!

Performance Examples

Following are performance results using the approach described previously. This serves as a preview to help in making decisions about ENB/DynDOLOD configurations. Note that with Step's recommended configurations, ENB is more costly than DynDOLOD in terms of performance.

Reference System

Testing Conditions

  • All ModGroups installed, including Post Processing (installed later by ENB users only)
  • Grass LOD was generated with a density of '60', which has a performance cost of at least a few FPS on the reference system.
  • Resolution: 2560x1440 (2k/QHD/1440p) - HD/1080p resolution should perform much better ... even on a lesser/cheaper/older GPU.
  • Weather: SkyrimClearTU (10A240) - One of the more performance-demanding weathers. With ENB, clear weathers costs more FPS than cloudy.
  • Location: Tundra at Whiterun looking west
Configuration
BethINI ENB DynDOLOD FPS Note
High n/a n/a 121 Baseline (G/Free-Sync disabled)
Ultra n/a n/a 108 Baseline (G/Free-Sync disabled)
Ultra n/a n/a 110 Baseline (Re-enable G/Free-Sync)
Ultra Heavy n/a 53
Ultra Light n/a 63
Ultra Milk Drinker n/a 72
Ultra Heavy Ultra 34 Max quality
Ultra Heavy Optimal 38 Ideal performance/quality trade-off
Ultra Light Optimal 43
High Light Optimal 45
Ultra Milk Drinker Performance 50
High Milk Drinker Performance 53 Recommended for gameplay in this example
Based on the data above, a few FPS could be gained by running the BethINI 'Medium' preset. Among other things, this will reduce the distance of LOD4 objects.

Best Performance
Best Performance/Quality Trade-Off
Best Quality
DynDOLOD Tree Rule LOD4 LOD8 LOD16
Performance Billboard4 Billboard4 Billboard1
Optimal (Guide Default) Level0 Billboard4 Billboard1
Ultra Level0 Level1 Level2
The following gallery shows visual compares and performance snapshots for the cost of DynDOLOD and ENB using a number of Step's supported configurations. Different PCs and game resolutions will yield varying FPS results, but the proportional and relative differences between these presets should be similar:

21-Post-Processing

Mods that affect post-processing graphics **installation is optional**

Decide whether or not to install the Post-Processing ModGroup to support ENBSeries. This decision should be based upon the results of the Performance Tuning benchmark performed in the previous section, above. Keep in mind that LOD generation is more fundamentally important to visual enhancement and has lower performance cost than ENB.

Optional Post-Processing Mods

If Post-Processing will be installed, complete the following steps:

  1. Revisit the BethINI Pie setup:
    1. On the Shadows tab disable:
      • Ambient Occlusion
    2. On the Visuals tab disable:
      • Lens Flare
      • Anamorphic Lens Flare
      • Also consider modifying the Sun Base and Glare sizes as instructed, since ENBs will affect sun visuals.
  2. Beginning at 04-Foundation, revisit all mods flagged with the ENB-option indicator (see Mod Table Legend) to ensure they are installed with '21-Post-Processing' options in mind.

Mod Table Legend No mods defined.

Final Sorting and Cleaning

If plugins have not been sorted this session, run LOOT again. Examine the plugins in LOOT for errors or warnings (ignoring the game's default masters at the top of the list). Ignore any reported missing compatibility patches or other warnings. These are either handled by the Step Patches or not of any concern. Perform the standard cleaning procedure on any mods requiring cleaning (except for the game's default masters).

Be aware that the Step Patches are designed to work with a default, LOOT-sorted plugin order. This eliminates the need to set rules on the load order. From this point on:

  • Ensure all applicable mods are ticked in the left pane of MO.
  • Ensure all plugins are ticked in the right pane of MO.
  • Sort the load order using LOOT whenever plugins are added/removed.
  • Update LOOT (the program and masterlist) whenever updates are available.



[edit]
Level of Detail (LOD)


Now that all mods and patches have been installed/sorted and performance margins are acceptable, the next step is to generate custom LOD data for the mod list. Recommended settings correspond to rendered game resolutions that will benefit from those settings.

LOD Setup

Before moving on, create three empty mods for the LOD output:

  1. Click on the MOlistoptions.png button and select, [Create empty mod].
  2. Name it Step User - xLODGen Output.
    This places a new, empty mod at the bottom of the mod list. However if it's not, place it last in the mod list.
  3. Repeat these steps to create two more mods named: Step User - TexGen Output, and Step User - DynDOLOD Output.
  4. Place these new mods directly after Step User - xLODGen Output.
  5. Find the (TEMP) Cathedral Landscapes - xLODGen mod from the 04-Foundation mod group and enable it, if necessary.
    This mod should ONLY be enabled for terrain LOD generation. If it is not disabled before generating object LOD and/or playing the game, it will cause visual glitches.
  6. Sort with LOOT.


The last few mods in the mod list should now reflect the following, which reflects the number of mods used in this guide and is a lower limit, since many mods have multiple files:

  1. DLC: Dawnguard
  1. ...
  2. (TEMP) Cathedral Landscapes - xLODGen NOTE: This mod can be here or under 04-Foundation with Cathedral Landscapes main mod, but it must be DISABLED later as instructed!
  3. User - xLODGen Output
  4. User - TexGen Output
  5. User - DynDOLOD Output
Warning-Logo.png

WARNING

The steps following must be completed in the order presented (terrain LODGen/installation first, followed by object LODGen/installation). Using higher resolutions than recommended for any of the following LOD applications will result in a waste of PC resources with NO BENEFIT.

xLODGen

xLODGen is run first to generate updated LOD terrain textures and meshes so that landscape LOD is updated with mod changes:

Info-Logo.png

NOTE

xLODGen gamma settings used here apply to the Step User Z929669/Sandbox build and probably builds using Cathedral Landscapes. Otherwise, gamma should be 1.00.

Generate terrain LOD

  1. Ensure LOD Setup was completed.
  2. Run xLODGen from the MO executable drop-down list.
  3. Select all worldspaces.
  4. Ensure that ONLY the Terrain LOD box is ticked in the right pane.
  5. Use the following settings, which have been verified in extensive testing:
    NOTE: Unless you are running at ≥ 4k resolution, resist the urge to wastefully increase the texture resolutions shown, which will only reduce FPS with NO BENEFIT. Those running ≥ 4k resolution WILL benefit by doubling the resolution for LOD4, LOD8, and LOD16 from 256 to 512.
  6. Click [Generate] to run the process, which will require upwards of 20 minutes, depending on the PC.
  7. Once the "LOD generation complete" message has appeared, close xLODGen.
    NOTE: If the xLODGen window closes itself, post in the xLODGen topic and include ../Modding/GameName/Tools/xLODGen/bugreport.txt and any logs created.

Paint roads on terrain LOD

  1. Run ACMOS Road Generator which was installed as part of A Clear Map of Skyrim and Other Worlds.
  2. Ensure Path Only is selected from the Roads dropdown
  3. For Path to LOD, browse to the xLODGen output folder (e.g. ..Modding/GameName/Tools/xLODGen/xLODGen_Output)
  4. Click Generate
  5. At the prompt to "Overwrite LOD Textures," choose Yes
  6. When prompted to "Zip?", choose No
  7. Wait until it says "All Done!" and then click OK and close

Terrain LOD Wrap-Up

  1. Browse to the xLODGen output folder (e.g. ..Modding/GameName/Tools/xLODGen/xLODGen_Output).
  2. In MO, open the xLODGen Output mod in Windows Explorer (Ctrl + double-click).
  3. Cut and paste the files from ../xLODGen_Output into the User - xLODGen Output folder, then close both folders.
  4. Enable xLODGen Output mod.
  5. Disable (TEMP) Cathedral Landscapes - xLODGen mods (only needed as xLODGen resources for terrain generation only).

DynDOLOD

Object LOD will be created using Dynamic Distant Objects LOD (DynDOLOD). Before continuing, please review the DynDOLOD 21-Post-Processing recommendations to ensure the DynDOLOD configuration is set up properly for matching LOD.

Info-Logo.png

NOTE

TexGen settings used here apply to the Step User Z929669/Sandbox build and probably builds using Cathedral Landscapes, Cathedral Weathers, Majestic_Mountains, Enhanced Vanilla Trees, and the Step ENB (or no post processing).

  • DynDOLOD 3 has good default starting points for TexGen and DynDOLOD settings, so use them if not running the Step User Z929669/Sandbox build.
  • Settings still vary, depending on the end user's hardware, particularly the monitor and driver-soft settings, which should be optimized in accordance with the SSG.

Run TexGen

TexGen 3, shipped with DynDOLOD 3, will generate custom object LOD textures based on enabled mods.

  1. Run TexGen from the MO executable drop-down list.
  2. Use the setting corresponding to rendered game resolution: 1080p = HD, 1440p = QHD, 2160p = 4k
    Grass LOD will cost at least a few FPS, so for optimal performance, consider NOT generating grass LOD and NOT ticking either of the following (grass billboards are not needed):
    Tick Grass if the 21-Post-Processing ModGroup IS NOT installed (grass mods for ENB Complex Grass or Community Shaders are NOT installed).
    Tick HD grass if the 21-Post-Processing ModGroup IS installed (grass mods for ENB Complex Grass or Community Shaders ARE installed).
  3. Click [Start].
  4. Once the completed message has appeared (1-5 minutes, depending on the PC), click [Exit].
  5. Navigate to the DynDOLOD TexGen_Output folder location (e.g. ../Modding/Tools/DynDOLOD/TexGen_Output).
  6. Move the files from the TexGen_Output folder into the Step User - TexGen Output mod:
    In MO, hold down the Ctrl key and double-click the Step User - TexGen Output mod. Alternatively, right click the mod to open it in an Explorer window.
  7. Enable the Step User - TexGen Output mod in MO.

Run DynDOLOD

DynDOLOD will generate the object LOD using textures prepared by TexGen.

Configure and Generate

  1. Run DynDOLOD from the MO executable drop-down list to open the GUI configuration in 'expert' mode (if the DynDOLOD INI modification was set as described previously).
  2. Select all worldspaces.
  3. Tick Candles and FXGlow.
  4. IMPORTANT - Click the 'High' button to bring in mesh rules for A Clear Map of Skyrim mod and the Step Patch - Conflict Resolution. For slightly better performance with some quality loss, consider clicking on 'Medium' or 'Low' instead.
  5. Configure by replicating everything in the images following (tick/untick all boxes likewise). Follow the instructions with yellow text in order!
    See the bottom of the Performance Examples table to help determine the optimal DynDOLOD tree rules:
    • ONLY generate Occlusion data on the first run. If DynDOLOD is run again for some reason, leave Occlusion UNticked to speed up generation.
    • Tick Grass LOD to generate grass LOD. If performance is a concern, leave this UNticked (no grass outside of loaded cells).
    • 'Optimal' tree & catch-all rules with recommended LOD32 rules for A Clear Map of Skyrim.
  6. Click [OK].
  7. Once the completed message has appeared (30-50 minutes or 45-60 minutes with Occlusion ticked, depending on the PC), click [Save & Exit].
  8. Navigate to the DynDOLOD DynDOLOD_Output folder location (e.g. ..\Modding\Tools\DynDOLOD\DynDOLOD_Output).
  9. Move the files the DynDOLOD_Output folder into the Step User - DynDOLOD Output mod:
    In MO, hold down the Ctrl key and double-click the Step User - DynDOLOD Output mod. Alternatively, right click the mod to open it in an Explorer window.
  10. Enable the Step User - DynDOLOD Output mod in MO.
  11. Ensure the DynDOLOD.esm and DynDOLOD.esp plugins are ticked in the right pane.
  12. Sort with LOOT.
Info-Logo.png

NOTE

Multiple DynDOLOD outputs at varying quality settings can be created and stored in different mods. If this is done, generate occlusion only on the first run and copy this into a separate mod (e.g., 'DynDOLOD Occlusion') to reduce the generation time of subsequent outputs. Likewise, consider generating only for the Tamriel worldspace before settling on the chosen output and generating for all worldspaces.

When to Regenerate LOD

xLODGen
Whenever changes are made to textures to files (not folders) at ..\Textures\landscape\ or when changes are made to the underlying landscape via a plugin (LAND and LTEX records). This does not include mountains and other objects over the landscape.
Whenever there is a change in the mod list that affects grass rendering: grass diversity, grass density, DynDOLODGrassMode setting, grass mods, any mods affecting grass placement (landscape mods), etc. Changes to grass distance and fade settings do not require re-caching.
TexGen
Whenever there are changes to the mod list that affect objects with LOD: new objects, moved structures or objects, removed structures or objects, changes to grass (only when using grass LOD), changes to trees and/or landscape height, when its master plugins order is changed (out of order masters), etc. When grass is re-cached, TexGen should also be run again to update grass billboards.
DynDOLOD
Whenever there are changes to the mod list that affect objects with LOD: new objects, moved structures or objects, removed structures or objects, changes to grass (only when using grass LOD), changes to trees and/or landscape height, when its master plugins order is changed (out of order masters), etc. When LOD textures are updated with TexGen, DynDOLOD should also be run again to update all affected object LOD.
Occlusion
Only with noticeable changes to geography of Tamriel and/or Solstheim via a plugin (changes to TVDT - Occlusion Data on CELL records). For Step, this should only need to be run once.



[edit]
Mod Configuration (MCM)


The game is now ready to be loaded to configure mods in the Mod Configuration Menu (MCM). The MCM is a feature of SkyUI that allows mod authors to provide custom, game-accessible settings for their mods. Recommendations are provided below for select mods. The remainder are user preference.

First Launch

To run the game, select the SKSE executable from the drop-down list and click [Run]. Keep the following in mind when first launching from a fresh Guide installation:

  • Test the build by starting a new character
    In other words, don't load from a save after a fresh Guide install to avoid false flags caused by savegame incompatibility. See the changelog before upgrading from a previous version of this Guide to determine whether or not a new game is advisable.
  • When launching the game for the first time after a Guide install, the load could take significantly longer than normal. This will only be a one-time wait as all the installed mods are being initialized. Subsequent load times should be shorter.
  • Finally, INI files may appear in the Overwrite folder after closing the game (e.g. ../SKSE/Plugins/SkyrimUncapper.ini). These files should be moved to their respective mod folders, respecting their folder structure during the move.

Alternate Start

Upon starting a new game, Alternate Start - Live Another Life (ASLAL) is the first mod in play. Let's face it, Skyrim is old and the vanilla start quest is the last thing many people want to play through. Alternate Start provides a variety of ways to start the game and begins in a locked cell, so this is a good time to configure the Mod Configuration menu (MCM).

  1. Create a character.
  2. After the character is created and the ASLAL cell loads, press, Esc to open the Settings Menu.
  3. Click the [MCM] (Mod Configuration Menu), and configure some specific mods according to the instructions in the next section.
  4. Once the MCM configuration is complete, save the game to allow a different ASLAL option without having to reconfigure the MCM all over again.
  5. Finally, talk to the statue in the room and choose an option (the vanilla start is also provided), and then sleep in the bed to start the game.
    ASLAL options that load the player character (PC) into an exterior cell can have strange graphical anomalies on a modded game. Saving and reloading the save may resolve in some cases, but it's often only resolvable by reloading the save created in #4 above and revisiting the statue.

Mod Configuration Menu Settings

Mod configurations not mentioned in the following table are recommended to be left at their defaults. Some mods not mentioned below were previously configured by altering their configuration files during the installation process.

Cathedral WeathersClick to show/hide
If the 18-Lighting and Weather ModGroup was installed, Interior Vision can be set to Darker or Brighter as desired. The same is true for Nocturnal Sight, which controls exterior brightness. The Step ENB was designed for Normal in both cases.
Complete CraftingClick to show/hide
The following screenshots display the recommended settings for the mod's MCM:

CCORMCM01.jpgCCORMCM02.jpgCCORMCM03.jpg
Farmhouse Chimneys SEClick to show/hide
Vanilla villages should all be ticked on the first page. The following screenshot displays the recommended settings for the New Locations page:

FarmhouseChimneyMCM01.jpg
Immersive HUDClick to show/hide
It's recommended to enable the "Fast Fade" of the status bars, so they will appear when they change and quickly fade away.

IHUDMCM01.jpg
Lanterns of Skyrim SEClick to show/hide
Disabling "Enable lanterns along roads" is the more vanilla-friendly experience and is arguably more realistic and practical.

LoSMCM01.jpg
Lock OverhaulClick to show/hide
This mod must be activated to work. Once enabled, close and re-open the MCM. The settings are user preference.
Realistic Water TwoClick to show/hide
Disable the hand-placed ripples for compatibility with Splashes of Storms.

RealisticWaterTwoMCM01.jpg
Shooting StarsClick to show/hide
Disable the in-game notifications for the sake of immersion.

ShootingStarsMCM01.jpg
Simplest HorsesClick to show/hide
Consider ticking "Set owned mounts as Protected" to protect the Player's horse from being killed unexpectedly.

SimplestHorsesMCM01.jpg
Smart NPC PotionsClick to show/hide
It's suggested to reduce the maximum potions an NPC can use, but it's user preference.

MCM-Smart NPC Potions.jpg
Storm LightningClick to show/hide
The Minimum preset in the MCM is recommended.
Timing is EverythingClick to show/hide
Timing is Everything is set up in a way that integrates DLC content and balances the game's quests. Vampires and werewolves will show up early in the game because they are a part of the world. Dragonborn will not start until the news of your deeds has time to reach the island, and the player becomes something that must be dealt with. Attack chances are lowered from 100% so there will be less of a chance to predict an attack. Other things are active that make sense, such as not being able to do the Break of Dawn quest if the player is a vampire, Thalmor won't attack until after engaging their quest line, etc. The following screenshots display the recommended settings for the mod's MCM:

TimingIsEverythingMCM01.jpgTimingIsEverythingMCM02.jpgTimingIsEverythingMCM03.jpg



[edit]
Become a part of the Step Team

About Step

Created by TheCompiler (Daniele Ferraro), Step is a collaborative project with input from the modding community, technical volunteers, and project administrators. The goal is to provide tested and validated methods for establishing and maintaining an enhanced, modded game. Thus, the Step Guides provide detailed, well-tested instructions and recommendations for a solid, modded game with an enhanced vanilla experience.

The Step team collects information from the modding community through extensive mod testing, detailed reviews, feedback, and suggestions exchanged on the Step Community Forums. Posting rules apply, so be sure to read and follow them. Engage and enjoy a warm welcome and plenty of high-quality support from a large community of experienced members.

Step Modifications can only get better with contributions and help from The Community. It is very time consuming for the Step team to ensure that Step's Game Guides are consistently maintained at the highest quality possible. As such, we rely on feedback and input from community members that use Step to any degree. Frequent users or knowledgeable modders are encoraged to contribute in maintaining Step as a reliable, high-quality resource

The Community

All members of The Community can help build the Guides they love and utilize for their own games. Step relies on The Community (e.g., you) to help identify mods that improve the vanilla game while adhering to our Mandate through mod suggestions. We also need ongoing bug reports, feedback, reviews, and updates on included mods that may cause problems or that stray from the Mandate. This help can be as simple as reporting an encountered bug or as extensive as providing a one-off review of a mod based from personal experience with it.

In order to suggest a mod for inclusion in this Guide, visit the Mods section of the forums and use the Create Mod Topic button on the editor toolbar.

Staff Roles

There are official staff roles that are almost always open for new candidates.
Community members interested in becoming a member of the Step staff, please contact any Administrator or Step Staff member on the forums. Please include some idea of the role desired and include strengths and weaknesses within that role! For example, if applying for a Curator include the game desired to curate, strengths (xEdit, conflict resolution, texture editing), and weaknesses (mesh work, CK, scripting). This gives Step some initial idea of the candidate's skill sets.

Forum Moderators

Most of the moderation work for our Moderators is simply to keep topics on track and do general forum maintenance; such as moving topics to the correct forum and handling spammers. Very rarely does moderation on the Step forums end up in warnings and bannings (and we all like it that way). To be effective Moderators, community members who desire this role are expected to be familiar with the Step community and actively involved. As such, Moderator criteria is be based upon level and quality of activity within our community. Moderators will be expected to be more familiar with the Community Guidelines than the average member and be able to remain unbiased in their moderating.

Guide Curators

Guide Curators are the super-stars of the staff at Step Modifications. They orchestrate and curate each game build and its corresponding Game Guide through research, testing, and assembling information from The Community. Guide creation, growth, and maintenance takes a lot of time, effort, and skill. As such, Curators are generally required to be at a higher skill-level than the average modder. In an ideal world there would be 2-4 Curators per Guide, but Curators often wind up work alone on a given guide release, so they require the knowledge and skills to develop the build and the Guide within the scope of the Mandate in a way that is technical while remaining intuitive and easy to follow. This is no small feat! For more information about Guide Curation, see Game Guide Curation.

Testers

Generally, Testers are expected to maintain a MO instance of the current Step build in accordance with the cuttent version fo the Step Guide as a basis for testing potential new mods or making changes to existing mods that are tagged for testing on the forums. Testers can also help out by running through the guide in search of bugs, issues, possible improvements, etc. Testers will be given access to Staff forums that house useful information on the Guides.

Thank you for reading and enjoy the game!


[edit]

The STEP administrators would sincerely like to thank (from the bottoms of our fuzzy little hearts):

  • The authors of mods recommended within our guides
  • The authors of mods who granted permission for their mods to be incorporated into the Step Patches
  • The core Community for feedback, suggestions and input
  • The Beta and Mod Testers for their good humor and rigorous analyses
  • sheson for DynDOLOD and all things LODGen
  • The Nexus community
  • Bethesda Softworks for their games
  • Tannin for the gift that is Mod Organizer
  • All the developers that kept MO going

Personnel

Testers & Contributors

LODGen Support

MO Support

Step Administrators

Retired Staff

  • Aiyen
  • Bealdwine
  • deathneko11
  • EisDrache
  • EssArrBee
  • Farlo
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