SkyrimSE:2.0.0: Difference between revisions
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# Set <code>Grass=0</code> in <code>../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini</code>}} | # Set <code>Grass=0</code> in <code>../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini</code>}} | ||
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=== Run TexGen === | === Run TexGen === |
Revision as of 23:21, May 14, 2021
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
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This guide is out of date and is NOT supported!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 SkyrimSE Guide.
This Release
This is our next major release of the Step SkyrimSE Guide. As described in the Step Versioning Documentation, this is a 'major' release due to adoption of the latest version of DynDOLOD (at the time of this writing, v3.00 Alpha 33), which brings several very useful enhancements, including grass LOD generation and several handy features with respect to LOD creation for mod authors. Additionally, we are introducing some significant, vanilla-friendly modifications to Skyrim's magic system and magic-related perks.
There have been many changes, so check out the Changelog for all of the fine details.
- Visit the forums, and provide feedback related to this guide.
- Also follow Step Modifications on Facebook.
- To support hosting and maintenance of the Step Community Project, consider donating to the project.
About Step
Created by TheCompiler, 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 Skyrim. Thus, the Guide provides detailed, well-tested build instructions for a solid modded Skyrim that achieves an enhanced, vanilla experience. It's meant to be installed in its entirety and not piecemeal.
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.
New to Modding?
We recommend that you ...
- read through this Guide at least once before attempting installation.
- follow all linked guides and read through them, as well.
There is a lot of information to absorb and learn in order to successfully build a modded game. We and the community, have brought together a lot of this information into guides as a free and hopefully convenient 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 our users.
Nomenclature
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: An installation of a mod using the recommend file option listed within the Baseline column of the mod tables below.
- Step Patches: A "patch" is a plugin that allows two or more mods to work together without conflicting. The Step Patches are such plugins, but allow all of the mods in the Step Guide to work harmoniously together. Some users refer to this as a conflict resolution patch or "CR Patch".
Minimum System Requirements
We recommend the following hardware configuration for running a Step SkyrimSE installation at a resolution of 1920x1080. The minimum requirements will allow most users to install and run the Baseline options, which are Skyrim SE's recommended requirements. The recommended requirements for this Guide will allow most users to install and run a modded setup beyond that of the Baseline options (higher quality options). For those wishing to use high quality options at resolutions higher than 1920x1080, be advised that a more powerful system will likely be required.
Hardware | Minimum | Recommended |
---|---|---|
Windows OS | Windows 10 64-bit | Windows 10 64-bit |
CPU | Intel Core i5-2400 or equivalent | Intel Core i5-4430 or equivalent |
System RAM | 8 GB | 8 GB or higher |
GPU | Nvidia GTX 780 3GB / AMD R9 290 4GB | Nvidia GTX 970 or equivalent or better / 4GB VRAM or higher |
Drive Space | ~50 GBs | ~60 GBs |
Monitor Resolution | 1920x1080 | 1920x1080 or higher |
Time Requirement
Users should be aware that it will usually take anywhere from several hours to a several days to complete this Guide from start to finish. Since this is a start to finish process, a recommend schedule for completing it is:
- Day 1 : Steps 1 - 3
- Day 2 : Step 4
- Step 4 is installing all the mods. Depending on download speeds and previous modding knowledge, this step could span 1-3 days.
- Final Day : Finish the remainder of the Guide.
The overall message here is that Step encourages users to always follow proper computer ergonomics when modding! Remember to take breaks and happy modding!
STEP 1
Follow the System Setup Guide!
Those who have not completed the System Setup Guide should STOP and do so now BEFORE continuing this guide! This is a perquisite for completing any of the Step Bethesda game guides.
NEW GUIDE FOLLOWERS: Deviate from these instructions at your own risk! Instructions in this guide presume that previous instructions have been followed.
STEP 2
Mod Organizer - Skyrim SE Initialization
FIRST, follow the System Setup Guide. The below instructions describe how to initialize a Skyrim SE instance in Mod Organizer (MO). If MO wass installed as a Portable application, the instructions below will need to be reinterpreted accordingly. Those who already have a MO instance for Skyrim SE can skip this initialization:
- Launch MO by running its executable (e.g.
..Modding/Tools/Mod Organizer/ModOrganizer.exe
) - Upon load, click the Instance Manager button on the tool (first button).
- Click [Create new instance] button.
- Select Skyrim Special Edition and click [Next].
- If it didn't find the game, users can manually browse to the game's location.
- Name the instance something like
Step Skyrim SE
or keep the default. Click [Next]. - (optional) change the location of data stored. Step recommends the default location, unless space restraints prevent this. Click [Next].
- A confirmation window will display with the installation information. Click [Finish].
- MO is now ready to use with this guide.
Profile Setup
Mod Organizer's profile feature allows the creation of multiple mod-builds. Begin by creating/editing two profiles for use with this guide:
- Launch MO, choosing the Skyrim SE Instance.
- On the Default profile, arrange the mods in the left pane in the following order:
- DLC: Dawnguard
- DLC: HearthFires
- DLC: Dragonborn
- Click the
button on the menu bar.
- Select the Default profile.
- Ensure the Use profile-specific Game INI Files box is ticked and click [Copy].
- Name the new profile
Step SkyrimSE
, or anything similar. - Ensure the Use profile-specific Game INI Files box is ticked.
- Close the window by clicking [Close].
- Select the Step SkyrimSE profile from the profile selection down-drop.
- If users receive a notice saying some INI files were missing and will be copied. This is normal.
- If an error is displayed about missing "modlist.txt" files, restart MO (or do a system reboot if one hasn't been done yet).
- Now click the
button and select [Create empty mod].
- Name it xEdit Output.
Tool Setup
All tools installed in the System Setup Guide should be added to MO. Some tools will have been auto-detected and added; however, ensure the settings below are set correctly for all tools. xEdit is used in this example:
- Click the
button at the top of the main Mod Organizer window.
- Over the left pane of the executables config, click the [+] to add a new executable, and then [Add from file...].
- Navigate to the TES5Edit.exe file (e.g.
..Modding/Tools/xEdit/TES5Edit.exe
).- This should auto-fill most of the fields.
- Change the title to xEdit.
- Input the following in the Arguments field separated by a single space:
- e.g.
-IKnowWhatImDoing -SSE -AllowMasterFilesEdit
- "-IKnowWhatImDoing": This turns off a warning presented when users make edits.
- "-AllowMasterFilesEdit": By default xEdit will not allow master file editing. This allows users to edit these files.
- e.g.
- Tick the Create files in mod instead of overwrite box. Select the xEdit Output mod from the drop-down.
- Tick the Use applications icon for desktop shortcuts box.
- Click [Apply].
- Repeat these steps to add the remaining executables as indicated in the table below:
Tool Setup Reference for Skyrim SE
Executable | Title | Argument(s) |
---|---|---|
TES5Edit.exe | xEdit | -IKnowWhatImDoing -SSE -AllowMasterFilesEdit Tick the Create files in mod instead of overwrite box and select the xEdit Output mod from the drop-down. |
TES5EditQuickAutoClean.exe | xEditQuickAutoClean | -SSE Tick the Create files in mod instead of overwrite box and select the xEdit Output mod from the drop-down. |
DynDOLOD64.exe | DynDOLOD | -SSE
|
LOOT.exe | LOOT | --game="Skyrim Special Edition"
|
TexGen64.exe (installed with DynDOLOD) |
TexGen | -SSE
|
xLODGen64.exe | xLODGen | -lodgen -sse -o:"Drive:/Modding/Tools/xLODGen/xLODGen_Output/" Replace Drive: with the path before the 'Modding' folder. |
Users can 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 the [OK] button.
BethINI Setup
BethINI needs to be run for the current MO profile to establish the INIs before beginning mod installation:
- Close MO2 and run BethINI (e.g.
..Modding/Tools/BethINI/BethINI.exe
).- If prompted by a Windows protection prompt, click More Info and then [Run anyway].
- Select "Skyrim Special Edition" from the game selection box.
- Allow BethINI to handle custom INIs, if prompted.
- Go to the Setup tab
- Ensure the Game path is correct (e.g.
../Steam/steamapps/common/Skyrim Special Edition
). - Ensure the Mod Organizer path is correct (e.g.
../Modding/Tools/Mod Organizer
). - The INI Path name depends on the MO Profile Setup
- If BethINI does not automatically display the profile created previously, browse to the applicable MO profile under the instance created previously in step 5 of the MO initialization instructions, e.g.,
%LOCALAPPDATA%/ModOrganizer/{instanceName}/profiles/STEP Skyrim SE
- Select the Step SkyrimSE profile folder, and click [Open].
- Click [OK] at the prompts to restart BethINI with the desired profile configured. Allow BethINI to handle custom INIs, if prompted.
- If BethINI does not automatically display the profile created previously, browse to the applicable MO profile under the instance created previously in step 5 of the MO initialization instructions, e.g.,
- Ensure the Game path is correct (e.g.
- Return to the Setup tab.
- The “Automatically Check for Updates”, “Auto-detect Invalid Settings”, and “Modify Custom INIs” boxes should be ticked.
- (optional) Tick the “Always Select Game” box if MO will be used to manage games other than SSE.
- Select the Basic tab.
- Ensure the Window Resolution matches the system resolution.
- The recommended Antialiasing is "TAA".
- The other recommended options to tick are:
- Windowed Mode - may be overridden by the setting SSE Display Tweaks configuration file
- Borderless - may be overridden by the setting SSE Display Tweaks configuration file
- (optional) 64-Bit Render Targets - read the tooltip and consider ticking this option LATER if performance is of no concern.
- The following could conflict with display-soft settings or other mod INI settings (e.g., SSE Display Tweaks or enblocal.ini), so be sure to experiment which is best after running through this guide. Setting them here will not hurt anything, but these can be overridden, so keep that in mind and plan on setting these from the single 'best' source when testing this mod build later.
- Vsync
- Lock Frame Rate - set equal to the monitor refresh rate (usually 60 or 144)
- The [Medium] Preset is recommended as a baseline to avoid problems before initial testing when guide setup is complete. For those with more powerful hardware, [High] or [Ultra] may be best, but moderation is advised prior to first run at the end of this guide (this can be changed at any time later).
- Tick the box for Recommended Tweaks.
- Select the Detail tab.
- Untick Reflect Sky (sky reflections causes issue with LOD seams)
- Select the View Distance tab.
- Change Grass Fade to 18000.
- Change Level 16 to 300000.
- Select the Visuals tab.
- Ensure Projected UV Diffuse Normals is ticked.
- Untick Improved Shader (introduces visual glitches and inconsistencies on snow)
- Select the Custom tab.
- In the Section drop-down, select Decals.
- In the Setting drop-down, select uMaxSkinDecalsPerActor.
- Change the value to 100 and click [Save].
- In the Setting drop-down, select uMaxSkinDecals.
- Change the value to 100 and click [Save].
- In the Setting drop-down, select uMaxSkinDecalsPerActor.
- In the Section drop-down, select Display.
- In the Setting drop-down, select fWaterSSRIntensity.
- Change the value to 0.5 and click [Save].
- In the Setting drop-down, select iMaxDecalsPerFrame.
- Change the value to 200 and click [Save].
- In the Setting drop-down, select iMaxSkinDecalsPerFrame.
- Change the value to 100 and click [Save].
- In the Setting drop-down, select fWaterSSRIntensity.
- In the Section drop-down, select Interface.
- In the Setting drop-down, select fBookOpenTime.
- Change the value to 500 and click [Save].
- In the Setting drop-down, select fBookOpenTime.
- In the Section drop-down, select Decals.
- Return the the Basic tab, and click [Save and Exit].
This results in a baseline setup for testing and running the game during mod installation. Once all mods have been installed, BethINI will be run again to complete the INI setup.
Relaunch Mod Organizer, and ensure the Step SkyrimSE profile is selected to continue with the guide.
STEP 3
LOOT
At any time during the mod installation process, LOOT should be used to sort plugin load order before running the game. This is necessary to ensure proper plugin priority (load order), which can have a dramatic impact on the game. Users not running the game during the mod installation step of the Guide can wait to sort after this step is complete. To sort with LOOT:
- Launch LOOT via Mod Organizer 2 from the executables drop-down menu at the top of the right pane.
- If LOOT fails to start, try adding the following argument as described in Tools Setup:
--single-process
. If LOOT cannot find the game directory, add the path to../Skyrim Special Edition
folder to Installed Path under LOOT settings.
- If LOOT fails to start, try adding the following argument as described in Tools Setup:
- Click the [Sort Plugins] icon at the top of the LOOT window.
- Several plugins will show warnings. The next section describes how to clean them up.
- Click [Apply] button, which has replaced the Sort button at the top.
- Close LOOT.
![Info-Logo.png](/wiki/images/thumb/4/40/Info-Logo.png/35px-Info-Logo.png)
NOTE
When running LOOT before completing the Step Guide, additional warnings may be indicated. These will all be addressed by the end of this Guide.Up to this point, users should only have the following plugins, in the order listed:
- Skyrim.esm
- Update.esm
- Dawnguard.esm
- HearthFires.esm
- Dragonborn.esm
If the plugins are not in the order listed, run LOOT now.
Cleaning Vanilla Master Files
Step no longer recommends cleaning the vanilla masters, since this has always been unnecessary. See the relevant posts for details and further reading. We continue to provide general plugin cleaning instructions for those mods that may require it.
![Info-Logo.png](/wiki/images/thumb/4/40/Info-Logo.png/35px-Info-Logo.png)
NOTE
For those that have previously-cleaned vanilla masters, please feel free to continue using them. It is also fine to revert to the uncleaned vanilla masters. Effectively, there is no difference.Standard Cleaning Procedures
- Run xEditQuickAutoClean from the drop-down executable list in MO2.
- On the plugin selection window, double-click on the mod being cleaned (e.g. Update.esm).
- Once xEdit is finished, click [X] at upper right to close. A backup of the original plugin will automatically be saved into (e.g.,
../xEdit Output/SSEEdit Backups
) inside of Overwrite at the bottom of the MO mod list (left) pane. - To verify the vanilla mods have been cleaned, LOOT can be run again, and no warnings should be apparent.
Understanding the Step Patches
A “conflict resolution” patch, or CR Patch, is a plugin that resolves conflicts between various active plugins. They allow users to use various mods together without any major issues, while still achieving the desired outcome from the mods. Thus, the Step Patches are one part patch and one part mod.
The Step Patches are built specifically for the Step mod list. They are required to run the this Guide and are dependent on specific mods within the mod list (those tagged at left with a green vertical bar). They will not resolve conflicts with any applicable mods that are not within the Guide's mod list, though.
Step Patches
- Step SkyrimSE - Conflict Resolution Patch (Step CR Patch)
- For those that would opt for their own custom lighting and weather mods
- Patches all applicable mods except for Lighting & Weather mods
- Required for all users!
- Step SkyrimSE - Lighting & Weather Patch (Step LW Patch)
- For those that are using Guide's lighting and weather mod from the Lighting & Weather mod group.
- Patches only the applicable Lighting & Weather mods; the CR Patch is still required!
STEP 4
At this point, the PC modding environment should be fully set up and ready for mod installation. Those unfamiliar with using MO2 should return to that guide for a refresher. When installing mods, keep the following in mind:
- To maintain compatibility with downstream Patch instructions, it is important to install Patch-related mods as described in their respective Notes.
- After installing a mod, enable the mod in MO.
- If no Notes or Step recommendations are provided for a particular mod, all options are good. Step encourages user customization.
- 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. This is necessary to ensure the desired outcome.
- Mods are listed in alphabetical order within each Mod Group and any deviations from this are purposeful to achieve the desired outcome.
- Always install plugins (ESLs/ESMs/ESPs), unless otherwise noted. When there is a choice between ESL and ESP, always choose ESL unless otherwise noted.
- Always follow LOOT's advice in regards to mod cleaning and sorting unless otherwise noted.
- Step does not recommend extracting BSAs as a general principle, since it adds to the potential for user error and unnecessary support issues. Experienced and self-supporting users may derive benefit from doing so, however.
![Moicon.png](/wiki/images/thumb/b/b9/Moicon.png/35px-Moicon.png)
MO2
MO 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 Mod Group following below. To create a separator:
- Click the
button on the top of the mod list pane.
- Select [Create Separator] and give the separator a name. Step recommends using the Mod Group names (i.e., Extensions, Resources, Lighting & 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.
Mod Table Reference
Below is the legend and reference for the mod tables used in this Guide. Users should refer back to it when confused about a mod listing.
Mod Name | Baseline | Instructions | ||
---|---|---|---|---|
Mod (patches not required)![]() |
Baseline | Notes | ||
Mod (requires patches)![]() |
Baseline | Notes |
Mod Table Legend
02-Extenders
- Mods that expand on the inherent functionality of a game or another mod without themselves affecting content
Mod Name | Baseline | Instructions
Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row |
---|
03-Resources
- Mods solely providing assets intended specifically for use by other mods without themselves affecting content
Mod Name | Baseline | Instructions
Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row |
---|
04-Foundation
- Baseline mods that should be overridden by other mods AND/OR that make widely-accepted programmatic changes expected by other mods
No mods defined.
06-Models and Textures
- Mods that replace existing models or textures
No mods defined.
07-Sounds and Music
- Mods that affect sounds or music
No mods defined.
08-Character Appearance
- Mods that affect the appearance of the player character or NPCs
09-Fixes
- Mods have a programmatic component that fixes various bugs and/or inconsistencies
10-Gameplay-General
- Mods that affect general or multiple gameplay mechanics
Mod Name | Baseline | Instructions
Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row |
---|
11-Gameplay-AI and Combat
- Mods that affect AI, stats, or combat mechanics of NPCs
No mods defined.
12-Gameplay-Economy
- Mods that affect currency, rewards, values, rates, or any other economy-related mechanics
Mod Name | Baseline | Instructions |
---|
13-Gameplay-Immersion
- Mods that help to improve game immersion and role-playing scenarios
14-Gameplay-Quests
- Mods that alter aspects of quests and/or related lore
15-Gameplay-Skills and Perks
- Mods that affect the player character's or NPC skills and perks or related leveling
No mods defined.
16-Interface
- Mods that affect any aspect of the user interface
17-Locations
- Mods that programmatically add new or alter vanilla locations
18-Lighting and Weather
We wish to be clear that the mods included within this section are completely optional. They are still within the Mandate, however, we've made this section optional for users who wish to customize their own lighting and weather. As such, we've included an additional patch solely for this mod group.
- Mods that affect lighting and/or weather systems **installation is optional**
No mods defined.
19-Utilities
- Mods that generate derived mod output from load-order-specific assets
Mod Name | Baseline | Instructions |
---|
Generating Animation Files
Once FNIS SE is installed, the animation files need to be generated for the skeleton changes.
- Sort the load order with LOOT, ignoring any plugin errors or warnings at this time.
- Run FNIS SE via Mod Organizer 2.
- In the Available Patches at the bottom of the window, tick the box adjacent to "SKELETON Arm Fix".
- Click the [Update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included".
- Click [Exit].
After closing FNIS SE, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending):
- Right-click Overwrite and select Create Mod
- Name it Step SkryimSE - FNIS Output and click OK.
- This will create a new mod listing in the left pane for the FNIS SE generated files.
- Tick the new mod entry to enable it.
20-Patches
- Mods that programmatically resolve load-order conflicts
Final Sorting and Cleaning
Before moving on, users should run LOOT, sort, and accept the default load order provided. Users should also take note of any plugins that LOOT reports as needing to be cleaned and perform the standard cleaning procedures on these mods. Keep in mind that LOOT tends to lag behind on the report information, therefore, it will not always be accurate. Users should ignore any reported missing compatibility patches. The Step Patches take care of all the patching, thus eliminating the need for those additional plugins.
Be aware the new Step Patches are designed to work with a default, LOOT-sorted order. This eliminates the need to set rules on the load order, reducing user tasks and streamlining installation. From this point on, users should:
- 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.
- Update LOOT (the program and masterlist).
Performance Tuning
First off, uncap FPS if it was configured in BethINI, SSE Display Tweaks, or via the driver software so that actual frame rates can be measured. This can be set again when FPS performance is no longer a concern. The goal at this point is to have at least 80 FPS outdoors in game on average. High-quality LOD can be taxing on performance, but so can a fully modded game. The entire LODGen setup can cost upwards of 30 FPS on average outdoors. It is necessary to determine how much performance headroom is available before generating LOD by using the software overlay that should be packaged with the graphics drivers or third-party applications like FRAPS or Skyrim Performance Monitor (SPM). Optional instructions are provided to assist.
Take a moment to configure the chosen FPS overlay. Driver software overlays are usually the simplest to configure. If SPM or FRAPS are used, install into e.g., C:/modding/Tools/SPM
, launch, and configure as needed to display FPS in game.
- Uncap FPS if it was configured in BethINI, SSE Display Tweaks, or via the driver software so that actual frame rates can be seen. This can be set again when the build is fully completed. Ignore any stuttering, screen tearing, etc. for the time being, as these are probably not related to performance if FPS > 60.
- Launch the performance metrics overlay application.
- Launch SkyrimSE, and start a NEW game to verify that Skyrim loads without issue. Skyrim should successfully load into the Alternate Start character generation interface.
- NOTE: If the game crashes at any point, there is a problem with load order, enabled mods, or any number of things missed in the above instructions. Please troubleshoot by validating that all instructions have been followed. If custom mods have been installed and enabled, disable them.
- Create a character to test initial frame rates.
- At the Statue of Mara, select "I own property in one of the holds".
- Select "Breezehome".
- Rest, and then save the game when the Breezehome interior loads. This will be the clean save to use for testing performance before and after LODGen.
- Exit Breezhome, then Whiterun, and stand at the end of the wood deck looking out over the tundra.
- Note FPS while panning over the horizon
Performance/Quality Optimization
There are many things that can be modified to improve performance and quality, depending on the performance headroom available. Following are some suggestions listed in descending priority:
- Consider revisiting the BethINI Setup to set the 'Low', 'Medium', 'High', or 'Ultra' preset until FPS is close to or greater than 80 FPS while looking West across the tundra outside of the Whiterun main gate.
- Consider modifying the following grass settings in GrassControl.config.txt of the No Grass In Objects mod:
- Set
ExtendGrassDistance = False
andOverwriteGrassDistance = 6000
or less to improve performance. Increase only the latter value to improve quality at the cost of performance. - Set
OverwriteMinGrassSize
to a value of 50-20 to improve quality (default of '60' is already the performance optimum, but it can be increased further to optimize the quality-performance trade-off).
- Set
STEP 5
Now that all the 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 can benefit. Using 'higher' settings will otherwise be a waste of PC resources that may be necessary to keep frame rates above 50 FPS. Use 'lower' settings as a compromise if necessary.
Before moving on, create three empty mods for the LOD output:
- Click on the
button and select, [Create empty mod].
- Name it
(TEMP) - SSE Terrain - Tamriel - xLODGen
(this will only be used as a resource for xLODGen).- 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.
- Repeat these steps to create three other new mods named:
Step SkyrimSE - xLODGen Output
,Step SkyrimSE - TexGen Output
, andStep SkyrimSE - DynDOLOD Output
; or anything unique and descriptive to their source/function. - Find the (TEMP) - Cathedral Landscapes - LODGen mod from the Foundation mod group and relocate it just after (TEMP) - SSE Terrain - Tamriel - xLODGen.
- Place the rest of these new mods directly after (TEMP) - Cathedral Landscapes - LODGen.
The last few mods in the mod list should now reflect the following (numbering is approximate and reflects the number of mods installed without extra mods or mod-list separators):
- DLC: Hearthfires
- ...
- (TEMP) - SSE Terrain - Tamriel - xLODGen
- (TEMP) - Cathedral Landscapes - LODGen
- Step SkyrimSE - xLODGen Output
- Step SkyrimSE - TexGen Output
- Step SkyrimSE - DynDOLOD Output
xLODGen
xLODGen is run first to generate updated LOD terrain textures and meshes so that landscape LOD is updated with mod changes:
Preparation
- Visit the Step Forum and download SSE-Terrain-Tamriel.esm.
- Extract the file to the (TEMP) - SSE Terrain - Tamriel - xLODGen mod folder in MO.
- Ensure the both (TEMP) - SSE Terrain - Tamriel - xLODGen and (TEMP) - Cathedral Landscapes - LODGen are active in the plugin list (ticked), as they will be used by xLODGen to regenerate corrected landscape LOD and disabled afterwards.
- Sort with LOOT.
Generation
- Run xLODGen from the MO2 executable drop-down list.
- Select all worldspaces.
- Ensure that ONLY the Terrain LOD box is ticked in the right pane.
- Use the following settings, which have been verified in extensive testing:
- Click [Generate] to run the process, which will require upwards of 30 minutes, depending on the PC.
- Once the "LOD generation complete" message has appeared, close xLODGen.
Wrap Up
- Navigate to the xLODGen output folder (e.g.
..Modding/Tools/xLODGen/xLODGen_Output
). - Back on MO, open the Step SkrimSE - xLODGen Output mod in an Explorer window (Ctrl+double click).
- Cut and paste the files from the LOD generation to the Step Skyrim SE - xLODGen Output folder. Close both folders.
- Enable Step SkrimSE - xLODGen Output mod.
- Disable (TEMP) - SSE Terrain - Tamriel - xLODGen and (TEMP) - Cathedral Landscapes - xLODGen mods (only needed as xLODGen resources).
DynDOLOD
Object LOD will be created using Dynamic Distant Objects LOD (DynDOLOD).
Modify INI
Modifications to most of these settings require DynDOLOD regeneration in order to manifest in game.
Navigate to C:/Modding/Tools/DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini
, and modify as follows:
Expert=1
FakeLightsIntensity=6
- Intensity of distant lights where they existTerrainUnderside=1
- Generate a terrain NIF that is placed under the actual terrain in order to block light for mods like Dynamic Volumetric Lighting and Sun Shadows
Set the following ONLY if grass LOD will be generated, which comes with a VRAM and FPS performance cost:
Grass=1
GrassDensity=70
- Set to a value between 10 and 100. Lower values increase performance.GrassLargeReference=1
- To trade-off better performance for more noticeable grass LOD transition, consider setting this to '0'- NOTE:This setting is coupled to DynDOLODGrassMode INI setting in No Grass In Objects, so be certain to change that setting as noted in the next section.
Also consider modifying GrassBrightness* values, which affect grass LOD brightness/hue. For good results with Cathedral Landscapes grasses, Step recommends:
GrassBrightnessTopR=0.410
GrassBrightnessTopG=0.415
GrassBrightnessTopB=0.400
GrassBrightnessBottomR=0.200
GrassBrightnessBottomG=0.203
GrassBrightnessBottomB=0.195
Grass LOD Configuration
DynDOLOD 3.00 and beyond supports generation of grass billboard LOD. This obviously comes at a performance cost, but the results are probably worth it if headroom is available. If not, instructions for turning 'off' grass LOD are provided below. Doing so will save several FPS without much of an impact to overall LOD quality. Precaching grass alone will boost performance a bit outdoors with respect to load times and transitions.
- Double click on the No Grass In Objects mod in the MO left pane
- Click on the "Text Files" tab to modify GrassControl.config.txt
- Find the following settings and edit as follows:
UseGrassCache = True
- This setting is required even when NOT generating grass LODOnlyLoadFromCache = True
- This setting is required even when NOT generating grass LODDynDOLODGrassMode = 2
- To trade-off slightly better performance (in certain areas) for more noticeable grass LOD transition, consider setting this to '1'- NOTE:This setting is coupled to GrassLargeReference INI setting in DynDOLOD 3.00, so be certain to change that setting as noted in the previous section.
- Click the
button in MO, and select "Precache Grass"
- This process will take upwards of 1.5 hours to complete and should be done only once unless there is any change in the mod list that affects grass. Grass distance/fade do not apply, but changes in grass diversity, density,
DynDOLODGrassMode
, grass mods, and any mods affecting grass placement DO apply.
- This process will take upwards of 1.5 hours to complete and should be done only once unless there is any change in the mod list that affects grass. Grass distance/fade do not apply, but changes in grass diversity, density,
- If previous instructions were followed, a new
/grass/
directory containing precached * .cgid files will appear under the SKSE64 mod. Otherwise, it will appear in the MO Overwrite folder (if so, drag content into a new 'grass' mod, enable, and place anywhere in the mod list).
Turn Off Grass LOD for Better Performance
Precaching grass will still benefit performance. To increase performance further, disable grass LOD generation completely by making the following configuration changes prior to generating (or regenerating) object LOD:
- In MO, make the following changes to No Grass In Objects GrassControl.config.txt:
DynDOLODGrassMode = 0
OverwriteGrassDistance
- Set to something between 4000 and 24000. Higher values decrease performance while increasing quality. Grass will be full-rendered to this value as per default behavior of fGrassStartFadeDistance in Skyrim.iniOverwriteGrassFadeRange
- Set to something between 1000 and 18000 (depending onOverwriteGrassDistance
) to transition linearly from full grass to no grass. Higher values increase performance while decreasing quality. Grass will begin fading from this value as per default behavior of fGrassFadeRange in Skyrim.iniExtendGrassCount
- Set to 'False' only if OverwriteGrassDistance ≤ 7000
- Set
Grass=0
in../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini
Run TexGen
TexGen 3, shipped with DynDOLOD 3, will generate custom object LOD textures based on enabled mods. TexGen 3 will also generate grass billboards for LOD.
- Run TexGen from the MO2 executable drop-down list.
- Keep the default Output location, and use the setting corresponding to rendered game resolution: 1080p = HD, 1440p = QHD, 2160p = 4k
- Click [Start].
- Once the completed message has appeared (15-30 minutes, depending on the PC), click [Exit].
- Navigate to the DynDOLOD TexGen_Output folder location (e.g.
../Modding/Tools/DynDOLOD/TexGen_Output
). - Move the files from the TexGen_Output folder into the Step SkyrimSE - TexGen Output mod:
- In MO2, hold down the Ctrl key and double-click on the Step SkyrimSE - TexGen Output mod created previously. This opens the mod's folder in an Explorer window.
- Enable the Step SkyrimSE - TexGen Output mod in MO.
Run DynDOLOD
DynDOLOD will generate the object LOD.
Configure and Generate
- Run DynDOLOD from the MO2 executable drop-down list to open the GUI configuration in 'expert' mode (if the DynDOLOD INI modification was set as described previously).
- Select all worldspaces.
- Configure as follows, or make performance modifications as instructed further below:
- The following gallery shows visual compares and performance snapshots (reference testing PC specs) for the cost of LOD and DynDOLOD using a number of custom presets, each with caption from which the corresponding preset can be downloaded. Presets should be placed under
../DynDOLOD/Edit Scripts/DynDOLOD/Presets/
and can be loaded by clicking [Load Preset] in the DynDOLOD GUI configuration. Keep in mind that 4k and greater resolutions can increase the "Max tile size" values as indicated in the above images as performance allows:
- Once the configuration is finalized, click [OK], and get a cup of coffee.
- When the completed message has appeared, click [Save & Exit].
Wrap Up
- Navigate to the
../DynDOLOD
folder location (e.g.../Modding/Tools/DynDOLOD
). - Copy or cut the files from the
../DynDOLOD_Output
folder. - In MO2, hold down the Ctrl key and double-click on the Step SkyrimSE - DynDOLOD Output mod created above.
- Paste the files into the mod's folder and close the window.
- In MO2, enable the mod.
- Ensure the DynDOLOD.esm and DynDOLOD.esp files are ticked in the right pane.
- Sort with LOOT.
Occlusion
xLODGen will be used to update the occlusion data for the new mod list. This fixes holes in the distant landscape that are notoriously bad over water cells:
- Run xLODGen from the MO2 executable drop-down list.
- Select only the Tamriel and DLC2SolstheimWorld worldspaces.
- Ensure only the Occlusion box is ticked.
- Use the following settings:
- Quality: 3
- Height: 0
- Radius: 100
- Mode: -Flat +Borders
- Click [Generate] to run the process.
- Once the completed message has appeared, click the red X to close xLODGen.
- Occlusion.esp is saved automatically and will be placed in the Overwrite folder in MO.
- Right-click on the Overwrite mod listing and select, [Create new mod].
- Name it
Step SkyrimSE - Occlusion
or anything unique. - Ensure the new mod is active (ticked).
- Ensure the Occlusion.esp is the last plugin in the load order just after DyDOLOD.esp and that it is enabled, else run LOOT and sort plugins.
When to Regenerate LOD
Regenerate LOD any time mods affecting exterior objects are added or removed or when load priority/order in the mod list is changed.
STEP 6
Users should now be ready to load the game for the final steps, configuring mods in the MCM. The MCM is a feature of SkyUI that allows mod authors to provide custom settings for their mods, which users can set within the game. Below users will find recommendations for all the mods installed within this Guide.
First Launch
To run the game, select the SKSE Skyrim Launcher executable from the drop-down list and click the Run button. Keep the following in mind when first launching from a fresh Guide installation:
- A new game is required! ... In other words, don't load from a save when first launching after a fresh Guide installation unless you know what can happen (which is beyond scope to support). NOTE: Users upgrading from a previous installation of the Guide should review the changelog of the update to determine whether or not a new game is recommended.
- 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 their Overwrite folder after closing the game (e.g.
../SKSE/Plugins/SkyrimUncapper.ini
). NOTE: These files should be moved to their respective mod folders, respecting their folder structure in the move.
Alternate Start
Upon starting a new game, the Alternate Start - Live Another Life is the first mod in play. Lets face it, Skyrim is old and the vanilla start quest is the last thing many want to play through. Alternate Start provides a variety of ways to start the game. Once a new game is started, a locked cell is loaded. Simply talk to the statue in the room, choose a preference for starting the game (the vanilla start is provided as an option), and then sleep in the bed to start your new life. An alternate start location for the main quest line can be initialized by simply visiting Helgen.
Mod Configuration Menu Settings
Cathedral Weathers
Users who have installed the optional Lighting & Weathers mod group should set Interior Vision to "Darker" in order for Luminosity to have the correct interior brightness.
Complete Crafting
The following screenshots display the recommended settings for the mod's MCM:
Farmhouse Chimneys SE
Vanilla villages should all be ticked on the first page. The following screenshot displays the recommended settings for the Mod Support page:
Lock Overhaul
This mod must be activated to work. Once enabled, the settings are user preference.
Storm Lightning
The Minimal preset in the MCM is recommended.
Timing is Everything
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 the are a part of the world. Dragonborn will not start until the news of your deeds have time to reach the island and you become 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 you're a vampire, Thalmor, won't attack until after engaging the quest line, etc. The following screenshots display the recommended settings for the mod's MCM:
Remaining Mod Configurations
The remaining mod configurations are recommended to be left at their defaults for the most enhanced, vanilla experience. However, users may adjust the settings for these mods to their preference.
STEP 7
(optional) BethINI Customization
The Step-nhanced Skyrim SE is now ready; however, please consider reading the remainder of the guide before taking an arrow to the knee.
Once the game is confirmed to be stable, a final consideration is customizing BethINI. Those who have no issues with performance and aren't knowledgeable of the settings can simply follow along. Customize the settings to suit personal preference. Caution is advised against using the custom INI input feature. This feature will allow custom INI edits; however, doing so without knowledge of exactly what the customizations are doing can cause instability.
The following are provided as examples of the settings used for taking the screenshot's on Nexus (1920x1080 using a GTX 1060). The recommended settings are called out and/or shown in the screenshots below. Simply click on a section heading to expand it.
Basic Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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General Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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Gameplay Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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Interface Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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Detail Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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View Distance Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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Visuals Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations
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Custom Tab Step recommends: ➕ [Click to show]➖ [Click to hide] Show recommendations Ensure the following edits are made:
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(optional) ENBSeries with the STEP SkyrimSE Guide
Because the effects of ENB are so variable, depending on 1) use of lighting/weather mods, 2) a great many other options for various mods, and 3) PC hardware and software environments, the Guide doesn't include an ENB preset. Instructions and recommendations would result in a massive flurry of support 'issues'. To provide a bit of direction, we've included a small list of ENB presets below which were made to work with Cathedral Weathers without breaking the horizon. We've included a variety of "looks", but search on Nexus to find the preset that works best.
- A Cathedralist's ENB
- Blubbos ENB ReShade
- CELESTIAL CATHEDRAL ENB
- iiENB
- Ljoss
- Lucid ENB
- PRENB
- Ragnar's Vivid ENB for Cathedral Weathers 2
- Rudy ENB SE for Cathedral Weathers
- Serio's ENB
- Silent Horizons ENB
COMMUNITY CONTRIBUTIONS
STEP can only get bigger and better with help from the community. It is very time consuming for the STEP team to ensure that the Guide is consistently maintained at the highest quality possible. We need people to help us identify mods that improve the vanilla game while adhering to our Mandate. We also need ongoing bug reports, reviews, and updates on mods that may cause problems or that stray from the Mandate.
In order to suggest a mod for inclusion, visit the Mods section of the Forums.
Call for Mod Testers
Community members interested in becoming Mod Testers, please contact TechAngel85 via PM on the forums. Once registered, Mod Testers will be given access to Staff forums that houses useful information. For more information about our mod testing process, read through the Mod Testing Guide to get a sense of what's involved.
Call for Forum Moderators
Regular community members interested in becoming moderators, please contact TechAngel85 via PM on the forums. Forum Moderators will be determined based upon level and quality of activity within our community.
Credits
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
- The Nexus community
- Bethesda Softworks for their games
- Tannin for the gift that is Mod Organizer
- All the developers that kept MO alive to create MO2
Step Staff
Administrators
- TechAngel85
- Lead Release Coordinator, Patch Coordinator, Lead Forum Administrator, Mod Author
- z929669
- Project Founder, Lead Site Developer, Lead Site Administrator
Step Admin
- DoubleYou
- Greg
Honorary Staff
Retired Founders, Administrators, and Staff:
- Aiyen
- Bealdwine
- deathneko11
- EisDrache
- EssArrBee
- Farlo
- frihyland
- GSDfan (still active: MO Support)
- GrantSP
- hishutup
- Kelmych
- MontyMM
- Nebulous112
- oqhansoloqo
- phazer11
- rootsrat
- stoppingby4now
- TheCompiler
- torminater
- Uhuru
- WilliamImm
- wolverine2710