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{{GuideTitle|releasedate=March 13, 2022}}
#REDIRECT [[SkyrimSE:2.3]]
{{VersionHeader}}
<div class="nonumtoc">{{TOC|limit=4}}</div>
 
==This Release==
This is our next major release of the Step Skyrim Special Edition guide for Skyrim Anniversary Edition. This is a 'major' release due to some significant changes/enhancements as described in the [[STEP:Versioning|Step Versioning Documentation]]:
* {{fc|instruction|''Being a major release, a new game is '''required''' with this version!''}}
* Adoption of the latest DynDOLOD 3 alpha version, which brings several very useful enhancements, including grass LOD generation and several handy features with respect to LOD creation for mod authors.
* Significant, vanilla-friendly modifications to Skyrim's magic system and magic-related perks.
* We've created the optional Step ENB preset with weather-enhancement for Cathedral Weathers. This comes via a new 'optional' ''21-Post-Processing'' ModGroup.
 
{{fc|#ddd|'''See the [{{canonicalurl:{{NAMESPACE}}:{{PAGENAME}}/changelog}} Changelog] for details.'''}}
 
* Visit the [https://stepmodifications.org/forum/ forums] to learn more or contribute. 
* Follow Step Modifications on [https://www.facebook.com/pages/STEP-Skyrim-Total-Enhancement-Project/175289219235392?sk=info Facebook].
* [https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=N5TLCEMXY7KQU Donate] to support hosting and maintenance of the Step website.
<br>
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= About Step =
<div>A Foreword</div>
Created by [https://stepmodifications.org/wiki/User:TheCompiler 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 {{GameAbbrTag|{{NAMESPACE}}}} mod build. Our guides provide detailed, well-tested build instructions for a very 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 [https://stepmodifications.org/forum/ Forums]. Posting [https://stepmodifications.org/wiki/Guide:STEP_Community_Citizenship 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 mod-build 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==
The following nomenclature is used throughout this guide and should be understood before proceeding.
 
*{{Fc|salmon|'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.
*{{Fc|salmon|Baseline}}: The recommended install option is shown within the '''Baseline''' column of the mod tables below.
*{{Fc|salmon|Step Patches}}: A "patch" is a plugin that ''sanely'' resolves conflicts among mods.
 
== System Requirements ==
{{GameAbbrTag|{{NAMESPACE}}}} should be run on a relatively modern '''Windows 10/11 64-bit''' desktop or laptop. 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 specs and 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 favoring 'quality' mod options will be installed when available.
* CPU/GPU hardware listed below are "performance-class examples", and many alternatives lie within or outside of these classes.
 
{| class="wikitable" style="width:65%; float:left;"
! Hardware
! Minimum
! Recommended
|-
! style="color:#ccc; text-align:left;"| CPU
| style="text-align:left;"| Intel Core i5-3470 or<br>AMD FX-8350
| style="text-align:left;"| Intel Core i5-8400 or<br>AMD Ryzen 5 3400G
|-
! style="color:#ccc; text-align:left;"| [https://www.cpubenchmark.net/CPU_mega_page.html CPU Mark] Range
| style="text-align:left;"| 4,000 - 7,000
| style="text-align:left;"| > 7,000
|-
! style="color:#ccc; text-align:left;"| System RAM
| style="text-align:left;"| 8Gb
| style="text-align:left;"| 16Gb
|-
! style="color:#ccc; text-align:left;"| GPU / VRAM
| style="text-align:left;"| Nvidia GeForce GTX 780 / 6Gb or<br>AMD Radeon RX 470 / 4Gb
| style="text-align:left;"| Nvidia GeForce GTX 1070 / 8Gb or<br>AMD Radeon RX 5600 XT / 8Gb
|-
! style="color:#ccc; text-align:left;"| [https://www.videocardbenchmark.net/GPU_mega_page.html G3D Mark] Range
| style="text-align:left;"| 8,000 - 10,000
| style="text-align:left;"| > 10,000
|-
! style="color:#ccc; text-align:left;"| Game Drive
| style="text-align:left;"| HDD
| style="text-align:left;"| SSD
|-
! style="color:#ccc; text-align:left;"| Resolution
| style="text-align:left;"| 1080p (HD)
| style="text-align:left;"| 1440p (QHD)
|}
{{clear|left}}
 
== Time Commitment ==
Be aware that it will usually take anywhere from several hours to a several days to complete this build from start to finish. Following are cumulative time estimates (upwards of 24 hours for a novice user, first-time build):
: '''6 hours''' : Steps 1 - 3 (modding-environment setup)
: '''12 hours''' : Step 4 (mod download, installation)
: '''8 hours''' : Steps 5 - 7 (LODGen, post-build configuration, and fine-tuning the build){{clear}}
<br>
<br>
<br>
 
= STEP 1 =
<div>Game & Tool Installation</div>
 
== Follow the [[Guide:SystemSetupGuide|{{Fc|blue|System Setup Guide}}]]! ==
Those who have not completed the '''[[Guide:SystemSetupGuide|System Setup Guide]]''' should {{Fc|instruction|STOP and do so now BEFORE beginning Step 2!}} This is a perquisite for completing this guide.
<br>
<br>
<br>
 
= STEP 2 =
<div>Tool Configuration</div>
 
== Mod Organizer - {{GameAbbrTag|{{NAMESPACE}}}} Initialization ==
FIRST, follow the [[Guide:SystemSetupGuide|System Setup Guide]]. The below instructions describe how to initialize a {{GameAbbrTag|{{NAMESPACE}}}} instance in Mod Organizer (MO). If MO was installed as a Portable application, the instructions below will need to be interpreted accordingly. If a Skyrim Special Edition instance was created in Step 1 or otherwise, simply select the instance and skip the following:
{{Spoiler|shown={{GameAbbrTag|{{NAMESPACE}}}} Initialization Steps|hidden=<br/>
# Launch MO by running its executable (e.g. <code>..Modding/Tools/Mod Organizer/ModOrganizer.exe</code>)
# Upon load, click the Instance Manager button {{icon|type=moinstance}}.
# Click on {{ui|Create new instance}}.
# Select '''Skyrim Special Edition''' and click {{ui|Next}}.
#: If the game wasn't found, manually browse to the game's location.
# Name the instance something like <code>{{GameAbbrevTag|{{NAMESPACE}}}}</code> or keep the default. Click {{ui|Next}}.
# (optional) change the location of data stored. Step recommends the default location, unless space restraints prevent this. Click {{ui|Next}}.
# A confirmation window will display with the installation information. Click {{ui|Finish}}.
# MO is now ready to use with this guide.
 
{{GallerySimple|id=MOInitialize|width=150|img=File:MOSetup16.png|caption=Step 2}}{{GallerySimple|id=MOInitialize|width=150|img=File:MOSetup03.PNG|caption=Step 4}}{{GallerySimple|id=MOInitialize|width=150|img=File:MOSetup05.PNG|caption=Step 5}}{{GallerySimple|id=MOInitialize|width=150|img=File:MOSetup06.PNG|caption=Step 6}}{{GallerySimple|id=MOInitialize|width=150|img=File:MOSetup12.PNG|caption=Step 7}}{{clear}}}}
 
=== Profile Setup ===
MO's profile feature allows the creation of multiple mod builds that rely on the ''same mod list and mod-level configurations''. In other words, if a mod was installed with option 'A', then that mod is only available in this configuration for ''all profiles'' under an instance. Profiles can have different mods enabled, separate save games, and game INIs, but the mod configuration is identical among each profile. Different MO-game instances must be used for different mod configurations. For the purpose of this guide, a single mod configuration is all that's needed, so profiles are sufficient. Begin by creating/editing two profiles:
{{Spoiler|shown=Profile Creation Steps|hidden=
# Launch MO, choosing the applicable {{GameAbbrTag|{{NAMESPACE}}}} Instance.
# On the ''Default'' profile, arrange the mods in the left pane in the following order:
## DLC: Dawnguard
## DLC: HearthFires
## DLC: Dragonborn
## Creation Club Plugins (order will be addressed later in the Guide)
# Click the {{icon|type=moprofile|}} button on the menu bar.
# Select the '''Default''' profile.
# Ensure the '''Use profile-specific Game INI Files''' box is ticked and click {{ui|Copy}}.
# Name the new profile  <code>Step {{GameAbbrTag|{{NAMESPACE}}}}</code>, or similar.
# Ensure the '''Use profile-specific Game INI Files''' box is ticked.
# Close the window by clicking {{ui|Close}}.
# Select the ''Step {{GameAbbrTag|{{NAMESPACE}}}}'' profile from the profile selection down-drop.
#* It is normal to get a notice saying some INI files were missing and will be copied.
#* If an error is displayed about missing "modlist.txt" files, restart MO (or do a system reboot if that doesn't resolve).
# Click the {{icon|type=molistoptions|30}} button and select {{ui|Create empty mod}}.
# Name it '''xEdit Output'''.
# Click the {{icon|type=molistoptions|30}} button and select {{ui|Create empty mod}}, again.
# Name it '''Cleaned Vanilla Masters'''.}}
 
=== Tool Setup ===
All tools needed should already be installed according to the [[Guide:SystemSetupGuide#Tools_Installation_and_Setup|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 this example:
{{Spoiler|shown=Tool Setup Steps|hidden=<br/>
# For xEdit, it is useful to create a mod into which all xEdit ouput can be directed in order to keep it all together:
## Click {{icon|type=molistoptions|30}} at the top of the left pane in MO, and select "Create empty mod".
## Type <code>xEdit Output</code>, and select {{Ui|OK}}.
## Place this mod at the top of the mod list just below the vanilla game files.
# Click {{icon|type=moexe}} at the top of the main Mod Organizer window.
# In the left pane of the executables config, click the {{ui|'''+'''}} to add a new executable, and then {{ui|Add from file...}}.
# Browse to the '''SSEEdit.exe''' file (e.g. <code>..Modding/Tools/xEdit/SSEEdit.exe</code>).
#* 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. <code>-IKnowWhatImDoing -{{AbbreviationTagged|{{NAMESPACE}} }} -AllowMasterFilesEdit</code>
#* "-IKnowWhatImDoing": This turns off a warning presented when users make edits.
#* "-AllowMasterFilesEdit": By default xEdit will not allow master file editing. This enables that.
# Tick the '''Create files in mod instead of overwrite''' box. Select the ''xEdit Output'' mod from the drop-down, and enable this mod.
# Tick the '''Use applications icon for desktop shortcuts''' box.
# Click {{ui|Apply}}.
# 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 the {{ui|OK}} button.}}
 
 
{{Alert|type=notice|text=For tools previously installed, adjust the arguments below for use with {{GameAbbrTag|{{NAMESPACE}}}}.}}
 
{| class="wikitable" style="width:100%; float:left;"
! Application Title
! Executable
! Argument(s)
|-
! style="color:#999; text-align:left;" | xEdit
| style="text-align:left;"| xEdit.exe
| style="text-align:left;"| <code>-{{XEditSwitch|{{NAMESPACE}} }} -IKnowWhatImDoing -AllowMasterFilesEdit</code><br>Tick the '''Create files in mod instead of overwrite''' box and select the ''xEdit Output'' mod from the drop-down.
|-
! style="color:#999; text-align:left;" | xEditQuickAutoClean
| style="text-align:left;"| xEditQuickAutoClean.exe
| style="text-align:left;"| <code>-{{XEditSwitch|{{NAMESPACE}} }}</code><br>Tick the '''Create files in mod instead of overwrite''' box and select the ''xEdit Output'' mod from the drop-down.
|-
! style="color:#999; text-align:left;" | LOOT
| style="text-align:left;"| LOOT.exe
| style="text-align:left;"| <code>--game="Skyrim Special Edition"</code>
|-
! style="color:#999; text-align:left;" | xLODGen
| style="text-align:left;"| xLODGenx64.exe
| style="text-align:left;"| <code>-lodgen -{{XEditSwitch|{{NAMESPACE}} }} -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output"</code><br>{{Fc|salmon|''Replace '''DriveLetter:''' with the drive letter of the 'Modding' folder.''}}
|}
{{clear|left}}
 
Tools can be arranged in any order using the up and down buttons above the list. This will dictate the order they are listed in the MO "Run" dropdown menu. When complete, close the window by clicking the {{ui|OK}} button.
 
== BethINI Setup ==
BethINI needs to be run for the current MO profile to establish the configuration files before beginning mod installation. This ensures that all users share a common configuration during the modding process. ''As such, please do not deviate from the instructions below.'' Once the guide is complete and things are confirmed to be working, {{Fc|instruction|BethINI will be revisited towards the end of this guide to finalize the optimal configuration.}}
 
=== BethINI Initialization ===
{{Spoiler|shown=BethINI Initialization Steps|hidden=<br/>
# Close MO, and run BethINI (e.g. <code>..Modding/Tools/BethINI/BethINI.exe</code>).
#: If prompted by Windows protection, click '''More Info''' and then {{ui|Run anyway}}.
# When BethINI launches, select "Skyrim Special Edition" from the game selection box.
#: Allow BethINI to handle custom INIs, if prompted.
# Go to the '''Setup''' tab and ensure the
#* Ensure the ''Game'' path is correct (e.g. <code>..\Steam\steamapps\common\Skyrim Special Edition</code>).
#* Ensure the ''Mod Organizer'' path is correct (e.g. <code>..\Modding\Tools\Mod Organizer</code>).
#* The ''INI Path'' name depends on the MO [[{{NAMESPACE}}:{{PAGENAME}}#Profile_Setup|Profile Setup]]''
#** If BethINI does not automatically display the profile created previously in step 5 of the [[Guide:System_Setup_Guide#Mod_Organizer_Initialization|MO initialization instructions]], browse to and set that profile (e.g., <code>%LOCALAPPDATA%\ModOrganizer\{instanceName}\profiles\STEP {{GameAbbrTag|{{NAMESPACE}}}}</code>).
#** Select the ''Step {{GameAbbrTag|{{NAMESPACE}}}}'' profile folder, and click {{ui|Open}}.
#** Click {{ui|OK}} at the prompts to restart BethINI with the desired profile configured. Allow BethINI to handle custom INIs, if prompted.
# Return to the '''Setup''' tab.
#* The “Automatically Check for Updates”, “Auto-detect Invalid Settings”, “Always Select Game”, and “Modify Custom INIs” boxes should be ticked.
# Keep BethINI open.
{{GallerySimple|id=BethINIInitialization|width=250|img=File:BethINI_Setup.png|caption=BethINI Setup}}
{{clear}}}}
 
=== BethINI Baseline Configuration ===
Configure BethINI as described in the steps below, which are reflected in the images where applicable. Please do no deviate from these instructions at this time:
<div class="container-fluid wikitable">
<div class="row w-100 align-items-center">
<div class="col my-2">
{{Spoiler|shown=Basic|hidden=
# Click the {{ui|Default}} button and wait until the '''"Your INI files have been successfully reset to default values."''' message is displayed.
# Click the {{ui|High}} preset and wait until the '''"Video settings have been set for BethINI high quality."''' message is displayed.
#: Please avoid the temptation to click 'Ultra' for now, even if the PC is high-end.
# Tick '''''Recommended Tweaks''''' and wait until the '''"Recommended tweaks have been automatically applied."''' message is displayed.
# '''''Window Resolution''''' should match the system resolution.
# Tick '''''Borderless''''' and '''''64-Bit Render Targets'''''.
# '''''Un'''''tick '''''VSync''''' and '''''Lock Frame Rate'''''}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=25.0|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-Basic-v2.png|caption=Basic Tab}}</div>
</div>
<div class="col my-2">
{{Spoiler|shown=General|hidden=
: '''''Screenshots directory''''', '''''Filename''''', and '''''Index''''' can be set as desired. Screenshots are taken by pressing {{Ui|Print Screen}} on the keyboard.}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-General.png|caption=General Tab}}</div>
</div>
<div class="col my-2">
{{Spoiler|shown=Gameplay|hidden=
# Set '''''Over-Encumbered Reminder''''' to '''300''' (5 mins) or '''3600''' (1 hour)
# '''''NPC Use Ammo''''' is optional, but recommended.}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-Gameplay.png|caption=Gameplay Tab}}</div>
</div>
</div>
<div class="row w-100 align-items-center">
<div class="col my-2">
{{Spoiler|shown=Interface|hidden=
# Subtitles may be enabled here if desired.
# '''''Un'''''tick '''''Mod Manager Menu''''' }}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-Interface-v2.png|caption=Interface Tab}}</div>
</div>
<div class="col my-2">
{{Spoiler|shown=Detail|hidden=
# '''''Un'''''tick '''''Reflect Sky''''' and '''''Anamorphic Lens Flare'''''.
# The following can be ticked, but if ENB is used, remember to '''''un'''''tick the following:
#* '''''Lens Flare'''''
#* '''''Ambient Occlusion'''''}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-Detail-v2.png|caption=Detail Tab}}</div>
</div>
<div class="col my-2">
{{Spoiler|shown=View Distance|hidden=
: View distance settings can be left unchanged.}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-ViewDistance-v2.png|caption=View Distance Tab}}</div>
</div>
</div>
<div class="row w-100 align-items-center">
<div class="col my-2">
{{Spoiler|shown=Visuals|hidden=
# '''''Un'''''tick '''''Fade-In'''''
# Set '''''Far-off Tree Distance''''' to '''0'''. The far-off trees will be rendered in object LOD via DynDOLOD instead.
# Set '''''Grass Density''''' to 60 and '''''Grass Diversity''''' to 15.}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-Visuals-v2.png|caption=Visuals Tab}}</div>
</div>
<div class="col my-2">
{{Spoiler|shown=Custom|hidden=
: (optional) Consider the following to reduce the sun size if using ENB:
# In the '''Section''' drop-down, select ''Weather''.
#* In the '''Setting''' drop-down, select ''fSunBaseSize''.
#*: Change the value to '''200''' and click {{ui|Save}}.
#* In the '''Setting''' drop-down, select ''fSunGlareSize''.
#*: Change the value to '''282''' and click {{ui|Save}}.
# Return to '''Basic''' tab, and click {{ui|Save and Exit}}
}}
<div class= text-center>{{GallerySimple|id=BethINISetup|width=250|img=File:BethINI-{{Abbreviation|{{NAMESPACE}} }}-Custom-v2.png|caption=Custom Tab}}</div>
</div>
</div>
</div>
<br>
<br>
<br>
 
= STEP 3 =
<div>Plugins & Considerations</div>
 
== 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:
{{Spoiler|shown=Steps to Sort Plugins|hidden=
# Relaunch Mod Organizer, if it isn't already running.
# Launch LOOT via MO 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 [[{{NAMESPACE}}:{{PAGENAME}}#Tool_Setup|Tools Setup]]: <code>--single-process</code>. If LOOT cannot find the game directory, add the path to <code>../Skyrim Special Edition</code> folder to '''Install Path''' under LOOT settings.
# Click the {{ui|Sort Plugins}} waffle icon at the top of the LOOT window next to the game name.
# Several plugins will show warnings in yellow. The next section describes how to clean them up.
# Click the {{ui|Apply Sorted Load Order}} checkmark button at the top of the LOOT window next to the game name.
# 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):
# Skyrim.esm
# Update.esm
# Dawnguard.esm
# HearthFires.esm
# Dragonborn.esm
# Creation Club Plugins
 
If the plugins are not in the order listed, run LOOT now.
 
== 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 [https://stepmodifications.org/forum/topic/16796--/page/215/?tab=comments#comment-256654 relevant posts] for details and further reading.''
 
Prior to getting started, create an empty mod entitled '''''Cleaned Vanilla Masters''''' in the MO left pane by clicking on {{Icon|molistoptions|30}} in the header above the mod list. Enable this mod.
 
=== Standard Cleaning Procedures ===
{{Spoiler|shown=Plugin Cleaning Steps|hidden=<br/>
# Run '''LOOT''' from the drop-down executable list in MO.
# Note that any 'dirty' plugins plugins will have yellow 'warning' blocks. These are the plugins that should be cleaned. After taking note of one such plugin, LOOT can be closed.
# Run '''xEditQuickAutoClean''' from the drop-down executable list in MO.
# On the plugin selection window, double-click on the plugin being cleaned.
# Once xEdit is finished, click {{ui|X}} at upper right to close. A backup of the original plugin will automatically be saved into (e.g., <code>..\xEdit Output\SSEEdit Backups\PluginName.es*.DateTime</code>) inside of '''''xEdit Output''''' mod (or in ''Overwrite'' at the bottom of the MO mod list (left) pane if previous instructions were NOT followed!).
# To verify the plugin has been cleaned, LOOT can be run again, and no warnings should be apparent.}}
 
=== Clean the Masters ===
Vanilla masters should be cleaned in the following order using the following procedures:
{{Spoiler|shown=Plugin cleaning procedures...|hidden=<br/>
# 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.
# 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 {{Ui|Unlock}}.
#: This allows the LOOT window to remain open as a reference while running the xEditQuickAutoClean process for the mods that should be cleaned. Begin cleaning the plugins from the top, and work down the list.
# Follow the standard cleaning procedures to clean '''Update.esm''' and then '''Dawnguard.esm'''.
# Then make changes to '''Dawnguard.esm''' using the following procedure:
## Run '''''xEdit''''' from MO.
## At the prompt, double-click on Dawnguard.esm.
## Once loaded, type in <code>00016BCF</code> in the FormID field (above the mod list) and hit {{ui|Enter/Return}}.
## In the right pane, find the "XEZN - Encounter Zone" record.
## In the Dawnguard.esm column, right-click on the "RiftenRatwayZone [ECZN:0009FBB9]" entry and select {{ui|Remove}}.
##* If a prompt appears select Yes for each of these removals.
## In the FormID field again, type in <code>0001FA4C</code> and hit {{ui|Enter/Return}}.
## On the Dawnguard.esm column, right-lick on the "Dawnguard.esm" header and select {{ui|Remove}}.
## In the FormID field again, type in <code>0006C3B6</code> and hit {{ui|Enter/Return}}.
## On the Dawnguard.esm column, right-lick on the "Dawnguard.esm" header and select {{ui|Remove}} as in step 3.7.
## Now close xEdit.
## In the window popup, ensure Dawnguard.esm is ticked and that '''Backup plugins''' is ticked at the bottom of the window ({{Fc|salmon|DO NOT untick '''Backup plugins'''!}}) and click {{ui|OK}}.
# Once Dawnguard's manual cleaning is complete, follow the standard cleaning procedures to clean '''Hearthfires.esm''', '''Dragonborn.esm''', and then all of the other Creation Club mods with LOOT warnings.
 
{{GallerySimple|id=MasterCleaning|width=150|img=File:DGCleaning01.png|caption=Step 3.3-4}}{{GallerySimple|id=MasterCleaning|width=150|img=File:DGCleaning02.png|caption=Step 3.5}}{{GallerySimple|id=MasterCleaning|width=150|img=File:DGCleaning03.png|caption=Step 3.6-7}}
{{clear}}
}}
 
{{Spoiler|shown=Vanilla Masters Cleaning List...|hidden=<br/>
# Update.esm
# Dawnguard.esm
# Hearthfires.esm
# Dragonborn.esm
# Creation Club Mods
## cc...almsivi.esm
## cc...Fish.esm
## cc...zombies.esl
## cc...ruinsedge.esl
## cc...goldbrand.esl
## cc...SurvivalMode.esl
## cc...puzzledungeon.esm
## cc...hstead.esm
## cc...shadowrend.esl
## cc...norjewel.esl
## cc...pets.esl
## cc...mntuni.esl
## cc...hasedoki.esl
## cc...wraithguard.esl
## cc...imperialdragon.esl
## cc...ve.esl
## cc...crosselv.esl
## cc...umbra.esm
## cc...advcyrus.esm
## cc...bowofshadows.esl
## cc...advobgobs.esl
## cc...ba_daedric.esl
## cc...ba_dragonplate.esl
## cc...ba_dwarven.esl
## cc...armsofchaos.esl
## cc...netchleather.esl
## cc...splkntset.esl
## cc...ba_dwarvenmail.esl
## cc...ba_dragonscale.esl
## cc...ba_daedricmail.esl
## cc...ba_stalhrim.esl
## cc...ba_daedinv.esm
## cc...necroarts.esl
## cc...beafarmer.esl
## cc...AdvDSGS.esm
## cc...necrohouse.esl
## cc...redguard.esl
## cc...hall.esl
## cc...cave.esm
## cc...altar.esl
## cc...gaunt.esl}}
 
=== Moving the Cleaned Files ===
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 'real' "Data" directory in the game folder. This makes Steam happy when "validating" files so that it remains unaware of changes. To move the new files and restore the original files, complete the following:
==== Cleaned Vanilla Masters ====
{{Spoiler|shown=Toggle instructions|hidden=
# In MO, open the '''Cleaned Vanilla Masters''' mod in Windows Explorer (right-click '''Cleaned Vanilla Masters''', then click '''Open in Explorer''').
# Click the {{icon|type=moopenfolders|size=30}} button above the MO mod list (left) pane, and select '''Open Game Folder''' to open the game folder in Windows Explorer (e.g. <code>..\Steam\steamapps\common\Skyrim Special Edition</code>
# Open <code>..\Data</code> folder, and '''{{Fc|highlight|move}}''' all the cleaned master files from <code>..\Data</code> into <code>..\Cleaned Vanilla Masters</code> folder.
#: '''Tip:''' Set the folder to ''Details'' view and sort by the ''Date modified'' column. This will sort all the recently modified files to the top of the file list. ([[:File:MoveMastersRef01.png|reference image]])
# Close the ''Cleaned Vanilla Masters'' folder, and tick the box to '''''enable''''' it in the MO left pane if it isn't enabled.
# Close MO for the next steps and continue below}}
 
==== Restore Original Masters ====
To quickly and easily restore the original masters, follow the instructions for ''[https://stepmodifications.org/wiki/Guide:System_Setup_Guide#Verify_Integrity_of_Game_Files Verify integrity of game cache]''. Once that is complete, '''''use Steam to launch the game''''' to allow it to download any missing Creation Club content. This must also be done to reinitialize the game with Steam and allow MO to run configured executables without complaint (Any time Steam 'updates' the game files and actually downloads new files, the Steam manifest (or other Steam config) for the game resets and requires a Steam launch).
 
For those that don't want to do this for whatever reason, the manual process is described below.
: {{Fc|salmon|'''''NOTE:''' The manual process is more tedious and requires both moving '''AND''' renaming the backed-up versions.}}
{{Spoiler|shown=Toggle instructions|hidden=
# In MO, open the '''xEdit Output''' mod in Windows Explorer (right-click '''xEdit Output''', then click '''Open in Explorer''').
# Inside the "SSEEdit Backups" folder, rename the files to "''MasterName''.esm" (i.e. "''Update''.esm").
#* If there are multiple copies of any of the files, use the one with the ''earliest'' timestamp (the original).
#* {{Fc|salmon|text='''''NOTE:''' If the backed-up vanilla plugins are not present, then backups were disabled by unticking '''Backup plugins''' in a previous xEdit session, contrary to previous instructions. In that case, the vanilla files MUST either be restored using the instructions for [https://stepmodifications.org/wiki/Guide:System_Setup_Guide#Verify_Integrity_of_Game_Files Verify integrity of game cache], OR the <code>DontBackup=1</code> setting must be changed back to <code>DontBackup=0</code> in <code>%LOCALAPPDATA%\Skyrim Special Edition\Plugins.sseviewsettings</code>''.}}
# Move or copy the renamed files into the 'real' game '''Data''' directory (<code>..\Steam\steamapps\common\Skyrim Special Edition\Data</code>), choosing to overwrite/replace, if asked.
# Close all Explorer windows.}}
{{alert|type=mo|text=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 otherwise.}}
At this point, the Bethesda masters should be cleaned and the mod list order in the left pane should reflect (Note that the plugin order may be different):
<ol><li>DLC: Dawnguard</li>
<li>DLC: HearthFires</li>
<li>DLC: Dragonborn</li>
<li>...Creation Club Mods...</li></ol>
<ol start=77><li>Cleaned Vanilla Masters</li>
<li>xEdit Output</li></ol>
 
{{Fc|salmon|'''''NOTE:''' To verify the vanilla mods have been cleaned, LOOT can be run again, and no warnings should be apparent.''}}
<br>
<br>
<br>
 
= STEP 4 =
<div>Step {{GameAbbrTag|{{NAMESPACE}}}} Mod List</div><br>
 
At this point, the PC modding environment should be fully set up and ready for mod installation.<br>
{{fc|instruction|'''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:
*# {{fc|instruction|All mods from all ModGroups (mod tables) installed.}} This is recommended, due to the coordination of this build 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'.
*# {{fc|instruction|All mods from all ModGroups EXCEPT for the optional ModGroup, ''21-Post-Processing''.}} Like the default recommended option, this is most useful for those that cannot afford the performance cost of running with post-processing mods like ENBSeries. For those that want to use a custom ENB setup, we obviously cannot support that, but feel free to try any ENBs that are compatible with the 18-Lighting and Weather ModGroup.
*# {{fc|instruction|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 will obviously not be supported.
==== General Mod List Notes ====
* Do '''not''' extract BSAs unless specifically instructed to do so.
* If no ''Notes'' or ''Step recommendations'' are provided for a particular mod, all options 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 {{fc|instruction|''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.
 
====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:
{{Spoiler|shown=Steps to Create MO Separators|hidden=
# Click {{icon|type=molistoptions|30}} at the top of the mod list pane.
# Select {{ui|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'''.}}
 
== Understanding the Step Patches ==
A “conflict resolution” patch, or CR Patch, is a plugin that resolves conflicts between various active plugins. They allow using various mods together without any major issues while still achieving the desired outcome from the mods. The Step Patches are built exclusively for the Step mod build. They are required and are dependent on specific mods as noted by indicators in the mod tables in Step 4. They will not resolve conflicts with any applicable mods that are not in this guide.
 
=== Step Patches ===
# '''Step {{GameAbbrTag|{{NAMESPACE}}}} - Conflict Resolution Patch''' (Step Patch - Conflict Resolution)
#* Patches all conflicting plugins <u>except</u> for mods in the optional ''18-Lighting and Weather'' and ''21-Post-Processing'' ModGroups
#* '''''Required'''''
# '''Step {{GameAbbrTag|{{NAMESPACE}}}} - Lighting and Weather Patch''' (Step Patch - Lighting and Weather)
#* Required for those that are installing the optional ''18-Lighting and Weather'' ModGroup.
# '''Step {{GameAbbrTag|{{NAMESPACE}}}} - Post-Processing Patch''' (Step Patch - Post-Processing)
#* Required for those that are installing BOTH ''18-Lighting and Weather'' AND ''21-Post-Processing'' ModGroups.
 
== Mod Table Reference ==
Below is the legend and reference for the mod tables used in this guide.
{| class="steptable" |
! class="first" |
! class="second" |
! class="third" |
! class="modname" | '''Mod Name'''
! class="baseline" | '''Baseline'''
! class="notes" | '''Instructions'''
|- style="border-bottom: 1px solid #666C71;"
! class="first" |
! class="second" |
! class="third" |
| class="modname" | [[Main Page|Mod (patch/enb-independent)]]<sup>[[File:Wikilink.png|20px]]</sup>
| class="baseline" | Baseline
| class="notes" | Notes
|- style="border-bottom: 1px solid #666C71;"
! class="core" |
! class="landw" |
! class="enb" |
| class="modname" | [[Main Page|Mod (patch/enb-dependent)]]<sup>[[File:Wikilink.png|20px]]</sup>
| class="baseline" | Baseline
| class="notes" | Notes
|}
 
=== Mod Table Legend ===
{| valign="left" style="width: 95%; background-color: transparent; font-size:0.95em; margin-left:2rem;"
! class="redbg" style="width: 0.25rem; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71; padding: 0;" |
! class="yellowbg" style="width: 0.25rem; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71; padding: 0;" |
! class="bluebg" style="width: 0.25rem; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71; padding: 0;" |
| style="width: 9%; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71; padding: 0 0.5rem;" | '''Table Flags'''
| style="border-bottom: 1px solid #666C71; border-top: 1px solid #666C71;" |  A red vertical bar indicates that the mod is required by the Step Patch - Conflict Resolution.<br>A yellow bar indicates that the mod is required by the Step Patch - Lighting and Weather.<br>A blue bar indicates the mod supports or otherwise relates to mods in the 21-Post-Processing ModGroup.
|-
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" | '''Mod Name'''
| style="border-bottom: 1px solid #666C71;" | Nexus mod name presented as a link to Nexus for download.
|-
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" | [[File:Wikilink.png]]
| style="border-bottom: 1px solid #666C71;" | Link to the mod's wiki page, which includes various information about the mod.
|-
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" | '''Baseline'''
| style="border-bottom: 1px solid #666C71;" | This notes the Step Baseline version or option of the corresponding mod that should be installed, and usually refers to options affecting performance/quality. General suggestions are located in the "''Notes''" column; see below.
|-
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" |
| style="border-bottom: 1px solid #666C71;" | '''Instructions'''
| style="border-bottom: 1px solid #666C71;" | Brief note specifying a recommended install option.<br>In some cases, mods will have several options. In such cases, click [{{fc|blue|Expand}}] to expand the mod row to reveal detailed instructions.
|}
 
== {{#show:Category:ModGroup_02-Extenders|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_02-Extenders|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::02-Extenders]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
=== Game Launch 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:
# Start the game by running the SKSE launcher from Mod Organizer. The game should load to the main menu without issue.
# Open the console (~), type in '''coc riverwood''', and press Enter/Return. The game should load at Riverwood without issue.
# Exit the game using the <code>qqq</code> console command or the standard menu options.
If the game launched and loaded as expected, continue forward. {{Fc|salmon|''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, [https://stepmodifications.org/forum/forum/{{#var:forumid}}-- post on the guide support forums] for help.
 
{{Alert|type=warning|text='''''Beyond this point, DO NOT launch the game again until instructed to do so.'''''<br>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 a failure to RTFM.}}
<br>
 
== {{#show:Category:ModGroup_03-Resources|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_03-Resources|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::03-Resources]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_04-Foundation|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_04-Foundation|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::04-Foundation]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_05-Animation and Physics|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_05-Animation and Physics|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::05-Animation and Physics]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_06-Models and Textures|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::06-Models and Textures]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
|limit=200
}}
}}
<br>
 
== {{#show:Category:ModGroup_07-Sounds and Music|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_07-Sounds and Music|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::07-Sounds and Music]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_08-Character Appearance|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_08-Character Appearance|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::08-Character Appearance]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_09-Fixes|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_09-Fixes|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::09-Fixes]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_10-Gameplay-General|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_10-Gameplay-General|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::10-Gameplay-General]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_11-Gameplay-AI and Combat|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_11-Gameplay-AI and Combat|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::11-Gameplay-AI and Combat]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_12-Gameplay-Economy|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_12-Gameplay-Economy|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::12-Gameplay-Economy]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_13-Gameplay-Immersion|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_13-Gameplay-Immersion|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::13-Gameplay-Immersion]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_14-Gameplay-Quests|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_14-Gameplay-Quests|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::14-Gameplay-Quests]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_15-Gameplay-Skills and Perks|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_15-Gameplay-Skills and Perks|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::15-Gameplay-Skills and Perks]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_16-Interface|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_16-Interface|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::16-Interface]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_17-Locations|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_17-Locations|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::17-Locations]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_18-Lighting and Weather|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_18-Lighting and Weather|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::18-Lighting and Weather]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_19-Utilities|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_19-Utilities|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::19-Utilities]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}
<br>
 
== {{#show:Category:ModGroup_20-Patches|?ModGroupName}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_20-Patches|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::20-Patches]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}<br>
 
== Mod List Cleanup & Performance Check ==
=== Final Sorting and Cleaning ===
If plugins have not been sorted this session, run LOOT again. Examine the plugins in LOOT for errrors or warnings (ignoring the game's default masters at the top of the list). {{fc|instructions|Ignore any reported missing compatibility patches or other warnings.}} These are either handled by the Step Patches or not of any concern. Perform the [[{{FULLPAGENAME}}#Standard_Cleaning_Procedures|standard cleaning procedures]] 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.
 
=== Performance Tuning ===
It's necessary to determine how much performance headroom is available before generating LOD or setting up post processing like ENB, because the full LODGen setup can cost upwards of 10 FPS on average in exteriors, and ENB can cost upwards of an additional 40 FPS. {{Fc|instruction|The goal at this point is to have at least 95 FPS in the Rift on average. Keep in mind that decreasing game resolution can drastically improve performance.}}
 
{{Alert|text=For guidance on additional display settings (e.g., ultra widescreen, FreeSync, G-SYNC, etc.), refer to the [[SkyrimSE:Display_Settings|SSE Display Settings Guide]] before continuing.}}
 
{{Spoiler|shown=Benchmarking Steps|hidden=
# Temporarily disable [[{{NAMESPACE}}:A Clear Map of Skyrim and Other Worlds|A Clear Map of Skyrim and Other Worlds]]. Keep this mod disabled while performance benchmarks and tuning are performed.
# Uncap frame rates if they are capped (ignore any stuttering, screen tearing, etc. for the time being):
## Double click [[{{NAMESPACE}}:SSE_Display_Tweaks|SSE Display Tweaks]] in the MO left pane, select the INI Files tab, and adjust the following settings under the [Render] section:
##*<code>EnableVSync=false</code>
##*<code>EnableTearing=true</code>
##*<code>FramerateLimit=300</code>
## If applicable, ensure that G-SYNC or Freesync are properly ''disabled'' via NVIDIA Inspector or AMD Adrenalin.
## If applicable, ensure that NVIDIA ultra low latency mode (ULLM) or AMD anti-lag are properly ''disabled'' via NVIDIA Inspector or AMD Adrenalin.
# Launch {{GameAbbrTag|{{NAMESPACE}}}}, and start a '''NEW''' game to verify that Skyrim loads without issue. Skyrim should successfully load into the Alternate Start character generation interface.
# At the Statue of Mara, select "I own property in one of the holds".
# Select "Breezehome".
# Rest for 3 hours, and save the game when the Breezehome interior loads. This will be the ''clean save'' to use for testing performance before and after LODGen.
# Exit Breezehome and exit the Whiterun gate.
# Once outside of Whiterun, open the console and type <code>cow tamriel 40 -24</code>, and assess frame rates by moving around the Rift.
# Use the <kbd>Shift</kbd> + <kbd>INS</kbd> keyboard combo to bring up the [[{{NAMESPACE}}:SSE_Display_Tweaks|SSE Display Tweaks]] OSD.
#: Other third-party applications like [https://fraps.com/ FRAPS], [https://www.nexusmods.com/skyrimspecialedition/mods/3826 Skyrim Performance Monitor] (SPM) can also provide OSD.
Once testing is complete, revert the changes and reapply frame caps:
# Re-enable [[{{NAMESPACE}}:A Clear Map of Skyrim and Other Worlds|A Clear Map of Skyrim and Other Worlds]].
# Double click [[{{NAMESPACE}}:SSE_Display_Tweaks|SSE Display Tweaks]] in the MO left pane, select the INI Files tab, and adjust the following settings under the [Render] section:
#*<code>EnableVSync=true</code>
#*<code>EnableTearing=false</code>
#*<code>FramerateLimit=<previousValue></code>
# If applicable, ensure that G-SYNC or Freesync are properly ''enabled'' via NVIDIA Inspector or AMD Adrenalin.
# 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.
* If the average FPS is 90 - 100 FPS, stop here and continue to [[#21-Post-Processing|21-Post-Processing]] or [[#STEP_5|Step 5 - LOD]].
* If the average FPS is lower or higher than 90 - 100 FPS continue below to optimize performance/quality to get closer to this range.
# Right click and select "open in new window" on [[{{FULLPAGENAME}}#BethINI_Setup|this link]] to revisit the BethINI setup instructions that ''should'' be in effect if the BethINI instructions were followed.
# Close MO, and run BethINI (e.g. <code>..Modding\Tools\BethINI\BethINI.exe</code>).
#* '''If the average FPS was lower than 95 FPS:'''
#*# Set the {{Ui|Medium}} preset
#*# {{Fc|salmon|''Selecting a preset in BethINI makes changes to many settings, so ensure all BethINI settings match those in the instructions, particularly for {{Fc|important|Basic}}, {{Fc|important|Detail}}, and {{Fc|important|Visuals}} tabs.''}}
#*# Rerun the benchmark.
#*# If average FPS is still not ≥ 95, repeat these steps selecting the {{Ui|Low}} preset.
#* '''If the average FPS was higher than 105 FPS:'''
#*# Set the {{Ui|Ultra}} preset
#*# {{Fc|salmon|''Selecting a preset in BethINI makes changes to many settings, so ensure all BethINI settings match those in the instructions, particularly for {{Fc|important|Basic}}, {{Fc|important|Detail}}, and {{Fc|important|Visuals}} tabs.''}}
#*# Rerun the benchmark.
#*# If average FPS is not ≥ 95, revert to the default {{Ui|High}} preset.
 
:{{Fc|salmon|'''''NOTE:''' Once finished, don't forget to re-enable graphics settings as described at the bottom of the Benchmarking Steps to reap the benefits of those disabled settings if supported.''}}
 
== 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 ([[User:Z929669/SystemSpecs|reference system]]):
<pre>Step 2.0.0 - All optional ModGroups installed
 
Resolution:                      2560x1440
Weather:                        clear (81a)
 
PERFORMANCE TUNING
Initial performance check:      100-112 FPS
Revised BethINI (Ultra):        94-107 FPS
Re-enable Freesync/Anti-Lag:    94-104 FPS
Enable ENB 'heavy' preset:      55-62 FPS (Whiterun tundra but similar in Riften)
Enable DynDOLOD (default):      47-51 FPS (Whiterun tundra but similar in Riften)
</pre>
 
: ''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:
<gallery mode="slideshow">File:ENB (heavy), DynDOLOD Default.jpg|'''Step Heavy ENB, Default DynDOLOD'''
File:ENB (light) DynDOLOD Default.jpg|'''Step Light ENB, Default DynDOLOD'''
File:ENB (milk drinker), DynDOLOD Default.jpg|'''Step Milk Drinker ENB, Default DynDOLOD'''
File:ENB (milk drinker), Billboard4 trees.jpg|'''Step Milk Drinker ENB, DynDOLOD w/Billboard4 LOD4 trees'''
File:No ENB, DynDOLOD Default.jpg|'''No ENB, Default DynDOLOD'''</gallery>
 
== {{#show:Category:ModGroup_21-Post-Processing|?ModGroupName}} ==
Decide whether or not to install the Post-Processing ModGroup (and use ENB). {{fc|salmon|Keep in mind that LOD generation is more fundamentally important to visual enhancement than ENB}}, so if average frame rate from the previous benchmark is consistently below approx. 90 FPS at this point, consider skipping Post-Processing, and continuing on to [[#Step_5|Step 5]].
{{Alert|text=If ENB will be used, revisit the [https://stepmodifications.org/wiki/SkyrimSE:{{#show:STEP:Main/GuideVersioning|?SkyrimLECurrentRelease#}} BethINI Setup] to disable: '''Display''' > '''''Lens Flare''''', '''''Anamorphic Lens Flare''''', and '''''Ambient Occlusion''''' before installing the following ModGroup. Also consider modifying the sun size as instructed under '''Custom'''. Otherwise, skip to [[#Step_5|Step 5]].}}
 
=== Post-Processing Mod Table ===
:{{fc|#E6B69E|{{#show:Category:ModGroup_21-Post-Processing|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Game::{{NAMESPACE}}]][[Version::{{PAGENAME}}]][[ModGroup::21-Post-Processing]]
|?ModName
|?Version
|mainlabel=-
|named args=yes
|link=none
|format=plainlist
|template=ModTableMods
|sort=OrderID
}}
}}<br>
 
=== Post-Processing Mod Options ===
Beginning at [[#04-Foundation|04-Foundation]], confirm that all mod rows prefixed with a <u>blue vertical bar</u> are installed with the Post-Processing options.
 
=== Step {{GameAbbrTag|{{NAMESPACE}}}} ENB Preset ===
Three versions of the Step ENB preset are available, depending on performance requirements:
# '''Heavy''' includes all of the significant effects and is recommended for systems that can withstand the performance cost of approx. 30-40 FPS in exteriors.
# '''light''' includes some of the significant effects and all essentials but at slightly lower quality than Heavy. This is will cost approx. 20-30 FPS in exteriors.
# '''Milk Drinker''' includes only the essential effects and at the lowest quality, costing 15-25 FPS in exteriors.
 
==== ENB Preset Installation ====
# Download the '''''Step {{GameAbbrTag|{{NAMESPACE}}}} ENB Preset''''' from the [https://www.nexusmods.com/skyrimspecialedition/mods/31054 Step {{GameAbbrTag|{{NAMESPACE}}}} Nexus page]
# Open the archive and extract the contents (folder and INI) to the {{GameAbbrTag|{{NAMESPACE}}}} root directory (e.g., <code>..Steam\steamapps\common\Skyrim Special Edition</code>)
# Close the archive and root directory
# Consider rerunning the [[#Performance_Tuning|performance benchmark]] before continuing on.
#: {{fc|important|The shaders will be cached the first launch of the game after ENBSeries installation, so game load may take a minute or two.}}
# If average frame rate from the new benchmark was below '''65''', consider using a more performance-friendly preset or disabling ENB entirely.
 
<!--== Generate Grass Cache ==
Since all mods are now installed, grass can be pre-cached using the following process:
 
=== Get Worldspaces With Grass ===
[[{{NAMESPACE}}:Worldspaces with Grass SSEEdit Script|Worldspaces with Grass SSEEdit Script]] will be used to reduce the amount of worldspaces traversed by NGIO in precaching grass. This will significantly reduce grass cache generation time.
# Ensure all plugins are activated, and sort with LOOT.
# Open xEdit with all plugins ticked.
# Once the "''Background Loader: Finished''" message appears, right click anywhere in the left pane and select <span class=hltx>[Apply Script...]</span>.
# Select ''List worldspaces with grass'' from the '''''Script''''' drop-down, and click <span class=hltx>[OK]</span>.
# After a minute or two, when the "''Worldspaces with grass''" window appears, right-click the highlighted text and select <span class=hltx>[Copy]</span>.
# Click OK and exit SSEdit.
# In the MO left pane, search for and double click on [[{{NAMESPACE}}:No Grass In Objects|No Grass In Objects]] mod.
# Click the <span class=hltx>[Text Files]</span> tab in the mod information window.
# Click on '''''GrassControl.config.txt''''', and paste the clipboard content between the quotation marks of the <code>OnlyPregenerateWorldSpaces</code> setting.
 
=== Pre-Cache Grass ===
This process will take about 20-40 minutes to complete, depending on the system. The game will typically crash during grass generation, but MO will restart the process automatically. There is no need to monitor or click <span class=hltx>[OK]</span> when restarts occur.
# Click the {{Icon|type=motools}} button in MO, and select <span class=hltx>[Precache Grass]</span>.
# When the game displays the ''error message'' stating "''Grass generation finished successfully!''", click <span class=hltx>[OK]</span>.
#: Unless SKSE output has been configured specifically (not applicable if this guide's instructions were followed), the grass cache will be generated in  ''Overwrite''.
# Right-click ''Overwrite'', select <span class=hltx>[Create Mod...]</span>, name it <code>Grass Cache</code>, and click <span class=hltx>[OK]</span>.
# Place this mod just after [[{{NAMESPACE}}:No Grass In Objects|No Grass In Objects]] mod in the MO left pane.
-->
<br>
<br>
<br>
 
= STEP 5 =
<div>Level of Detail (LOD)</div><br>
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:
# Click on the {{icon|type=molistoptions|size=30}} button and select, {{ui|Create empty mod}}.
# Name it <code>xLODGen Output</code>.
#: 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 two more mods named: <code>TexGen Output</code>, and <code>DynDOLOD Output</code>.
# Place these new mods directly after '''''xLODGen Output'''''.
# Find the '''''(TEMP) Cathedral Landscapes - xLODGen''''' mod from the [[#04-Foundation|04-Foundation]] mod group and enable it, if necessary.
# Find the '''''(TEMP) Terrain - xLODGen''''' mod from the [[#03-Resources|03-Resources]] mod group and enable it, if necessary.
#: These mods '''''only''''' need to be enabled for terrain LOD generation. If they are not disabled before actually playing the game, they will cause visual glitches.
# Sort with LOOT.
<br>
 
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):
<ol start=1>
<li> DLC: Hearthfires</li></ol>
<ol start={{#ask:[[Category:{{NAMESPACE}} Mods]][[Version::{{PAGENAME}}]] | mainlabel=- | format=count}}>
<li> ... </li>
<li> (TEMP) Cathedral Landscapes - xLODGen {{Fc|instruction|'''''NOTE:''' This mod can be here or under ''04-Foundation'' with Cathedral Landscapes main mod, but it must be DISABLED later as instructed!''}}</li>
<li> (TEMP) Terrain - xLODGen</li>
<li> xLODGen Output</li>
<li> TexGen Output</li>
<li> DynDOLOD Output</li></ol>
{{Alert|text= Complete the following in order, and ensure that all mods and plugins are enabled and sorted before doing so.}}
{{Alert|type=warn|text=Using higher resolutions than recommended for any of the following LOD applications will result in a waste of PC resources with NO BENEFIT. It makes ZERO sense to impulsively increase the resolutions beyond the specifications indicated.}}
 
== xLODGen ==
xLODGen is run first to generate updated LOD terrain textures and meshes so that landscape LOD is updated with mod changes:
 
=== Generate terrain LOD ===
# Ensure [[#LOD_Setup|LOD Setup]] was completed.
# Run xLODGen from the MO 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 [https://stepmodifications.org/forum/topic/15184-xlodgen-terrain-settings-compare/page-3#entry242523 testing]:
#: {{Fc|salmon|'''''NOTE:'''  Unless you are running {{AbbreviationTagged|{{NAMESPACE}}}} 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.''}}
#: {{GallerySimple|id=xLODGenTerrain|width=150|img=File:XLODGen1.jpg|caption=LOD4}}{{GallerySimple|id=xLODGenTerrain|width=150|img=File:XLODGen2.jpg|caption=LOD8}}{{GallerySimple|id=xLODGenTerrain|width=150|img=File:XLODGen3.jpg|caption=LOD16}}{{GallerySimple|id=xLODGenTerrain|width=150|img=File:xLODGen LOD32.png|caption=LOD32}}{{clear}}
# Click {{ui|Generate}} to run the process, which will require upwards of 20 minutes, depending on the PC.
# Once the "LOD generation complete" message has appeared, close xLODGen.
#: {{Fc|salmon|'''''NOTE:''' If the xLODGen window closes itself, [https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-84-for-fnv-fo3-fo4-fo4vr-tes5-{{Abbreviation|{{NAMESPACE}}}}-tes5vr-enderal-enderalse/ post in the xLODGen topic] and include <code>../Modding/GameName/Tools/xLODGen/bugreport.txt</code> and any logs created.''}}
 
=== Paint roads on terrain LOD ===
# Run '''''ACMOS Road Generator''''' which was installed as part of [[{{NAMESPACE}}:A Clear Map of Skyrim and Other Worlds|A Clear Map of Skyrim and Other Worlds]].
# For "Path to LOD," browse to the xLODGen output folder (e.g. <code>..Modding/GameName/Tools/xLODGen/xLODGen_Output</code>).
# Click Generate.
# At the prompt to "Overwrite LOD Textures," choose '''Yes'''.
# When prompted to "Zip?", choose '''No'''.
# Wait until it says "All Done!" and then click '''OK''' and close.
 
=== Terrain LOD Wrap-Up ===
# Browse to the xLODGen output folder (e.g. <code>..Modding/GameName/Tools/xLODGen/xLODGen_Output</code>).
# In MO, open the '''xLODGen Output''' mod in Windows Explorer (Ctrl + double-click).
# Cut and paste the files from <code>../xLODGen_Output</code> into the '''{{GameAbbrevTag|{{NAMESPACE}}}} - xLODGen Output''' folder, then close both folders.
# Enable '''xLODGen Output''' mod.
# Disable '''(TEMP) Terrain - xLODGen''' and '''(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). At a significant performance cost (upwards of 10 FPS) for a subtle improvement to LOD, DynDOLOD v3+ supports generation of grass billboard LOD. {{Fc|salmon|''Generate grass LOD ONLY if performance headroom is available per [[{{NAMESPACE}}:2.0.0#Performance_Tuning|Performance Tuning instructions]]''.}}
{{Alert|type=warn|text=These instructions are a WIP and may change slightly until we have all of the facts and testing results.}}
 
 
=== 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 MO executable drop-down list.
# Use the setting corresponding to rendered game [https://www.windowscentral.com/1080p-vs-1440p-vs-4k-which-should-gamers-go resolution]: 1080p = HD, 1440p = QHD, 2160p = 4k
#: {{Fc|salmon|''NOTE: If generating grass LOD, be sure to tick'' "Grass" ''when replecating the following examples.''}}
#: {{GallerySimple|id=TexGen|width=150|img=File:TexGenHD.jpg|caption=HD}}{{GallerySimple|id=TexGen|width=150|img=File:TexGenQHD.jpg|caption=QHD}}{{GallerySimple|id=TexGen|width=150|img=File:TexGen4k.jpg|caption=4k}}{{clear}}
# Click {{ui|Start}}.
# Once the completed message has appeared (1-5 minutes, depending on the PC), click {{ui|Exit}}.
# Navigate to the DynDOLOD ''TexGen_Output'' folder location (e.g. <code>../Modding/Tools/DynDOLOD/TexGen_Output</code>).
# Move the files from the ''TexGen_Output'' folder into the '''TexGen Output''' mod:
#: In MO, hold down the '''Ctrl''' key and double-click the '''TexGen Output''' mod. Alternatively, right click the mod to open it in an Explorer window.
# Enable the '''TexGen Output''' mod in MO.
 
=== Run DynDOLOD ===
DynDOLOD will generate the object LOD. {{Fc|salmon|IF grass LOD is being generated, also modify grass tint and brightness as follows}}:
{{Spoiler|shown=Modify Grass Tint/Brightness|hidden=<br/>
{{Fc|salmon|While these settings should work for most people, the result is specific to display hardware and settings as well as monitor, etc.}}
 
Browse to <code>..\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini</code>, and modify the following, which optimize grass LOD brightness/hue for Cathedral Landscapes:<br>
 
====== ENB ======
<pre>; grass LOD brightness multipliers
GrassBrightnessTopR=0.295
GrassBrightnessTopG=0.315
GrassBrightnessTopB=0.300
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.170
GrassBrightnessBottomG=0.175
GrassBrightnessBottomB=0.180</pre>
 
====== No ENB ======
<pre>; grass LOD brightness multipliers
GrassBrightnessTopR=0.345
GrassBrightnessTopG=0.365
GrassBrightnessTopB=0.350
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.220
GrassBrightnessBottomG=0.225
GrassBrightnessBottomB=0.230</pre>
 
Note the distant grass color. It's subtle in these images but more apparent in game.
{{GallerySimple|id=DynDOLODgrass|width=600|img=File:Step DynDOLOD grass tint default.jpg|caption=Default Tint}}{{GallerySimple|id=DynDOLODgrass|width=600|img=File:Step DynDOLOD grass tint CL.jpg|caption=Step CL Tint}}
}}
 
==== Configure and Generate ====
# 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).
# Select all worldspaces.
# Tick '''''Candles''''' and '''''FXGlow'''''.
# IMPORTANT - Click the 'High' button to bring in mesh rules for [[{{NAMESPACE}}:A Clear Map of Skyrim and Other Worlds|A Clear Map of Skyrim]] mod and the [[{{NAMESPACE}}:Step Patch - Conflict Resolution|Step Patch - Conflict Resolution]]. For slightly better performance with some quality loss, consider clicking on 'Medium' or 'Low' instead.
# Configure as follows, {{Fc|salmon|or make performance modifications as instructed further below before continuing to the next step}}:
#* {{Fc|orange|ONLY generate Occlusion data on the first run. If DynDOLOD is run again for some reason, leave Occlusion '''UN'''ticked to speed up generation.}}
#* {{Fc|red|Tick ''Grass LOD'' to generate grass LOD. Otherwise, leave this '''UN'''ticked.}}
#* {{Fc|highlight|'''Recommended rules for trees and [[{{NAMESPACE}}:A Clear Map of Skyrim and Other Worlds|A Clear Map of Skyrim]] mod (LOD32).'''}}
#** To increase performance with minimal quality loss, consider changing the <u>tree</u> rule's <u>LOD4</u> to '''Billboard4'''.
#:: {{GallerySimple|id=DynDOLODsettings|width=150|img=File:DynDOLOD-HD-QHD-2.0.0.png|caption=HD / QHD}}{{GallerySimple|id=DynDOLODsettings|width=150|img=File:DynDOLOD-4K-2.0.0.png|caption=4K}}
# Click {{Ui|OK}}.
# Once the completed message has appeared (15-30 minutes {{Fc|salmon|[25-50 minutes with Occlusion ticked]}}, depending on the PC), click {{ui|Save & Exit}}.
# Navigate to the DynDOLOD ''DynDOLOD_Output'' folder location (e.g. <code>..\Modding\Tools\DynDOLOD\DynDOLOD_Output</code>).
# Move the files the ''DynDOLOD_Output'' folder into the '''DynDOLOD Output''' mod:
#: In MO, hold down the '''Ctrl''' key and double-click the '''DynDOLOD Output''' mod. Alternatively, right click the mod to open it in an Explorer window.
# Enable the '''DynDOLOD Output''' mod in MO.
# Ensure the ''DynDOLOD.esm'' and ''DynDOLOD.esp'' plugins are ticked in the right pane.
# Sort with LOOT.
 
{{Alert|text=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 there are changes to the mod list that affect the underlying landscape: height, shape, textures, etc. This does not include grass, mountains or other objects on the landscape.
 
<!--; Re-caching Grass
: Whenever there is a change in the mod list that affects grass rendering: grass diversity, grass density, <code>DynDOLODGrassMode</code> setting, grass mods, any mods affecting grass placement, etc. {{Fc|instruction|Change 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. {{Fc|instruction|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. {{Fc|instruction|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. For Step, this should only need to be run once.
 
= STEP 6 =
<div>Mod Configuration (MCM)</div><br>
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 ===
{{AlertSmall|type=notice|text= The MCM menu item may juxtapose the 'Exit' menu item, so be sure to scroll down to exit if it is 'missing'. Alternatively, use the 'qqq' console command.}}
 
To run the game, select the '''SKSE''' executable from the drop-down list and click the '''Run''' button. Keep the following in mind when first launching from a fresh Guide installation:
* {{fc|highlight|'''A new game is required!'''}}
*: In other words, don't load from a save after a fresh Guide install to avoid issues. {{fc|salmon|''Review 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. <code>../SKSE/Plugins/SkyrimUncapper.ini</code>). {{fc|salmon|''These files should be moved to their respective mod folders, respecting their folder structure during the move.''}}
 
==== Alternate Start ====
Upon starting a new game, the [[{{NAMESPACE}}:Alternate_Start_-_Live_Another_Life_-_SSE|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. When using an alternate start location, the main quest line can be initialized by simply visiting Helgen.
 
== Mod Configuration Menu Settings ==
=== Atlas Map Markers ===
Configure as desired, but a good starting point is to load both the Map Marker and Compass Presets under '''''Extra Options.'''''
 
=== Cathedral Weathers ===
If the ''18-Lighting and Weather'' ModGroup was installed, it is user preference on whether or not to set '''''Interior Vision''''' to '''''Darker.''''' The Step ENB was designed for '''''Normal'''''.
 
=== Complete Crafting ===
The following screenshots display the recommended settings for the mod's MCM:
 
{{GallerySimple|id=CCORMCM|width=250|img=File:CCORMCM01.png|caption=Learning & XP}}
{{GallerySimple|id=CCORMCM|width=250|img=File:CCORMCM02.png|caption=Mining & Materials}}
{{GallerySimple|id=CCORMCM|width=250|img=File:CCORMCM03.png|caption=Miscellaneous}}
{{clear}}
 
=== Farmhouse Chimneys SE ===
Vanilla villages should all be ticked on the first page. The following screenshot displays the recommended settings for the New Locations page:
 
{{GallerySimple|id=FarmhouseChimneysMCM|width=250|img=File:FarmhouseChimneyMCM01.png|caption=New Locations}}
{{clear}}
 
=== Lock Overhaul ===
This mod must be activated to work. Once enabled, the settings are user preference.
 
=== Storm Lightning ===
The '''''Minimum''''' 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 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:
 
{{GallerySimple|id=TIEMCM|width=250|img=File:TimingIsEverythingMCM01.png|caption=DLC Quests}}
{{GallerySimple|id=TIEMCM|width=250|img=File:TimingIsEverythingMCM02.png|caption=Other Quests}}
{{GallerySimple|id=TIEMCM|width=250|img=File:TimingIsEverythingMCM03.png|caption=Extra Options}}
{{clear}}
 
=== 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.
<br>
<br>
<br>
 
= COMMUNITY CONTRIBUTIONS =
<div>Help build STEP</div>
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 [[STEP:Mandate|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 [https://stepmodifications.org/forum/forum/107-skyrim-se-mods/ Mods section of the Forums].
 
== Call for Mod Testers ==
Community members interested in becoming Mod Testers, please [https://stepmodifications.org/forum/user/326-techangel85/ 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 [https://stepmodifications.org/wiki/Guide:Mod_Testing Mod Testing Guide] to get a sense of what's involved.
 
== Call for Forum Moderators ==
Regular community members interested in becoming moderators, please [https://stepmodifications.org/forum/user/326-techangel85/ contact TechAngel85 via PM] on the forums. Forum Moderators will be determined based upon level and quality of activity within our community.
 
<center>{{fs|2.0em|{{fc|#ddd|Thank you for reading and enjoy the game!}} }}</center>
<br>
 
= 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
* 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 ====
* D1Z4STR
* Mercury71
* Mousetick
* Step Administrators
 
==== [https://stepmodifications.org/forum/forum/223-dyndolod-xlodgen/ LODGen Support] ====
* sheson
* Step Administrators
 
==== [https://stepmodifications.org/forum/forum/198-mod-organizer/ MO Support] ====
* GSDfan
* Step Administrators
 
==== Step Administrators ====
* {{fc|orange|DoubleYou}}
* {{fc|orange|Greg}}
* {{fc|orange|TechAngel85}}
* {{fc|orange|z929669}}
 
==== Retired Staff ====
* Aiyen
* Bealdwine
* deathneko11
* EisDrache
* EssArrBee
* Farlo
* frihyland
* GrantSP
* hishutup
* Kelmych
* MontyMM
* Nebulous112
* oqhansoloqo
* phazer11
* rootsrat
* stoppingby4now
* TheCompiler
* torminater
* Uhuru
* WilliamImm
* wolverine2710
 
 
<!--{{DonorCredits}}-->
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[[Category:{{NAMESPACE}} Mod-Build Guides]][[Category:Official Mod-Build Guides]]

Latest revision as of 03:10, August 26, 2024

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