FalloutNV:1.0.0

From Step Mods | Change The Game


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This guide is out of date and is NOT supported!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 FalloutNV Guide.


This Release[edit | edit source]

This is our first release of the Step Fallout: New Vegas guide. As described in the Step Versioning Documentation, this is the very first release of the official guide. This is also a special release, since it is the first official Step guide created and maintained by an adjunct staffer or "Guide Curator", Majorman. This guide is essentially an 'official' fork of ex-Step staffer, EssArrBee's, "Fear & Loathing In New Vegas". As such, this guide adheres to the Step Mandate and conforms to the quality and performance expectations of all official Step Guides.

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[edit | edit source]

A Foreword

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?[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 match SkyrimSE's recommended requirements. Our recommended requirements below will allow most users to install and run the Guide using higher quality options with all of the Guide's optional components (Lighting & Weather, ENB, etc.).

Users wishing to install high quality options at resolutions higher than 1920x1080, be advised a more powerful system will likely be required than what is listed below.

Hardware Minimum Recommended
Windows OS Windows 10 64-bit Windows 10 64-bit
CPU Intel Core i5-3470 or equivalent Intel Core i5-4670 or equivalent or better
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 ~65 GBs (includes game+guide) ~75 GBs (includes game+guide)
Monitor Resolution 1920x1080 1920x1080 or higher

Time Requirement[edit | edit source]

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[edit | edit source]

Game & Tool Installation

Follow the System Setup Guide![edit | edit source]

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 mod-build 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[edit | edit source]

Tool Configuration

Mod Organizer - Fallout New Vegas Initialization[edit | edit source]

FIRST, follow the System Setup Guide. The below instructions describe how to initialize a Fallout New Vegas (FNV) 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 FNV can skip this initialization:

➕ [Click to show]➖ [Click to hide] Initialization Instructions


  1. Launch MO by running its executable (e.g. ..Modding/Tools/Mod Organizer/ModOrganizer.exe)
  2. Upon load, click the Instance Manager button on the tool (first button).
  3. Click [Create new instance] button.
  4. Select Fallout New Vegas and click [Next].
    If it didn't find the game, users can manually browse to the game's location.
  5. Name the instance something like Step Fallout New Vegas or keep the default. Click [Next].
  6. (optional) change the location of data stored. Step recommends the default location, unless space restraints prevent this. Click [Next].
  7. A confirmation window will display with the installation information. Click [Finish].
  8. MO is now ready to use with this guide.

Profile Setup[edit | edit source]

Mod Organizer's profile feature allows the creation of multiple mod-builds. Begin by creating/editing two profiles for use with this guide:

➕ [Click to show]➖ [Click to hide] Profile Setup Instructions


  1. Launch MO, choosing the Fallout New Vegas Instance.
  2. On the Default profile, arrange the mods in the left pane in the following order:
    1. FalloutNV.esm
    2. DeadMoney.esm
    3. HonestHearts.esm
    4. OldWorldBlues.esm
    5. LonesomeRoad.esm
    6. GunRunnersArsenal.esm
    7. ClassicPack.esm
    8. MercenaryPack.esm
    9. TribalPack.esm
    10. CaravanPack.esm
  3. Click the Profiles MO.png button on the menu bar.
  4. Select the Default profile.
  5. Ensure the Use profile-specific Game INI Files box is ticked and click [Copy].
  6. Name the new profile Step Fallout New Vegas, or anything similar.
  7. Ensure the Use profile-specific Game INI Files box is ticked.
  8. Close the window by clicking [Close].
  9. Select the Step Fallout New Vegas 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).
  10. Now click the MOlistoptions.png button and select [Create empty mod].
  11. Name it xEdit Output.

Tool Setup[edit | edit source]

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 to show]➖ [Click to hide] Tool Setup Instructions


  1. Click the Gear MO.png button at the top of the main Mod Organizer window.
  2. Over the left pane of the executables config, click the [+] to add a new executable, and then [Add from file...].
  3. Navigate to the TES5Edit.exe file (e.g. ..Modding/Tools/xEdit/TES5Edit.exe).
    • This should auto-fill most of the fields.
  4. Change the title to xEdit.
  5. 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.
  6. Tick the Create files in mod instead of overwrite box. Select the xEdit Output mod from the drop-down.
  7. Tick the Use applications icon for desktop shortcuts box.
  8. Click [Apply].
  9. Repeat these steps to add the remaining executables as indicated in the table below:

Tool Setup Reference for Skyrim SE[edit | edit source]

Info-Logo.png
NOTE:
For tools previously installed, simply adjust the arguments below for use with Skyrim SE.
Executable Title Argument(s)
TES5Edit.exe xEdit -IKnowWhatImDoing -SSE
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 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[edit | edit source]

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, there's an optional BethINI setup located at the end of this guide that can be used to fine tune the configuration.

BethINI Initialization[edit | edit source]

➕ [Click to show]➖ [Click to hide] Initialize BethINI


  1. Close MO2 and run BethINI (e.g. ..Modding/Tools/BethINI/BethINI.exe).
    If prompted by Windows protection, click More Info and then [Run anyway].
  2. When BethINI launches, select "Skyrim Special Edition" from the game selection box.
    Allow BethINI to handle custom INIs, if prompted.
  3. Go to the Setup tab and ensure the
    • 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 SkyrimSE).
      • 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.
  4. 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.
  5. Keep BethINI open.

BethINI Basline Configuration[edit | edit source]

Users should now continue through each of the tabs within BethINI, matching the screens below. Again, please do no deviate from these instructions at this time. Click the header to see important notes:

➕ [Click to show]➖ [Click to hide] Basic

 

  1. Click the [Default] button.
  2. Window Resolution should match the system resolution.
  3. Tick the boxes
    Note that these settings may be overridden by the setting SSE Display Tweaks configuration file or enblocal.ini.
    Lock Frame Rate should NOT be ticked.
  4. Click the [High] preset
    Please avoid the temptation to click 'Ultra' for now, even if the PC is high-end.
➕ [Click to show]➖ [Click to hide] General

 

The Screenshots directory, Filename, and Index can be set to whatever the user desires. Screenshots are taken by pressing the Print Screen button on the keyboard (PrtSc).
➕ [Click to show]➖ [Click to hide] Gameplay

 

Set Over-Encumbered Reminder to 300 (5 mins) or 3600 (1 hour)
NPC Use Ammo is optional, but recommended.
➕ [Click to show]➖ [Click to hide] Interface

 

Users that require subtitles may enable them here.
➕ [Click to show]➖ [Click to hide] Detail

 

Depth of Field, Lens Flare, and Anamorphic Lens Flare (the flare seen on candles) may be toggled as preferred.
➕ [Click to show]➖ [Click to hide] View Distance

 

The Object, Actor, and Item fade values are user preference.
uGridsToLoad should never been changed from vanilla's default of 5.
Always keep Level 16 at 300000.
➕ [Click to show]➖ [Click to hide] Visuals

 

The Grass settings are set later, in the NGIO configuration file.
➕ [Click to show]➖ [Click to hide] Custom

 

  1. Section drop-down again, select Display.
    1. Setting drop-down, select fWaterSSRIntensity.
    2. Set value: 0.5 and click [Save].
  2. Section drop-down again, select Interface.
    1. Setting drop-down, select fBookOpenTime.
    2. Set value: 500 and click [Save].
  3. Return to Basic tab, and click [Save and Exit].



STEP 3[edit | edit source]

Cleanup and Considerations

LOOT[edit | edit source]

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:

  1. 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.
  2. Click the [Sort Plugins] icon at the top of the LOOT window.
  3. Several plugins will show warnings. The next section describes how to clean them up.
  4. Click [Apply] button, which has replaced the Sort button at the top.
  5. Close LOOT.
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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:

  1. FalloutNV.esm
  2. DeadMoney.esm
  3. HonestHearts.esm
  4. OldWorldBlues.esm
  5. LonesomeRoad.esm
  6. GunRunnersArsenal.esm
  7. ClassicPack.esm
  8. MercenaryPack.esm
  9. TribalPack.esm
  10. CaravanPack.esm

If the plugins are not in the order listed, run LOOT now.

Cleaning Vanilla Master Files[edit | edit source]

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

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[edit | edit source]

➕ [Click to show]➖ [Click to hide] Toggle cleaning procedures...


  1. Run xEditQuickAutoClean from the drop-down executable list in MO2.
  2. On the plugin selection window, double-click on the mod being cleaned (e.g. Update.esm).
  3. 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.
  4. To verify the vanilla mods have been cleaned, LOOT can be run again, and no warnings should be apparent.

Understanding the Step Patches[edit | edit source]

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[edit | edit source]

  1. 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!
  2. 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[edit | edit source]

Step FalloutNV Mod List

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

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:

  1. Click the MOlistoptions.png button on the top of the mod list pane.
  2. Select [Create Separator] and give the separator a name. Step recommends using the Mod Group names (i.e., Extensions, Resources, Lighting & 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[edit | edit source]

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 (patch/enb-independent)Wikilink.png Baseline Notes
Mod (patch/enb-dependent)Wikilink.png Baseline Notes

Mod Table Legend[edit | edit source]

Table Flags A red vertical bar indicates that the mod is required by the Step CR Patch.
A yellow bar indicates that the mod is required by the Step L&W Patch.
A blue bar indicates the mod includes instructions for ENBSeries.
Mod Name Nexus mod name presented as a link to Nexus for download.
Wikilink.png Link to the mod's wiki page, which includes various information about the mod.
Baseline 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.
Instructions Brief notes that apply to the mod or installation.
In some cases, mods with several options will include a suggested option. These suggestions will take the form of: "Step recommends: Option A Main File."
In other cases, there may only be one appropriate option, which fits the Step Mandate. These instructions will take the form of: "Install Option A Main File."
Users will also see links displayed as: [Expand]. Users should click these links to expand the mod row to reveal detailed instructions for installing the mod.

02-Extenders[edit | edit source]

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/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


03-Resources[edit | edit source]

Mods solely providing assets intended specifically for use by other mods without themselves affecting content
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/Row


04-Foundation[edit | edit source]

Baseline mods having many conflicting assets that should be overridden by other mods OR mods having programmatic changes that are widely accepted and adopted/expected by other mods
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


[edit | edit source]

No mods defined.

06-Models and Textures[edit | edit source]

Mods that replace existing models or textures

No mods defined.

07-Sounds and Music[edit | edit source]

Mods that affect sounds or music

No mods defined.

08-Character Appearance[edit | edit source]

Mods that affect the appearance of the player character or NPCs
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


09-Fixes[edit | edit source]

Mods have a programmatic component that fixes various bugs and/or inconsistencies
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


10-Gameplay-General[edit | edit source]

Mods that affect general or multiple gameplay mechanics
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


11-Gameplay-AI and Combat[edit | edit source]

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

No mods defined.

12-Gameplay-Economy[edit | edit source]

Mods that affect currency, rewards, values, rates, or any other economy-related mechanics
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


13-Gameplay-Immersion[edit | edit source]

Mods that help to improve game immersion and role-playing scenarios
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


14-Gameplay-Quests[edit | edit source]

Mods that alter aspects of quests and/or related lore
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


15-Gameplay-Skills and Perks[edit | edit source]

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

No mods defined.

16-Interface[edit | edit source]

Mods that affect any aspect of the user interface
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


17-Locations[edit | edit source]

Mods that programmatically add new or alter vanilla locations
Mod Name Baseline Instructions

Template:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/RowTemplate:ModTable/Row


18-Lighting and Weather[edit | edit source]

Info-Logo.png

NOTE

This section is optional!
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[edit | edit source]

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

No mods defined.

Generating Animation Files[edit | edit source]

Once FNIS SE is installed, the animation files need to be generated for the skeleton changes.

  1. Sort the load order with LOOT, ignoring any plugin errors or warnings at this time.
  2. Run FNIS SE via Mod Organizer 2.
  3. In the Available Patches at the bottom of the window, tick the box adjacent to "SKELETON Arm Fix".
  4. Click the [Update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included".
  5. 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):

  1. Right-click Overwrite and select Create Mod
  2. 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.
  3. Tick the new mod entry to enable it.

20-Patches[edit | edit source]

Mods that programmatically resolve load-order conflicts
Mod Name Baseline Instructions

Template:ModTable/Row


Mod List Cleanup & Performance Check[edit | edit source]

Final Sorting and Cleaning[edit | edit source]

Before moving on, run LOOT from MO, then sort, and accept the default load order provided. Review the mod list in LOOT looking for any plugins reported as needing to be cleaned. Keep in mind that LOOT tends to lag behind on the report information, so it will not always be accurate. Ignore any reported missing compatibility patches or other warnings. These are either handled by the Step Patches or not of any concern. Perform the standard cleaning procedures on the mods requiring cleaning.

Be aware 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[edit | edit source]

The goal at this point is to have at least 80 FPS in exteriors on average. It's necessary to determine how much performance headroom is available before generating LOD, because the full LODGen setup can cost upwards of 30 FPS on average in exteriors. Before beginning, uncap FPS if it was configured in SSE Display Tweaks or via the driver software so that actual frame rates can be measured. Some users may by required to turn of vsync to measure above 60FPS. These changes should be reversed when FPS performance is no longer a concern.

It's recommended to turn on the On-Screen Display (OSD) settings in SSE Display Tweaks to measure FPS. Other third-party applications like FRAPS, Skyrim Performance Monitor (SPM), and even driver software can be used but are unnecessary with SSE Display Tweaks. Optional instructions are provided to assist.

➕ [Click to show]➖ [Click to hide] Benchmarking Instructions


Take a moment to configure the chosen FPS overlay as described above. If SPM or FRAPS are used for some reason, install into e.g., C:/Modding/Tools/SPM.

  1. 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.
  2. Launch SkyrimSE, and start a NEW game to verify that Skyrim loads without issue.
    • Ensure that the FPS overlay is working.
    • 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.
  3. Create a character to test initial frame rates. Skyrim should successfully load into the Alternate Start character generation interface.
  4. At the Statue of Mara, select "I own property in one of the holds".
  5. Select "Breezehome".
  6. 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.
  7. Exit Breezhome, then Whiterun, and stand at the end of the wood deck looking out over the tundra.
  8. Note FPS while panning over the horizon

Performance/Quality Optimization[edit | edit source]

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:

  1. 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.
    Info-Logo.png
    NOTE:
    Changing the preset revises View Distance, so be certain to change "Level 16" to 300000.
  2. Consider modifying the following grass settings in GrassControl.config.txt of the No Grass In Objects mod:
    • Set ExtendGrassDistance = False and OverwriteGrassDistance = 6000 or less to improve performance. Increase only the latter value to improve quality at the cost of performance.
    • Don't forget to also lower OverwriteGrassFadeRange to some value less than 6000 (like 3000).
    • 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).
  3. If FPS still cannot achieve at least 80 in the test area, then consider NOT using grass LOD at all (addressed below, including screenshots)



STEP 5[edit | edit source]

ENB Configuration


If FPS is generally 75 or greater on average (HINT: check in the Rift and the Frozen Marshes), then installing even a very minimal ENB is desirable if only to help 'fix' many of Skyrim's water and snow issues. This minimal ENB will cost about 5-10 FPS. A more comprehensive ENB configuration is also provided that will cost more on the order of 20 FPS outdoors and 80 FPS indoors.

Warning-Logo.png

WARNING

Keep in mind that LOD generation is more important to visual enhancement than ENB, so if FPS at this stage is < 75 outdoors, then the minimal ENB configuration is highly recommended. DynDOLOD alone will cost at least 10 FPS (outdoors only), even with the most performance-friendly options.

[edit | edit source]

No mods defined.


STEP 6[edit | edit source]

Level of Detail (LOD)


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.

Info-Logo.png
NOTE:
Any time a mod providing LOD assets is added, removed, or changed, LOD should be regenerated. Examples include --but are not limited to-- most of the '03-Foundation' mods, No Grass In Objects, Enhanced Vanilla Trees, Just Ice, etc.


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

  1. Click on the MOlistoptions.png button and select, [Create empty mod].
  2. Name it (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.
  3. Repeat these steps to create three other new mods named:Step SkyrimSE - xLODGen Output, Step SkyrimSE - TexGen Output, and Step SkyrimSE - DynDOLOD Output; or anything unique and descriptive to their source/function.
  4. Place these new mods directly after (TEMP) - SSE Terrain - Tamriel - xLODGen.
  5. Find the (TEMP) - Cathedral Landscapes - LODGen mod from the 04-Foundation mod group and enable it if it is not enabled. This mod ONLY needs to be enabled for terrain LOD generation. If it is not disabled before actually playing the game, it will cause visual glitches.

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):

  1. DLC: Hearthfires
  1. ...
  2. (TEMP) - SSE Terrain - Tamriel - xLODGen
  3. (TEMP) - Cathedral Landscapes - LODGen NOTE: This mod can be here or under 04-Foundation with Cathedral Landscapes main mod, but it must be DISABLED later as instructed!
  4. Step SkyrimSE - xLODGen Output
  5. Step SkyrimSE - TexGen Output
  6. Step SkyrimSE - DynDOLOD Output
Info-Logo.png

NOTE

Complete the following in order, and ensure that all mods are enabled and plugins enabled and sorted!

xLODGen[edit | edit source]

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

Preparation[edit | edit source]

➕ [Click to show]➖ [Click to hide] Terrain LOD preparation


  1. Visit the Step Forum and download SSE-Terrain-Tamriel.esm.
  2. Extract the file to the (TEMP) - SSE Terrain - Tamriel - xLODGen mod folder in MO.
  3. 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.
  4. Sort with LOOT.

Generation[edit | edit source]

➕ [Click to show]➖ [Click to hide] Terrain LOD generation


  1. Run xLODGen from the MO2 executable drop-down list.
  2. Select all worldspaces.
  3. Ensure that ONLY the Terrain LOD box is ticked in the right pane.
  4. Use the following settings, which have been verified in extensive testing:
    Info-Logo.png
    NOTE:
    Those running 4k resolution or higher should consider bumping up all texture sizes by doubling values shown (256 --> 512, 512 --> 1024).
  5. Click [Generate] to run the process, which will require upwards of 30 minutes, depending on the PC.
  6. Once the "LOD generation complete" message has appeared, close xLODGen.

Wrap Up[edit | edit source]

➕ [Click to show]➖ [Click to hide] Terrain LOD wrap up


  1. Navigate to the xLODGen output folder (e.g. ..Modding/Tools/xLODGen/xLODGen_Output).
  2. Back on MO, open the Step SkrimSE - xLODGen Output mod in an Explorer window (Ctrl+double click).
  3. Cut and paste the files from the LOD generation to the Step Skyrim SE - xLODGen Output folder. Close both folders.
  4. Enable Step SkrimSE - xLODGen Output mod.
  5. Disable (TEMP) - SSE Terrain - Tamriel - xLODGen and (TEMP) - Cathedral Landscapes - xLODGen mods (only needed as xLODGen resources).

DynDOLOD[edit | edit source]

Object LOD will be created using Dynamic Distant Objects LOD (DynDOLOD).

Modify INI[edit | edit source]

Modifications to most of these settings require DynDOLOD regeneration in order to manifest in game.

➕ [Click to show]➖ [Click to hide] Instructions for modifying DynDOLOD's INI


Navigate to C:/Modding/Tools/DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini, and modify as follows:

Expert=1
DoubleSidedMeshMask=mountain,mtn - Uncomment or add for mods like Dynamic Volumetric Lighting and Sun Shadows so that mountains block sunlight.
TerrainUnderside=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

Grass LOD Configuration[edit | edit source]

DynDOLOD v3+ supports generation of grass billboard LOD, which must be enabled as described below. This comes at a performance cost, but the results may be worth it if performance allows. If not, instructions for turning 'off' grass LOD are provided below. Doing so will restore some frame rate without much impact to overall LOD quality.

Info-Logo.png
NOTE:
If the Step recommendations were followed, the grass density should already be optimized. To further increase performance, grass distance settings can be reduced in No Grass In Objects (NGIO) mod configuration as described above in Performance/Quality Optimization. Keep in mind that NGIO has nothing to do with grass LOD generation; however, precaching grass is a requirement for generating grass LOD.


➕ [Click to show]➖ [Click to hide] Instructions for Grass LOD Configuration


Navigate to C:/Modding/Tools/DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini, and modify as follows:

Grass=1
GrassDensity=70 - (optional) 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'
Info-Logo.png
NOTE:
This setting is coupled to DynDOLODGrassMode INI setting in No Grass In Objects, so be certain to change that setting as noted below.

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
  1. Double click on the No Grass In Objects mod in the MO left pane
  2. Click on the "Text Files" tab to modify GrassControl.config.txt
  3. Find the following settings and edit as follows:
    UseGrassCache = True - This setting is required even when NOT generating grass LOD
    OnlyLoadFromCache = True - This setting is required even when NOT generating grass LOD
    DynDOLODGrassMode = 2 - To trade-off slightly better performance (in certain areas) for more noticeable grass LOD transition, consider setting this to '1'
    Info-Logo.png
    NOTE:
    This setting is coupled to GrassLargeReference INI setting in DynDOLOD 3.00, so be certain to change that setting as noted above.
  4. Click the Puzzle mo.png button in MO, and select "Precache Grass"
    This process will take between 20-120 minutes to complete, depending on hardware. There is no need to monitor or click 'OK' when restarts occur.
  5. If previous instructions were followed, a new /grass/ directory containing precached *.cgid files will appear within the SKSE64 mod. Otherwise, it will appear in the MO Overwrite folder (if so, drag the /grass/ folder into the SKSE64 mod).

Turn Off Grass LOD for Better Performance[edit | edit source]

DynDOLOD and NGIO both ship with settings for grass LOD disabled, but instructions are provided below to revert these settings if they were changed previously.

➕ [Click to show]➖ [Click to hide] Instructions for Turning Off Grass LOD


To increase performance further, disable grass LOD generation completely by making the following configuration changes prior to generating (or regenerating) object LOD:

  1. 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.ini
    • OverwriteGrassFadeRange - Set to something between 1000 and 18000 (depending on OverwriteGrassDistance) 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.ini
    • ExtendGrassCount - Set to 'False' only if OverwriteGrassDistance ≤ 7000
  2. Set Grass=0 in ../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini

Run TexGen[edit | edit source]

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.

➕ [Click to show]➖ [Click to hide] Instructions for TexGen


  1. Run TexGen from the MO2 executable drop-down list.
  2. Keep the default Output location, and use the setting corresponding to rendered game resolution: 1080p = HD, 1440p = QHD, 2160p = 4k
    Info-Logo.png
    NOTE:
    If NOT generating grass LOD, be sure to untick Grass when replecating the following examples.
  3. Click [Start].
  4. Once the completed message has appeared (15-30 minutes, depending on the PC), click [Exit].
  5. Navigate to the DynDOLOD TexGen_Output folder location (e.g. ../Modding/Tools/DynDOLOD/TexGen_Output).
  6. Move the files from the TexGen_Output folder into the Step SkyrimSE - TexGen Output mod:
    In MO2, hold down the Ctrl key and double-click the Step SkyrimSE - TexGen Output mod. Alternatively, right click the mod to open it in an Explorer window.
  7. Enable the Step SkyrimSE - TexGen Output mod in MO.

Run DynDOLOD[edit | edit source]

DynDOLOD will generate the object LOD.

Configure and Generate[edit | edit source]

  1. 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).
  2. Select all worldspaces.
  3. 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:
  1. Once the configuration is finalized, click [OK], and get a cup of coffee.
  2. When the completed message has appeared, click [Save & Exit].

Wrap Up[edit | edit source]

➕ [Click to show]➖ [Click to hide] Instructions for DynDOLOD Wrap Up


  1. Navigate to the ../DynDOLOD folder location (e.g. ../Modding/Tools/DynDOLOD).
  2. Copy or cut the files from the ../DynDOLOD_Output folder.
  3. In MO2, hold down the Ctrl key and double-click on the Step SkyrimSE - DynDOLOD Output mod created above.
  4. Paste the files into the mod's folder and close the window.
  5. In MO2, enable the mod.
  6. Ensure the DynDOLOD.esm and DynDOLOD.esp files are ticked in the right pane.
  7. Sort with LOOT.

Occlusion[edit | edit source]

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:

➕ [Click to show]➖ [Click to hide] Instructions for occlusion generation


  1. Run xLODGen from the MO2 executable drop-down list.
  2. Select only the Tamriel and DLC2SolstheimWorld worldspaces.
  3. Ensure only the Occlusion box is ticked.
  4. Use the following settings:
    • Quality: 3
    • Height: 0
    • Radius: 100
    • Mode: -Flat +Borders
  5. Click [Generate] to run the process.
  6. 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.
  7. Right-click on the Overwrite mod listing and select, [Create new mod].
  8. Name it Step SkyrimSE - Occlusion or anything unique.
  9. Ensure the new mod is active (ticked).
  10. 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[edit | edit source]

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, DynDOLODGrassMode setting, grass mods, any mods affecting grass placement, etc. 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. When grass is re-cached, TexGen should also be run again to update grass billboards.
DynDOLOD
Whenever there are changes to the mod list that affect objects with LOD: new objects, moved structures or objects, removed structures or objects, changes to grass (only when using grass LOD), changes to trees and/or landscape height, when its master plugins order is changed (out of order masters), etc. When LOD textures are updated with TexGen, DynDOLOD should also be run again to update all affected object LOD.
Occlusion
Only with noticeable changes to geography of Tamriel and/or Solstheim. For Step, this should only need to be run once.



STEP 6[edit | edit source]

Final INI Configuration


Step Skyrim SE is fully installed and working at this point, but if FPS are < 60 or > 80, some adjustments may be beneficial to performance or quality. A final consideration is customizing BethINI. Refer to the Skyrim Configuration Guides for more information.


STEP 7[edit | edit source]

Mod Configuration (MCM)


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

First Launch[edit | edit source]

Info-Logo.png
NOTE:
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 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 install to avoid issues. 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. ../SKSE/Plugins/SkyrimUncapper.ini). These files should be moved to their respective mod folders, respecting their folder structure during the move.

Alternate Start[edit | edit source]

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. When using an alternate start location, the main quest line can be initialized by simply visiting Helgen.

Mod Configuration Menu Settings[edit | edit source]

Cathedral Weathers[edit | edit source]

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[edit | edit source]

The following screenshots display the recommended settings for the mod's MCM:

Farmhouse Chimneys SE[edit | edit source]

Vanilla villages should all be ticked on the first page. The following screenshot displays the recommended settings for the Mod Support page:

Lock Overhaul[edit | edit source]

This mod must be activated to work. Once enabled, the settings are user preference.

Storm Lightning[edit | edit source]

The Minimal preset in the MCM is recommended.

Timing is Everything[edit | edit source]

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:

Remaining Mod Configurations[edit | edit source]

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.


COMMUNITY CONTRIBUTIONS[edit | edit source]

Help build STEP

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[edit | edit source]

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[edit | edit source]

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.

Thank you for reading and enjoy the game!


Credits[edit | edit source]

Thank you all!

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[edit | edit source]

Guide Curator[edit | edit source]

  • Majorman
    • Lead Release Coordinator, Patch Coordinator

Administrators[edit | edit source]

  • TechAngel85
    • Lead Forum Administrator, Mod Author
  • z929669
    • Project Founder, Lead Site Developer, Lead Site Administrator

Step Admin[edit | edit source]

  • DoubleYou
  • Greg

Honorary Staff[edit | edit source]

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