SkyrimLE:3.0.0

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Revision as of 09:41, January 13, 2021 by TechAngel85 (talk | contribs) (→‎STEP 3)


Info-Logo.png

NOTE

This is the current version of the Step SkyrimLE Guide. Don't forget to endorse Step on the Nexus if you like the guide. Please report any problems or confusing instructions on the latest Feedback & Bug Reports pinned forum topic.


STEP Skyrim LE Guide[edit | edit source]

This is the official v3.0 release of the Step Skyrim LE Guide. It'll now be considered a "retired" gaming guide, meaning we will not be releasing updates to it, beyond continued routine maintenance.

There have been many changes, so check out the Changelog for all the fine details.



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 Skyrim LE installation at a resolution of 1920x1080. The minimum requirements will allow most users to install and run the Baseline options, which are Skyrim LE's recommended requirements. The recommended requirements for this Guide will allow most users to install and run a modded setup beyond that of the Baseline options (higher quality options). For those wishing to use high quality options at resolutions higher than 1920x1080, be advised that a more powerful system will likely be required.

Hardware Minimum Recommended
Windows OS Windows 10 64-bit Windows 10 64-bit
CPU Intel Core i3/equivalent (dual core) Intel Core i5-4430 or equivalent
System RAM 8 GB 8 GB or higher
GPU Nvidia GTX 780 3GB / AMD R9 290 4GB Nvidia GTX 970 or equivalent or better / 4GB VRAM or higher
Drive Space ~50 GBs ~70 GBs
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!


Mod Tables Legend[edit | edit source]

Mod Name Baseline Quality Options DLC Required Notes
Mod NameWikilink.png Baseline LowQuality.png HighQuality.png
DG
Notes
Core Mod STEP:Core mods are indicated by the presence of a green vertical bar in the row at the immediate left-hand column of the table.

STEP:Extended mods include these PLUS all the remaining mods in the list.

Mod Name Shortened version (where applicable) of Nexus mod name presented as a link to Nexus for download.
Wikilink.png Link to the mod's Wiki page.
Baseline This notes the STEP Baseline version or option of the corresponding mod, and usually refers to options affecting performance/quality. General suggestions are located in the "Notes" column.
Quality Options Indicates if there are performance-friendly or performance-unfriendly versions of the mod relative to the Baseline recommendation:
 LowQuality.png       Relative to Baseline, a lower quality, less demanding version of the mod is also available.
      HighQuality.png  Relative to Baseline, a higher quality, more demanding version of the mod is also available.
 LowQuality.png HighQuality.png  Relative to Baseline, both lower and higher quality versions of the mod are available.
DLC Required Any DLCs listed here are required for the mod to function. If all DLCs listed are not present do not use this mod.
Notes Brief notes that apply to the mod or installation. In some cases, mods with many alternative options will include a suggested option. These suggestions will take the form of: "STEP recommends 'Option A'." In other cases, there may only be one appropriate alternative option that fits the STEP Mandate. These instructions will take the form of: "Use 'Option A'."


STEP 1[edit | edit source]

Game & Tool Installation

Game Installation and Modding Setup[edit | edit source]

Those who have not completed the System Setup Guide should stop and do so now. This Guide expects that all users have previously completed the instructions in related guides or are at least familiar with those steps and ramifications of not having completed them.
Users deviating from our instructions and recommendations will need to reinterpret other instructions and recommendations in this guide accordingly. Make sure to note any such deviations for later reference.

Start Out Clean![edit | edit source]

It is particularly important for new users begin with clean installations of both Steam and Skyrim in order to be successful with the setup of this Guide the first time through.
PLEASE READ EACH SECTION BELOW CAREFULLY, as no information included in this Guide is irrelevant!

Mod Organizer 2[edit | edit source]

Mod Organizer 2 is the successor to Mod Organizer, and is now the official mod manager for all STEP game guides. It supports both 32-bit and 64-bit versions of Bethesda games. The major changes it brings are ...

  1. A return to normal plugin/BSA relationship - Users will no longer be able to load BSAs without loading the corresponding plugin, as they did with MO. The plugins must be active for the BSAs to load, which is the intended behavior that the game expects.
  2. New MO2 installation options - Users will have the choice between installing MO2 in "standalone" or "portable" mode. Unless Merge Plugins is going to be utilized, it’s purely an individual preference. Merged Plugins will currently only work when MO2 is installed and used in “portable” mode. “Standalone” mode is recommended for use with this Guide. This allows us to design all of our game guides around using MO2's "instances". This means one MO2 installation is used for all supported games. Users should decide how they wish to install and use MO2 before continuing; keeping in mind the space requirements mentioned in our System Setup Guide.
Moicon.png

MO2

This guide assumes that the reader is familiar with MO, so if that is not the case, please see the Mod Organizer Guide.

Tools Installation and Setup[edit | edit source]

STEP recommends the tools for modding be installed and setup as “standalone” applications, when possible. This means a tool is installed once and used for all games. Most of the modding tools used already have this feature built in and some are meant to be used as such. Following this recommendation will also reduce redundant tool installations; thus, saving hard drive space, and it's more organized. The instructions throughout this Guide will assume the tools are installed as “standalone” applications. However, users are free to set up their tools as they see fit.

Tool Installation[edit | edit source]

Users should install the tools to the location created while following the System Setup Guide (i.e., ../Modding/Tools/). Install the following tools to that location:


Mod Name Baseline Instructions

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


The "Modding" folder structure should now reflect:

  • ../Modding/Steam (optional; may be installed elsewhere)
  • ../Modding/Tools
    • ../Tools/BethINI Standalone
    • ../Tools/DynDOLOD
    • ../Tools/LOOT
    • ../Tools/Mod Organizer 2
    • ../Tools/xEdit
    • ../Tools/xLODGen


STEP 2[edit | edit source]

Tool Configuration

Mod Organizer 2 - Configuration[edit | edit source]

Initialization[edit | edit source]

STEP recommends using all applications as standalone programs, including Mod Organizer 2. The below instructions for MO2's first run reflect this. If MO2 is run in Portable mode, users will need to adjust the instructions as appropriate. To initialize Mod Organizer 2:

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


  1. Launch MO2 by running its executable (e.g. ..Modding/Tools/Mod Organizer 2/ModOrganizer.exe)
  2. Upon launch, users will have a choose between setting it up as portable or create a new instance. Choose [New - Create a new instance.]
  3. Select SkyrimLE from the drop-down and choose [OK].
    • A prompt will appear informing you about the option of changing the location of data stored. Read it and click [OK].
  4. The installer should automatically detect the Skyrim LE installation (e.g. ..Steam/steamapps/common/Skyrim). Select it.
    • If it didn't find the location, browse to to the Skyrim LE installation path.
  5. Another prompt will appear for first time installers asking to run the tutorial or not. First time MO users should run it for a quick lesson on MO. Experienced MO users can skip it.
  6. MO2 is now ready to use.

Settings[edit | edit source]

The only settings covered here are to enable MO to download mods from Nexus.

➕ [Click to show]➖ [Click to hide] Nexus Mods Connection


  1. Open the MO settings by clicking on the Configure settings and workarounds icon.
  2. Click on the Nexus tab.
  3. Click the [Connect to Nexus] button under the Nexus Connection section.
  4. This opens a browser window to Nexus Mods. If necessary, login. Then click the [Authorize] button and close the window.
  5. Upon returning to MO window, users should find their Nexus account information populated.
  6. Click [OK] to close the settings window. If MO prompts a restart, let it.

Profile Setup[edit | edit source]

Now users will take advantage of Mod Organizer's profile feature by creating/editing two profiles for use during this Guide:

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


  1. Launch MO2, choosing the Skyrim LE Instance.
  2. On the default profile, arrange the mods in the left pane in the following order:
    1. DLC: Dawnguard
    2. DLC: HearthFires
    3. DLC: Dragonborn
  3. Click the Configure Profiles button on the menu bar.
  4. Select the Default profile and click [Rename].
  5. Rename this profile to Vanilla Skyrim or something similar
  6. Ensure the Use profile-specific Game INI Files box is ticked and select [OK].
    • Users can also tick Use profile-specific Save Games, if desired.
  7. Ensure the renamed profile is still selected and click [Copy].
  8. Name the new profile STEP Skyrim LE, or anything similar.
  9. Tick the same boxes from step 6, above.
  10. Close the window by clicking [Close].
    • Users will likely see a window 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).
  11. Ensure that the STEP Skyrim LE profile is the currently selected profile in the Profile drop-down menu.

Tool Setup[edit | edit source]

All tools installed in Step 1 should be added to MO2. Some tools will have been auto-detected and added already; however, ensure the settings below are set for all tools, regardless. xEdit is used for this example:

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


  1. Click the [Configure the executables...] 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. The following arguments can be helpful. Input them in the Arguments field separated by a single space:
    • e.g. -IKnowWhatImDoing -TES5 -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. Click [Apply].
  7. Repeat these steps to add the remaining executables as indicated in the table below:


Tool Setup Table

Executable Title Argument(s)
TES5Edit.exe xEdit -IKnowWhatImDoing -TES5 -AllowMasterFilesEdit
SSEEditQuickAutoClean.exe xEditQuickAutoClean -TES5
DynDOLOD.exe DynDOLOD -TES5
LOOT.exe LOOT --game="Skyrim"
TexGen.exe (installed with DynDOLOD) TexGen -TES5
xLODGen.exe xLODGen -lodgen -tes5 -o:"C:\Modding\Tools\xLODGen\xLODGen_Output\"

Users can arrange their tools in any order they wish 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 [OK] button.

BethINI Setup[edit | edit source]

BethINI needs to be run for the current MO2 profile to establish the INIs before beginning the mod installations. To do this:

➕ [Click to show]➖ [Click to hide] BethINI Initialization and Setup


  1. Close MO2 and run BethINI (e.g. ..Modding/Tools/BethINI/BethINI.exe).
  2. Select "Skyrim" from the game selection box.
  3. Allow BethINI to handle custom INIs, if prompted.
  4. Go to the Setup tab
    • Ensure the Game path is correct (e.g. ../Modding/Steam/steamapps/common/Skyrim).
    • Ensure the Mod Organizer path is correct (e.g. ../Modding/Tools/Mod Organizer 2).
    • For the INI Path, select Mod Organizer - STEP Skyrim LE from the drop-down menu. NOTE: This depends on the MO2 Profile Setup
      • If BethINI does not automatically find the profiles, browse to MO2's /Profile folder.
      • For 'instance' users, the profile will be stored in the user's /AppData folder (e.g. %LOCALAPPDATA%/ModOrganizer/STEP Skyrim LE/profiles/)
    • BethINI should restart whenever the INI path changes in order to associate the MO2 profile information.
  5. Return to the Setup tab.
    • The “Automatically Check for Updates”, “Auto-detect Invalid Settings”, and “Modify Custom INIs” boxes should be ticked.
    • If BethINI will be used for multiple games from a single installation, the “Always Select Game” box should be ticked.
  6. Select the Basic tab.
    • Ensure the Window Resolution matches the system resolution.
    • The recommended Antialiasing is "TAA".
    • The other recommended options to tick are:
      • Windowed Mode
      • Borderless
      • Vsync
      • Lock Frame Rate (optional) This reduces 'tearing' effects and is optional, depending on whether or not the graphics software is used to limit frame rate.
    • The [Medium] Preset is recommended as a baseline to avoid problems before initial testing when guide setup is complete (this can be changed at any time later).
    • Tick the box for Recommended Tweaks.
  7. Select the Detail tab.
    • Untick Reflect Sky (water reflections are not accurate with respect to the LOD of most custom builds)
  8. Return the the Basic tab, and click [Save and Exit].


Users now have a minimal setup for the game INIs for testing and running the game during the mod installations. Once all mods have been installed, BethINI will be run again to complete the INI setup.

Users should now relaunch Mod Organizer and ensure the STEP Skyrim LE profile is selected to continue with the Guide.

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.
    Template:Alert small
  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.
Info-Logo.png

NOTE

When running LOOT before completing the STEP Guide, additional warnings may be indicated. These will all be fixed by the end of this guide.

Up to this point, users should only have the following plugins, in the order listed:

  1. Skyrim.esm
  2. Update.esm
  3. Dawnguard.esm
  4. HearthFires.esm
  5. Dragonborn.esm

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

Cleaning Vanilla Master Files[edit | edit source]

To resolve potential issues later, the vanilla plugin masters should be cleaned with xEdit.

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/TES5Edit Backups) inside of Overwrite at the bottom of the MO mod list (left) pane.

Clean the Masters[edit | edit source]

Vanilla masters should be cleaned in the following order:

  1. Update.esm
  2. Dawnguard.esm
  3. Hearthfires.esm
  4. Dragonborn.esm
  1. Follow the standard cleaning procedures to clean Update.esm.
  2. Once Update.esm is cleaned, next clean Dawnguard.esm using the standard cleaning procedures.
  3. Next, complete the manual cleaning below for Dawnguard.esm...
➕ [Click to show]➖ [Click to hide] Toggle Dawnguard manual cleaning procedures...


  1. Run xEdit from MO.
  2. At the prompt, double-click on Dawnguard.esm.
  3. Once loaded, type in 00016BCF in the FormID field (above the mod list) and hit [Enter/Return].
  4. In the right pane, find the "XEZN - Encounter Zone" record.
  5. In the Dawnguard.esm column, right-click on the "RiftenRatwayZone [ECZN:0009FBB9]" entry and select [Remove].
    • If a prompt appears select Yes for each of these removals.
  6. In the FormID field again, type in 0001FA4C and hit [Enter/Return].
  7. On the Dawnguard.esm column, right-lick on the "Dawnguard.esm" header and select [Remove].
  8. In the FormID field again, type in 0006C3B6 and hit [Enter/Return].
  9. On the Dawnguard.esm column, right-lick on the "Dawnguard.esm" header and select [Remove].
  10. Now close xEdit.
  11. Ensure Dawnguard.esm is ticked in the pane, Backup plugins is ticked at the bottom of the prompted window and click [OK].


Once Dawnguard's manual cleaning is complete, follow the standard cleaning procedures to clean Hearthfires.esm, and then finally, Dragonborn.esm.

Moving the Cleaned Files[edit | edit source]

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:

➕ [Click to show]➖ [Click to hide] Toggle instructions


Cleaned Masters

  1. On the MO window, click the [Open list options...] button at the top of the left pane, next to the profile selection drop-down.
  2. Choose Create empty mod, name it Cleaned Vanilla Masters, and click [OK].
  3. Move this mod up the MO mod list to just after "DLC: Dragonborn".
  4. Enable the new mod listing.
  5. In MO, hold Ctrl and double-click on the now-empty Cleaned Vanilla Masters mod to open it in Windows Explorer.
  6. Click the [Show Open Folders menu...] button above the MO mod list (left) pane, and select Open Game Folder to open the game folder in Windows Explorer (e.g. ../Modding/Steam/steamapps/common/Skyrim/, and open ../Data.
  7. Move the four cleaned master files from ../Data into ../Cleaned Vanilla Masters.

Original Masters

  1. In MO, scroll to the end of the mod list (left) pane, and hold Ctrl + double click on Overwrite to open in Explorer.
  2. Inside the "TES5Edit 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).
  3. Click the [Show Open Folders menu...] button above the MO mod list (left) pane, and select Open Game Folder to open the game folder in Windows Explorer (e.g. ../Modding/Steam/steamapps/common/Skyrim/
  4. Move or copy the renamed files into the 'real' game "Data" directory (../Data), choosing to overwrite/replace, if asked.
  5. All Explorer windows can be closed now.
  6. Right click on Overwrite, select [Clear Overwrite], and click [OK].
Moicon.png

MO2

Any time Bethesda updates these master files, they will likely need to be cleaned again and replaced in MO2. 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 should reflect:

  1. DLC: Dawnguard
  2. DLC: HearthFires
  3. DLC: Dragonborn
  4. Cleaned Vanilla Masters

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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 Skyrim LE - 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 Skyrim LE - 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 Skyrim LE Mod List


At this point users should have their systems fully set up and ready to install mods . Users who are unaware of how to complete mod installations using MO2 should return to that Guide and refresh their knowledge. 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 Instructions.
  • After installing a mod, enable the mod in MO.
  • If no Instructions or STEP recommendations are provided for a particular mod, all options are applicable.
  • 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 (ESMs/ESPs), 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. To create a separator:

  1. Click the Open list options 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 Quality DLC Notes
Mod (patch not required)Wikilink.png Baseline LowQuality.png HighQuality.png
DB
Notes
Mod (requires patch)Wikilink.png Baseline LowQuality.png
DG
Notes


Mod Table Legend[edit | edit source]

Patch Requirement A green vertical bar in the row at the immediate left-hand column of the table before the mod name indicates that the mod is required by the STEP Patches.
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.
Quality Indicates if there are lower or higher quality options for the mod relative to the Baseline recommendation:
 LowQuality.png       Relative to Baseline, a lower quality, less demanding version of the mod is also available.
      HighQuality.png  Relative to Baseline, a higher quality, more demanding version of the mod is also available.
 LowQuality.png HighQuality.png  Relative to Baseline, both lower and higher quality versions of the mod are available.
Notes 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'." In other cases, there may only be one appropriate option, which fits the STEP Mandate. These instructions will take the form of: "Download and install 'Option A'." Users will also see links displayed as: Detailed instructions available. Users should follow these links to find 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/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/RowTemplate: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/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/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/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/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/Row


13-Gameplay-Immersion[edit | edit source]

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

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14-Gameplay-Quests[edit | edit source]

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

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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

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17-Locations[edit | edit source]

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

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18-Lighting and Weather[edit | edit source]

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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
Mod Name Baseline Instructions

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Generating Animation Files[edit | edit source]

Once FNIS 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 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, 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 FNIS Output and click OK.
    • This will create a new mod listing in the left pane for the FNIS 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

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Sorting and cleaning the new load order[edit | edit source]

Before moving on, users should run LOOT, sort, and accept the default load order provided. Users should also take note of any plugins that LOOT reports as needing to be cleaned and perform the standard cleaning procedures on these mods. Keep in mind that LOOT tends to lag behind on the report information, therefore, it will not always be accurate. Users should ignore any reported missing compatibility patches. The STEP Patches take care of all the patching, thus eliminating the need for those additional plugins.

Users should be aware the new STEP Patches are designed to work with a default, LOOT-sorted order. This eliminates the need to set rules on the load order, thus, reducing user tasks and streamlines the Guide's installation. From this point on, users should:

  • Sort their load order using LOOT when adding, removing, updating mods that adds, removes, or replaces a plugin (ESM, ESP) from their load order.
  • Update LOOT (the program) any time it notifies their is an update available.
  • For good measure, ALWAYS sort your load order by running LOOT before running the game.
Info-Logo.png

NOTE

At this point, it's a good idea to launch a NEW GAME to verify that Skyrim loads without CTD (after sorting with LOOT). The game should successfully load into the Alternate Start character generation interface. If so, just Alt + Tab to close Skyrim. If the game crashes, there is a problem with load order, enabled mods, or any number of things missed in the above instructions. Please review mods installed and enabled as compared to this guide and ensure LOOT is run and plugins sorted.


STEP 5[edit | edit source]

Level of Detail (LOD)


Users should now have all the mods and patches installed and sorted. The next step is to generate custom LOD data for the modded setup. Thankfully, xLODGen and DynDOLOD makes generating the data fairly simple. Before moving on, create three empty mods to use for the output files in this section:

  1. Right-click on Overwrite in the mod list in MO and hover over All Mods (this can also be done from the menu at the top of the left pane in MO as described earlier).
  2. Select, Create empty mod.
  3. Name it (TEMP) - LE Terrain - Tamriel - xLODGen (recall that 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.
  4. Repeat these steps to create three other new mods named:STEP LE - xLODGen Output, STEP LE - TexGen Output, and STEP LE - DynDOLOD Output; or anything unique and descriptive to their source/function.
  5. Place these other new mods directly after (TEMP) - LE Terrain - Tamriel - xLODGen.


The last few mods in the mod list should now reflect the following (numbering is approximate):

  1. DLC: Hearthfires
  1. ...
  2. (TEMP) - LE Terrain - Tamriel - xLODGen
  3. STEP SSE - xLODGen Output
  4. STEP SSE - TexGen Output
  5. STEP SSE - DynDOLOD Output
Info-Logo.png

NOTE

Because order is so important for properly generating all of the data, follow this section in the order it's presented!

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 LE-Terrain-Tamriel.esm.
  2. Place the file in the (TEMP) - LE Terrain - Tamriel - xLODGen folder in MO and enable (tick) the mod.
    • If the Overwrite folder isn't empty, it should be. Remove or delete all files/folders.
  3. Ensure the new plugin is active in the plugin list (ticked).
  4. Ensure the (TEMP) - Cathedral Landscapes - LODGen and (TEMP) Magestic Mountains - LODGen mods from the Foundation mod group are enabled, as these will be used by xLODGen to regenerate corrected landscape and mountain LOD.
  5. 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:
  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 LE - 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 LE - xLODGen Output mod.
  5. Disable (TEMP) - LE Terrain - Tamriel - xLODGen and (TEMP) - Cathedral Landscapes - xLODGen mods (only needed as a xLODGen resources). NOTE: (TEMP) Magestic Mountains -LODGen will still be needed for object LOD.

DynDOLOD[edit | edit source]

Users will now create object LODs using Dynamic Distant Objects LOD (DynDOLOD). DynDOLOD is one part mod and one part tool. Users should already have both parts installed from earlier in the Guide.

Run TexGen[edit | edit source]

TexGen, shipped with DynDOLOD, is a program that will generate custom object LOD textures based on enabled mods. This means distance object textures will better match their fully rendered counterparts. To run TexGen:

➕ [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. STEP Recommends:
    • GPU with VRAM ≤ 4 GB:
      • LOD Texture Size = 512
      • Diffuse Alpha = BC3
      • Normal Specular = BC7 Max
      • Diffuse = BC1
      • Normal = BC7 Max
    • GPU with VRAM > 4 GB:
      • LOD Texture Size = 1024
      • Diffuse Alpha = BC7 Max
      • Normal Specular = BC7 Quick
      • Diffuse = BC7 Max
      • Normal = BC7 Quick
  3. Once the option has been chosen, click [Start].
  4. Once the completed message has appeared (5-30 minutes, depending on the PC), click [Exit].
  5. Navigate to the DynDOLOD TexGen_Output folder location (e.g. ../Modding/Tools/DynDOLOD/TexGen_Output).
  6. Copy or cut the files from the TexGen_Output folder.
  7. In MO2, hold down the Ctrl key and double-click on the STEP Skyrim LE - TexGen Output mod created previously. This opens the mod's folder in an Explorer window.
  8. Paste the files into the mod's folder, and close the window.
  9. Enable the STEP Skyrim LE - TexGen Output mod in MO.


Run DynDOLOD[edit | edit source]

DynDOLOD will now be run to generate the remainder of the LODs for the game. Users have the options of generating higher quality 3D Trees or generating the standard tree LOD. Following one of the two sets of instructions below, depending on the option desired.

Standard (2D) Tree LOD[edit | edit source]
➕ [Click to show]➖ [Click to hide] Instructions for Standard Trees


  1. Run DynDOLOD from the MO2 executable drop-down list.
  2. Click [Advanced] once the main tool window is displayed.
  3. Select all worldspaces.
  4. Ensure the following are ticked:
    Candles
    FXGlow
    Generate static LOD
    Generate tree LOD
    Create texture atlas
    Generate DynDOLOD
    Windows
    High
  5. Set Max tile size equal to the texture size used for TexGen previously.
  6. Keep the default Output Path and click [Medium]. NOTE: Users with systems able to handle High settings, may do so.
  7. Click [OK], and get a cup of coffee. This takes ~20-30 minutes on SSDs.
  8. Once the completed message has appeared, click [Save & Exit].
3D Tree LOD[edit | edit source]

This Guide will result in Hybrid 3D Trees. Full 3D trees are possible, but are not recommend for gameplay; thus, not covered here. Hybrid 3D Trees are a performance friendly option for high quality tree LODs. It generates 3D branches with 2D trunks.

➕ [Click to show]➖ [Click to hide] Instructions for 3D Trees


  1. Open the ./DynDOLOD SE folder (e.g. ../Modding/Tools/DynDOLOD/).
  2. Open the DynDOLOD_SSE.ini file (e.g. ../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini)
  3. Set TreeLOD=0
  4. Run DynDOLOD from the MO2 executable drop-down list.
  5. Select all worldspaces.
  6. Ensure the following are ticked:
    Candles
    FXGlow
    Generate static LOD
    NOTE: "Generate tree LOD" will be greyed out as 'N/A' if TreeLOD=0 was set in DynDOLOD.ini as described above.
    Create texture atlas
    Generate DynDOLOD
    Windows
    High
  7. Set Max tile size equal to the texture size used for TexGen previously.
  8. Keep the default Output Path and click [High]. NOTE: The High preset is the only preset that will generate 3D Trees! NOTE: If High is too performance heavy, users can select another preset and manually edit the tree line in the mesh rules to match how it reads from the High preset.
  9. Click [OK], and get a cup of coffee.
  10. Once 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 LE - 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. Disable (TEMP) Majestic Mountains - LODGen.
  7. Ensure the DynDOLOD esm and esp files are ticked in the right pane.
  8. Sort with LOOT.
  9. Ensure DynDOLOD.esp is the last plugin in the load order and enabled. If not, sort with LOOT.


Occlusion[edit | edit source]

Users will now use xLODGen to update the occlusion data for the new mod list. During so will prevent holes in the distance landscape that is notoriously bad over water cells. To do this:

➕ [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: 100
    • 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 LE - 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 do users need to rebuild LODs?[edit | edit source]

Users should rebuild their LODs any time mods are installed or removed that include added, removed, or relocated exterior objects such as buildings, roads, trees, etc.


STEP Packs[edit | edit source]

Community Add-ons

STEP Packs are generally intended to go over the STEP:Core build. Be certain to read the Pack instructions to determine what build the Pack is dependent upon.

Moicon.png

MO2

You will now experience one of the reasons why Mod Organizer is the chosen mod-management utility for STEP. Pack installation is a breeze, as it is possible to have profiles for each build dependency that a given Pack relies upon.

Consider reviewing some of the Packs that our users have been developing to augment STEP.

STEP Packs

User Contributions[edit | edit source]

How YOU Can Help

STEP can only get bigger and better with help from the user community. Even simply maintaining the current STEP is too much work for the core STEP team to ensure that the highest quality is maintained. We need people to help us identify mods that improve Skyrim while adhering to the STEP Mandate. We also need ongoing reviews and updates on mods that may be causing problems or that stray from the STEP philosophy. Finally, we need help from the community in terms of testing, benchmarking and analysis. More detail is presented in the Mod Testing Guide.

In order to suggest a mod, visit the Mod Suggestions section of the STEP Forums.

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NOTE

The STEP team will be beta testing a new mod-testing procedure and interface currently in final stages of development here on the STEP Wiki. Anyone interested in testing mods of any kind --whether included in STEP or not-- should contact the STEP administrators by email or on the forums (click on the link in upper left of header).

Call for Wiki Content Editors[edit | edit source]

The STEP Community Wiki is open to editing by all registered community members; however, we need assistance maintaining and creating new supporting content. We are particularly interested in obtaining a few people with a passion for writing and editing. Familiarity with wiki markup is preferable but not necessary. Interested parties please contact z929669 via PM on the forums (Please register on the forums and see the very bottom of the Forum Team page).

Call for STEP Mod Testers[edit | edit source]

STEP users interested in becoming testers, please contact z929669 via PM on the forums (Please register on the forums and see the very bottom of the Forum Team page). Once registered, record your system specs by clicking on the button and filling out the form. These specs will be associated with performance data by tester. Before deciding, read through the Mod Testing Guide to get a sense what mod testing involves.

Call for STEP Benchmarks[edit | edit source]

Users interested in helping out with the STEP Benchmarking Project, see our benchmarking guidelines and submit results on the forums (see link at upper left of site header bar).

Call for Forum Moderators[edit | edit source]

Regular STEP forum users interested in becoming moderators, please contact z929669 via PM on the forums (Please register on the forums and see the very bottom of the Forum Team page).


Thank you for reading and enjoy the game!


Credits[edit | edit source]

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

  • The authors of mods recommended in STEP
  • The authors of mods who granted permission for their mods to be placed inside the STEP Compilation
  • The core STEP Community for feedback, suggestions and input
  • The STEP testers for their good humor and rigorous analyses
  • The Nexus community
  • Bethesda Softworks for Skyrim (and TES in general)
  • Tannin for continued development and support of Mod Organizer


The core STEP team is:[edit | edit source]
  • DoubleYou - Release coordinator, Mod Organizer doctor, Wiki editor
  • EssArrBee - Release coordinator, Fallout survivor, STEP Patches maintainer
  • stoppingby4now - Main site developer, Semantic Mediawiki developer & extraordinaire, site founder
  • TechAngel85 - Release coordinator, ENB guide leader, FOMOD extraordinaire
  • TheCompiler - STEP creator, mod-list extraordinaire
  • z929669 - Wiki & forums content editor, main site administrator, hosting maintenance, site founder
  • Other active volunteer staff: Aiyen, GrantSP, GSDfan, hishutup, Kelmych, kryptopyr, oqhansoloqo, phazer11, rootsrat, torminater, WilliamImm, Xaviien
  • Farlo - Mediawiki developer & extraordinaire, Mod-list co-compiler, forums admin, site founder (out of commission since November, 2013)
  • MontyMM - Solutions developer (Semi-Automatic STEP), site founder (out of commission since December, 2013)

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