SkyrimSE:0.1.0: Difference between revisions

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{{GuideTitle|releasedate=June 11, 2017}}<br>
{{GuideTitle|releasedate=December 25, 2019}}<br>
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<div class="nonumtoc">{{TOC right}}</div>
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<blockquote style="color:#ddd;">- Visit the [http://forum.step-project.com/ forums] and provide feedback related to STEP.   
==STEP SE Core Guide==
Per our previous release, the "STEP Guide" [[STEP:versioning|versioning scheme]] facilitates our move towards a major change in the way we not only create guides but also with respect to our entire website and methodology. In totality, we've been calling this "STEP 3.0". This Guide version is "0.1.0" (since this a new guide specific to Special Edition, it's versioning starts fresh). It's a prequel or "Beta" to the Guide we will release with STEP 3.0. While we don't consider this release quite to the standards of a full-blown 'major' release, it still represents the entirety of the Guide as it will be released.
 
{{fc|#ddd|'''There has been so many changes that we highly recommend users reviewing the [{{canonicalurl:Changelog/{{PAGENAME}}}} Changelog], for all the fine details.'''}}
 
<blockquote style="color:#ddd;">- Visit the [https://stepmodifications.org/forum/ forums] and provide feedback related to STEP.   
<br >
<br >


- Also visit the STEP [http://www.facebook.com/pages/STEP-Skyrim-Total-Enhancement-Project/175289219235392?sk=info Facebook page] maintained by TheCompiler (Daniel) and TechAngel85 (Jeremy).
- Also follow STEP on [https://www.facebook.com/pages/STEP-Skyrim-Total-Enhancement-Project/175289219235392?sk=info Facebook].
<br >
<br >


- To support hosting and maintenance of the STEP Community Project, [https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=N5TLCEMXY7KQU contributions are welcome].</blockquote>
- To support hosting and maintenance of the STEP Community Project, [https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=N5TLCEMXY7KQU contributions are welcome].</blockquote>
==STEP 2.10.0 Highlights==
With this version of STEP comes a change in our [[STEP:Versioning|versioning scheme]]. We realized from the last few releases the Guide needed a different solution for the versioning scheme. Up until now, we have included the underbelly of STEP as the first digit in our scheme. This meant major changes to software (like forum software and wiki upgrades) would count as STEP 1.x.x, STEP 2.x.x, and so on. This was not the best standard for us to use. Therefore, from this release and beyond, the versioning of STEP will go as: {{fc|addition|Major}}.{{fc|change|Minor}}.{{fc|important|Hotfix}}.
* {{fc|addition|Major}} - Introduce fundamental new functionality, tools, or methods. (e.g., Official Pack implementation [i.e., STEP Extended, STEP Lighting, STEP-sponsored Packs], BOSS to LOOT, Wrye Bash to MO).
* {{fc|change|Minor}} - changes to mod lineup.
* {{fc|important|Hotfix}} - Change/fix Guide instructions that require amendment to the changelog (however large or small) and any other 'hotfixes' (e.g., changes to mod install order).
''For more information about the versioning scheme, see the link posted above.''
Until now, we had been working up to STEP 2.3.0 as our next major release. With the change in the versioning scheme, we'll now be working towards STEP 3.0.0! From this release and beyond, each release will be a step towards bridging our move to the new paradigm. What does this mean for this release? This means that while there are no drastic changes to the Guide's structure, we have again fine-tuned the STEP setup to bring you a fluid mod list to enhance the beauty and feel of Skyrim.
A few of the larger changes in this release are:
* We have replaced [[Skyrim HD]] with [[Skyrim Realistic Overhaul]] has our baseline for all textures.
* Gone are several of the old character mods including: XCE, XCE - Dawnguard, Better Beast Races, and Better Freckles. These mods have been replaced by alternative selections.
* The entire Characters & Creatures section of the Guide has seen significant refinement.
* Many of the older mods in the Guide have been removed and replaced with more recent solutions.
* The entire INI section has been replaced with BethINI.
* There has been so many changes that we highly recommend users reviewing the [[Changelog/2.10.0|changelog]], for all the fine details.
<br>
<br>
<br>
<br>
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= About STEP =
= About STEP =
<div style="color:#ccc; text-align:center; font-size:1.4em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">A Foreword</div>
<div style="color:#ccc; text-align:center; font-size:1.4em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">A Foreword</div>
Created by [http://wiki.step-project.com/User:TheCompiler 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 modding template. New modders can follow STEP explicitly to achieve an enhanced, vanilla experience, or more experienced modders may use it as general guide to build a foundation from.  
Created by [https://stepmodifications.org/wiki/User:TheCompiler 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 modding template. New modders can follow STEP explicitly to achieve an enhanced, vanilla experience, or more experienced modders may use it as general guide from which to build a foundation.  


The STEP team collects information from the modding community through extensive mod testing, detailed reviews, feedback, and suggestions exchanged on the [http://forum.step-project.com/ STEP Community Forums]. Posting [http://wiki.step-project.com/Guide:STEP_Community_Citizenship 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 STEP-ers.
The STEP team collects information from the modding community through extensive mod testing, detailed reviews, feedback, and suggestions exchanged on the [https://stepmodifications.org/forum/ STEP Community Forums]. Posting [https://stepmodifications.org/wiki/Guide:STEP_Community_Citizenship 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.
<br/>


===New to Modding?===
We recommend that you ...
* read through this Guide at least once before attempting installation.
* follow all linked guides and read through them, as well.
There is a lot of information to absorb and learn in order to successfully build a modded game. We and the community, have brought together a lot of this information into guides as a free and hopefully convenient resource for all. New and experienced modders alike will find many answers within these guides and linked resources. This guide is written in such a way that it expects users to know the basics of modding and related tools (e.g., mod managers, LOD optimizers, configuration utilities, etc.). However our support forums are always available for visitors.


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


*{{fc|#e6b69e|Core mods}}: Mods that are Core to the STEP Guide collectively known as [[STEP:Mandate#STEP:Core|STEP:Core]]. STEP:Core is an installation of ONLY [[#Mod_Tables_Legend|Core mods]] listed in the mod tables within [[#STEP_2|STEP 2]] of this Guide.
*{{Fc|salmon|Baseline}}: An installation of a mod using the recommend file option listed within the '''''Baseline''''' column of the mod tables below.
*{{fc|#e6b69e|Extended mods}}: Mods that are not Core mods in the STEP Guide collectively known as [[STEP:Mandate#STEP:Extended_.28aka:_the_STEP_Pack.29|STEP:Extended]]. STEP:Extended is an installation of ALL mods listed in the mod tables within [[#STEP_2|STEP 2]] of this Guide.
*{{Fc|salmon|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''".
*{{fc|#e6b69e|Baseline}}: An installation of a mod using the recommend baseline option listed within the '''''Baseline''''' column of the mod tables.
*{{fc|#e6b69e|STEP Patches}}: A "patch" is a plugin which allows two or more mods to work together without conflict. The "''STEP Patches''" are the same thing but allow for all of the mods in the STEP Guide to work harmoniously together. {{fc|#ddd|'''All users should use the STEP Patches unless a custom patch will be made'''}}; even then the STEP Patches can be used as a base to make a custom patch for STEP + other mods. The STEP Patches are installed with the [[STEP Compilation]] in Section N of this Guide. Users should determine whether or not they will be using a STEP Patch before starting [[#STEP_2|STEP 2]] due to select mods having alternative installation steps for users not installing a one of the Patches.


==Minimum System Requirements for STEP:Core==
== Minimum System Requirements ==
We recommend the following hardware configuration for running a Baseline installation. The ''minimum'' requirements will allow most users to install and run the STEP Baseline recommendations, which provide a good performance/quality trade-off. The ''recommended'' requirements will allow most users to install and run a modded setup beyond that of Baseline with higher quality options. For those wishing to use the highest quality options available with higher resolutions than 1920x1080, be advised that a more powerful system will likely be required.
We recommend the following hardware configuration for running a ''STEP SE Core'' installation at a resolution of 1920x1080. The minimum requirements will allow most users to install and run the Baseline options, which are Skyrim SE's recommended requirements. The recommended requirements for this Guide will allow most users to install and run a modded setup beyond that of the Baseline options (higher quality options). For those wishing to use high quality options at resolutions higher than 1920x1080, be advised that a more powerful system will likely be required.
<br/><br/>


{| class="sitetable" style="width:60%; float:left;"
{| class="sitetable" style="width:60%; float:left;"
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|-  
|-  
! style="color:#ccc; text-align:left;"| Windows OS
! style="color:#ccc; text-align:left;"| Windows OS
| style="text-align:left;"| Windows 7 32-bit
| style="text-align:left;"| Windows 7 64-bit or later
| style="text-align:left;"| Windows 7 64-bit or later
| style="text-align:left;"| Windows 7 64-bit or later
|-  
|-  
! style="color:#ccc; text-align:left;"| CPU
! style="color:#ccc; text-align:left;"| CPU
| style="text-align:left;"| Intel Core i3/equivalent (dual core)
| style="text-align:left;"| Intel Core i5-2400 or equivalent
| style="text-align:left;"| Intel Core i5/equivalent or higher
| style="text-align:left;"| Intel Core i5-4430 or equivalent
|-  
|-  
! style="color:#ccc; text-align:left;"| System RAM
! style="color:#ccc; text-align:left;"| System RAM
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|-  
|-  
! style="color:#ccc; text-align:left;"| GPU
! style="color:#ccc; text-align:left;"| GPU
| style="text-align:left;"| Nvidia GTX 660 2GB VRAM / AMD Radeon HD 7850 2GB
| style="text-align:left;"| Nvidia GTX 780 3GB / AMD R9 290 4GB
| style="text-align:left;"| Nvidia GTX 660 2GB VRAM / AMD Radeon HD 7850 2GB / or better
| style="text-align:left;"| Nvidia GTX 970 or equivalent or better
|-  
|-  
! style="color:#ccc; text-align:left;"| Monitor Resolution
! style="color:#ccc; text-align:left;"| Monitor Resolution
| style="text-align:left;"| 1366x768
| style="text-align:left;"| 1920x1080
| style="text-align:left;"| 1920x1080
| style="text-align:left;"| 1920x1080 or higher
|}
|}
{{clear|left}}
{{clear|left}}


<br />{{Notice|text={{fc|#ddd|'''Start Out Clean!'''}}
== Time Requirement ==
Users should be aware that it will usually take several hours to complete a STEP Guide from start to finish. STEP encourages users to always follow proper [https://uhs.princeton.edu/health-resources/ergonomics-computer-use computer ergonomics] when modding. Remember to take breaks and happy modding!
<br/>
<br/>
 
= STEP 1 =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Game & Tool Installation</div>
== Game Installation and Modding Setup ==
 
{{alert|type=notice|text={{fc|#ddd|'''Start Out Clean!'''}}


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.<br>
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.<br>
{{fc|#ddd|'''PLEASE READ EACH SECTION BELOW CAREFULLY'''}}, as no information included in this Guide is irrelevant!}}
{{fc|#ddd|'''PLEASE READ EACH SECTION BELOW CAREFULLY'''}}, as no information included in this Guide is irrelevant!}}
<br/>
Before continuing with this Guide, users who have not completed the [[Guide:SystemSetupGuide|System Setup Guide]] should stop and do so now. Before continuing, users should already have the game installed and folder structure set up for modding. Our mod-build guides are written with the expectation of the linked setup process already being completed. Users deviating from our recommendations will need to adjust the instructions in our guides accordingly.
== Mod Organizer 2 ==
Mod Organizer 2 is the successor to Mod Organizer, and is now the official mod manager for all STEP mod-build guides. It supports both 32-bit and 64-bit versions of Bethesda games. The major changes it brings are ...
# '''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.
# '''New MO installation options''' - Users will have the choice between installing MO 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 MO is installed and used in “portable” mode. STEP recommends “standalone” mode for use with this guide. This allows us to design all of our mod-build guides around using MO's "Instances". This means one MO installation is used for all supported games. Users should decide how they wish to install and use MO before continuing; keeping in mind the space requirements mentioned in our [[Guide:SystemSetupGuide|System Setup Guide]].
<br/>
{{alert|type=notice|text=For more information about MO installation options, please see the [[Guide:Mod_Organizer| Mod Organizer Guide]].}}
== Tools Installation and Setup ==
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 ===
Users should install the tools to the location created while following the [[Guide:SystemSetupGuide|System Setup Guide]] (i.e., ../''Modding''/''Tools''/). Install the following tools to that location:
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::01-Tools]]
|mainlabel=-
|format=plainlist
|template=ModTableMods
|named args=yes
|link=none
|?ModName
|?ModGroup
|sort=OrderID
}}
}}
The ''Modding'' folder structure should now reflect:
* ../Modding/Steam (optional; may be installed elsewhere)
* ../Modding/Tools
** ../Tools/BethINI
** ../Tools/DynDOLOD
** ../Tools/LOOT
** ../Tools/Mod Organizer
** ../Tools/Wrye Bash
** ../Tools/xEdit
** ../Tools/xLODGen
<br/>
= STEP 2 =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Tool Configuration</div>
== Mod Organizer 2 - Configuration ==
=== Initialization ===
STEP recommends using all applications, including Mod Organizer 2, as standalone programs. The below instructions for MO's first run reflect this. If MO is ran in Portable mode, users will need to adjust the instructions as appropriate. To initialize Mod Organizer 2:
{{Spoiler|shown=Initialization Instructions|hidden=<br/>
# Launch MO by running its executable (i.e. ..Modding/Tools/Mod Organizer/ModOrganizer.exe)
# Upon launch, users will have a choose between setting it up as portable or create a new Instance. Choose to create a new Instance.
# Select '''{{NAMESPACE}}''' and choose '''OK'''.
#* A prompt will appear informing you about the option of changing the location of data stored. Read it and click past it.
# The installer should automatically detect the Skyrim SE installation (ie. ..Steam/steamapps/common/Skyrim Special Edition). Select it.
#* If it didn't find the location, browse to to the Skyrim SE installation path.
# 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.
# The last prompt will ask if MO can handle .NXM links from the browser. Allow it to do so.
# MO is now set up and ready to use.}}
=== Profile Setup ===
Now users will take advantage of Mod Organizer's profile feature by creating/editing two profiles for use during this Guide:
{{Spoiler|shown=Profile Setup Instructions|hidden=<br/>
# Launch MO, choosing the '''Skyrim SE''' Instance.
# On the ''default'' profile, arrange the mods in the left pane in the following order:
## DLC: Dawnguard
## DLC: HearthFires
## DLC: Dragonborn
# Click the Configure Profiles button on the menu bar.
# Select the “'''Default'''” profile and click “'''Rename'''”.
# Rename this profile to ''Vanilla Skyrim'' or something similar
# Ensure the '''Use profile-specific Game INI Files''' box is checked and select '''OK'''.
#* Users can also check the '''Use profile-specific Save Games''', if they wish.
# Ensure the renamed profile is still selected and click '''Copy'''.
# Name the new profile  "''STEP SE Core v0.1.0''",  or anything similar.
# Check the same boxes from step 6, above.
# Close the window by clicking '''Close'''.
# Ensure that the ''STEP SE Core'' profile is the currently selected profile in the '''Profile''' drop-down menu.}}
=== Tool Setup ===
The final step of setting up Mod Organizer 2 is to add all the tools to it, which were install in the previous step. Some tools will have been auto-detected and added for the user, however, ensure the settings below are set for all tools, even the auto-detected ones. Use the instructions below to add the tools to MO. xEdit is used for the example:
{{Spoiler|shown=Tool Setup Instructions|hidden=<br/>
# Click the '''Executables''' button at the top of the main Mod Organizer window.
# In the '''Title''' field type ''SSEEdit'' or ''xEdit''.
# In the '''Binary''' field either type the path to the ''SSEEdit.exe'' file or browse for it by selecting the '''...''' button (i.e. ..Modding/Tools/xEdit/SSEEdit.exe)
# {{fc|#ddd|(optional)}} The following arguments can be helpful. Input them in the '''Argument''' field separated by a single space:
#* ''-IKnowWhatImDoing'' : This turns off a warning present using users make edits.
#* ''-AllowMasterFilesEdit'' : By default xEdit will not allow master file editing. This allows users to these files.
#* ''-o:"Path/to output/folder"'' : This is the output path xEdit will use when it saves certain files. (i.e. ..Modding/Tools/xEdit/xEdit_Output)
# Check the '''Use Application’s Icon for shortcuts''' box.
# Click the '''Apply''' button.
# Repeat steps 2 through 6 for adding the executables from the table below; filling in the appropriate data. The titles we use are suggestions:}}
<br/>
'''Tool Setup Table'''
{| class="sitetable" style="width:50%; float:left;"
! Executable
! Title
! Argument(s)
|-
! style="color:#ccc; text-align:left;"| DynDOLOD64.exe
| style="text-align:left;"| DynDOLOD SE
| style="text-align:left;"| ''-{{AbbreviationTagged|{{NAMESPACE}} }}''
|-
! style="color:#ccc; text-align:left;"| LOOT.exe
| style="text-align:left;"| LOOT
| style="text-align:left;"| ''--game="Skyrim Special Edition"''
|-
! style="color:#ccc; text-align:left;"| SSEEditQuickAutoClean.exe
| style="text-align:left;"| xEdit Quick Auto Clean
| style="text-align:left;"| &nbsp;
|-
! style="color:#ccc; text-align:left;"| TexGen64.exe (installed with DynDOLOD)
| style="text-align:left;"| TexGen SE
| style="text-align:left;"| ''-{{AbbreviationTagged|{{NAMESPACE}} }}''
|-
! style="color:#ccc; text-align:left;"| WryeBash.exe
| style="text-align:left;"| Wrye Bash
| style="text-align:left;"| ''-o “path to Skyrim Special Edition folder”''<br>(i.e, ''-o "D:/Steam/steamapps/common/Skyrim Special Edition"'' )
|-
! style="color:#ccc; text-align:left;"| xLODGen64.exe
| style="text-align:left;"| xLODGen
| style="text-align:left;"| ''-lodgen -{{AbbreviationTagged|{{NAMESPACE}} }}''
|}
{{clear|left}}
Users can arrange their tools in any order they wish using the up and down buttons above the list. When complete, close the window by clicking the '''Cancel''' button.
== BethINI Setup ==
BethINI needs to be set up to run for the current profile in MO and ran to establish solid INIs before beginning the mod installations. To do this:
{{Spoiler|shown=BethINI Initialization|hidden=<br/>
# Close MO and run BethINI.
# Select ''Skyrim Special Edition'' from the game selection box.
# Allow BethINI to handle custom INIs, if prompted.
# Go to the '''Setup''' tab
#* Ensure the Game Path is correct (i.e., ../Modding/Steam/steamapps/common/Skyrim Special Edition).
#* Ensure the Mod Organizer path is correct (i.e., ../Modding/Tools/Mod Organizer).
#* If the MO path is correct, the '''INI Path''' menu will find the user’s profiles in MO. Select the profile created earlier in the Guide (''STEP SE Core v0.1.0'').
#** If BethINI does not automatically find the profiles, browse to MO's ''Profile'' folder.
#** For Instance users the profile will be stored in the user's ''AppData'' folder (i.e. C:/Users/UserName/AppData/Local/ModOrganizer/{{NAMESPACE}}/profiles)}}
At this time BethINI should restart to grab the correct INIs. Once it is restarted:
{{Spoiler|shown=BethINI Initial Setup|hidden=<br/>
# Return to the '''Setup''' tab.
#* BethINI will be used for multiple games from a single installation, thus users should check the “'''Always Select Game'''” box.
#* To prevent changes to the INIs, check the “'''Make INIs Read-Only'''” box.
# Select the '''Basic''' tab.
#* Ensure the '''Window Resolution''' matches the system resolution.
#* Click the '''Medium''' profile button (this can be changed at the end of the Guide).
#* Check the box for “'''Recommended Tweaks'''”.
# Now 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 ran again to complete the INI setup.
<br/>
<br/>
= STEP 3 =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Cleanup and Considerations</div>
== LOOT ==
At any time during the mod installation process LOOT should be used to sort plugin load order before running the game. This is necessary to ensure proper plugin priority (load order), which can have a dramatic impact on the game. To sort with LOOT:
# Launch LOOT via Mod Organizer 2 from the executables drop-down menu.<br/>{{AlertSmall‏‎|type=notice|text= If LOOT fails to start, try adding the following argument to it: ''--single-process''}}
# Click the “'''Sort'''” button at the top of the LOOT window.
# Examine the resulting order carefully and look for any alerts or warnings and address each (clean any mods it says has ITMs or UDRs)
# Click the “'''Apply'''” button, which has replaced the Sort button at the top.
# Close LOOT.
LOOT must be run any time a mod is installed that adds one or more plugins to the load order.
Up to this point, users should only have the following plugins, in the order listed:
# Skyrim.esm
# Update.esm
# Dawnguard.esm
# HearthFires.esm
# Dragonborn.esm
If the plugins are not in the order listed, run LOOT now.
== Cleaning Vanilla Master Files ==
To remove errors in the Bethesda master files, it is recommended they be cleaned with xEdit before modding begins. This ensures maximum stability and compatibility within the modding experience.
=== Standard Cleaning Procedures ===
{{Spoiler|shown=Toggle cleaning procedures|hidden=<br/>
# Run xEdit64 Quick Auto Clean from the drop-down executable list in MO.
# On the plugin selection window, double-click on the mod being cleaned (i.e., Update.esm, Dawnguard.esm, etc).
# xEdit will now automatically clean the "Identical to master" and "deleted" records from the selected mod.
# Once xEdit is done cleaning, click the '''X''' in upper right of the program window to close the program.
<!--# At the prompt, check the box next to the mod that was cleaned and the Backup Plugins box. Click '''OK''' to close the tool.-->
After the vanilla master files are cleaned, users should create separate mods for them in MO and restore the original files. This prevents users from having to re-clean the file after verifying their files in Steam. To do this, complete the following:
# Right-click in the modlist. Hover over '''All Mods''' and select '''Create empty mod''', name it “''MasterName.esm - Cleaned''” (i.e., Update.esm - Cleaned), and click '''OK'''.
# On the new mod listing that appears, right-click and select '''Open in explorer'''. Leave this folder opened.
# In a new window, open the Skyrim Special Edition Data directory (i.e., ''../Modding/Steam/steamapps/common/Skyrim Special Edition/Data'')
# Drag and drop the cleaned master file from Data to the "''MasterName.esm - Cleaned''" folder from step 2.
# Open the TES5Edit Backups folder found in Overwrite in MO (bottom of modlist) and rename the file to “''MasterName.esm''”.
# Drag and drop the renamed file from the TES5Edit Backups folder to the '''''Data''''' directory and choose to overwrite it, if asked.
# Close the explorer windows.
# Drag and drop the new ''MasterName.esm - Cleaned'' mod listing in MO directly below its vanilla master mod listing.}}
==== Update.esm, Hearthfires.esm, Dragonborn.esm ====
Follow the standard cleaning procedures to clean these master files, one at a time. Place the “''MasterName.esm - Cleaned''” mod listing for each below its vanilla master listing. ''Update.esm'' will not be listed in MO and ''Update.esm - Cleaned'' is placed at the top of the modlist.
==== Dawnguard.esm ====
Follow the standard cleaning procedures to clean ''Dawnguard.esm''.
Once the automatic cleaning is complete, Dawnguard also has some manual cleaning required. To do this,
{{Spoiler|shown=Toggle Dawnguard manual cleaning procedures|hidden=<br/>
# Run xEdit from MO.
# At the prompt, double-click on Dawnguard.esm.
# Once loaded, type in ''00016BCF'' in the FormID field (above the mod list) and hit '''Enter/Return'''.
# In the right pane, find the '''XEZN - Encounter Zone record'''.
# In the Dawnguard.esm column, right-click on the ''RiftenRatwayZone [ECZN:0009FBB9]'' entry and select '''Remove'''.
#* If a prompt appears select Yes for each of these removals.
# In the FormID field again, type in ''0001FA4C'' and hit '''Enter/Return'''.
# On the Dawnguard.esm column, right-lick on the '''Dawnguard.esm''' header and select '''Remove'''.
# In the FormID field again, type in ''0006C3B6'' and hit '''Enter/Return'''.
# On the Dawnguard.esm column, right-lick on the '''Dawnguard.esm''' header and select '''Remove'''.
# Now close xEdit, ensuring Dawnguard.esm is checked on the prompt.}}
After the manual cleaning is complete, create the mod listing as directed above and place the “''Dawnguard.esm - Cleaned''” mod listing directly below ''Dawnguard.esm''.
{{alert|type=notice|text= Any time Bethesda updates these master files, users should complete this cleaning process again. This ensures users have any fixes Bethesda may have included within their updates.}}
At this point, the Bethesda masters should be cleaned and the mod list order should reflect:
# Updated - Cleaned .esm
# DLC: Dawnguard.esm
# Dawnguard - Cleaned.esm
# DLC: HearthFires.esm
# HearthFires - Cleaned.esm
# DLC: Dragonborn.esm
# Dragonborn - Cleaned.esm
== Understanding the STEP Patches ==
A “conflict resolution” patch, or CR Patch, is a plugin that resolves conflicts between various active plugins. They allow users to use various mods together without any major issues, while still achieving the desired outcome from the mods. The STEP Patches are CR patches and more.
The STEP Patches are CR Patches built specifically for the mod list within this Guide. They are required to run the Guide without issues; providing conflict resolution between various mods. Additionally, the patches provide both mod integration and custom edits surrounding the use of specific mods. This means the patches are one part CR patch and one part mod.
Users should decide now, before installing any mods, whether or not they will be using the STEP Patches or creating their own. This decision will be referenced during mod installations below. Users who decide to install the STEP Patches will do so after the mod installations.
<br/>
{{alert|type=notice|text=Users installing only the Core mod list or only installing mods on top of this Core mod list, are '''recommended to use the STEP Patches'''! These patches will solve all conflicts for users installing only the Core mod list. For users adding a few additional mods on top of STEP Core, the Patches can be used as a foundation to build upon. This ensures a stable game.}}
<br/>
{{fc|#ddd|'''''We do not offer support for unpatched mod installations!'''''}}
[[STEP Patches Requirements]] - We recommend keeping the forum topic from the link open for referencing the list of required mods. This is helpful for users deciding whether or not to install a mod that may be required by the Patches.
Finally, we offer the following options in regards to Patches:
* '''STEP SE Core - Conflict Resolution Patch'''
** patches the entire STEP SE Core mod list besides the ''Lighting and Weather'' mod group.
* '''STEP SE Core - Lighting and Weather Patch'''
** patches the mods listed within the ''Lighting and Weather'' mod group with the rest of the STEP SE Core mod list.
** this is provided as a separate patch for users wanting to customize their own lighting and weather setup.
<br/>
= STEP 4 =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">STEP SE Core Modlist</div>
At this point users should have their systems fully set up and ready to install mods from the modlist below. Users who are unaware of how to complete mod installations using Mod Organizer 2 should return to that Guide and refresh their knowledge. When installing mods from the list below, keep the following in mind:
* Mods should be installed ''in the order that they are listed'' to ensure other mods further down the list overwrite those occurring before them. This is necessary to ensure the desired in-game effect.
* Mods are listed in alphabetical order within each section and any deviations from this ''are purposeful'' to achieve the desired outcome.
* Always install plugins (ESLs/ESMs/ESPs) unless otherwise noted.
* If there are no notes associated with a particular mod, then all options fit the our mandate and it's the user's decision which option to install. Mod notes only provide instructions where necessary; otherwise, STEP encourages user customization.
* Unless otherwise stated, follow LOOT's advice in regards to mod cleaning and sorting.
<br/>
{{alert|type=notice|text=STEP does not recommend extracting BSAs for this Guide. Each BSA has been manually checked by the staff to ensure the proper overwrites are maintained, without the need for extraction.}}
<br/>


== Mod Tables Legend ==
== Mod Table Reference ==
<p>The following is an example of the mod tables, found in [[#Step_2|Step 2]] below, followed by the legend for reading the table. Users should familiarize themselves with this information.</p>
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.
{| class="steptable" |
{| class="steptable" |
! class="first" |  
! class="first" |  
Line 99: Line 374:
| Notes
| Notes
|}
|}
<br/>
=== Legend ===
=== Legend ===
{| valign="left" style="width: 70%; background-color: transparent; margin-left: 50px;"
{| valign="left" style="width: 70%; background-color: transparent; margin-left: 50px;"
! style="width: 0.5%; background-color:#6B7E40; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71; padding: 0;" |  
! style="width: 0.5%; background-color:#6B7E40; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71; padding: 0;" |  
| style="width: 9%; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71;" | '''Core Mod'''
| style="width: 9%; border-bottom: 1px solid #666C71; border-top: 1px solid #666C71;" | '''STEP Patch'''
| style="border-bottom: 1px solid #666C71; border-top: 1px solid #666C71;" | 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 before the mod name.
| style="border-bottom: 1px solid #666C71; border-top: 1px solid #666C71;" | Mods included in the STEP Patches are indicated by the presence of a green vertical bar in the row at the immediate left-hand column of the table before the mod name.
{{fc|important|A STEP:Extended installation includes these mod PLUS all the remaining mods in the list.}}
|-
|-
| style="border-bottom: 1px solid #666C71;" |  
| style="border-bottom: 1px solid #666C71;" |  
Line 142: Line 418:
| style="border-bottom: 1px solid #666C71;" | Brief notes that apply to the mod or installation.<br>In some cases, mods with several options will include a suggested option. These ''suggestions'' will take the form of: {{fc|#ddd|"STEP recommends <nowiki>'</nowiki>''Option A''<nowiki>'</nowiki>."}}<br>In other cases, there may only be one appropriate option, which fits the STEP Mandate. These ''instructions'' will take the form of: {{fc|#ddd|"Use <nowiki>'</nowiki>''Option A''<nowiki>'</nowiki>."}}<br>Users will also see links displayed as: {{fc|#ddd|Detailed instructions available}}. Users should follow these links to find detailed instructions for installing the mod.
| style="border-bottom: 1px solid #666C71;" | Brief notes that apply to the mod or installation.<br>In some cases, mods with several options will include a suggested option. These ''suggestions'' will take the form of: {{fc|#ddd|"STEP recommends <nowiki>'</nowiki>''Option A''<nowiki>'</nowiki>."}}<br>In other cases, there may only be one appropriate option, which fits the STEP Mandate. These ''instructions'' will take the form of: {{fc|#ddd|"Use <nowiki>'</nowiki>''Option A''<nowiki>'</nowiki>."}}<br>Users will also see links displayed as: {{fc|#ddd|Detailed instructions available}}. Users should follow these links to find detailed instructions for installing the mod.
|}
|}
<br />


{{Notice|text={{fc|#ddd|'''Chapter Heading Layout'''}}
== {{#show:Category:ModGroup_02-Extenders|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_02-Extenders|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::02-Extenders]]
|mainlabel=-
|format=plainlist
|template=ModTableMods
|named args=yes
|link=none
|?ModName
|?ModGroup
|sort=OrderID
}}
}}
<br/>


A link to more detailed information related to each section, for users wishing to have more in-depth information, is provided directly below the section heading and looks as follows:
== {{#show:Category:ModGroup_03-Resources|?ModGroupDescription}} ==
<p>{{fs|1.2em|{{fc|#ddd|Detailed Information -->}} <u>{{fc|#8DA9C0|Link}}</u> }}</p>
:{{fc|#E6B69E|{{#show:Category:ModGroup_03-Resources|?ModGroupDescription}} }}
Brief, quick setup instructions follow the heading for users wishing to get through the guide AFAP (as fast as possible).}}
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::03-Resources]]
|mainlabel=-
|format=plainlist
|template=ModTableMods
|named args=yes
|link=none
|?ModName
|?ModGroup
|sort=OrderID
}}
}}
<br/>
<br/>


= STEP 1 =
== {{#show:Category:ModGroup_04-Foundation|?ModGroupDescription}} ==
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Pre-Installation Setup</div>
:{{fc|#E6B69E|{{#show:Category:ModGroup_04-Foundation|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::SE-D]]
|mainlabel=-
|format=plainlist
|template=ModTableMods
|named args=yes
|link=none
|?ModName
|?ModGroup
|sort=OrderID
}}
}}
<br/>


== 1.A.  Install Steam & Skyrim ==
== {{#show:Category:ModGroup_05-Animation and Physics|?ModGroupDescription}} ==
{{fs|1.2em|{{fc|#ddd|Detailed Information -->}} [http://wiki.step-project.com/Guide:Skyrim_Installation Skyrim Installation Guide]}}<br>
:{{fc|#E6B69E|{{#show:Category:ModGroup_05-Animation and Physics|?ModGroupDescription}} }}
 
{{ModTable|ModTableRow=
{{Guide:Skyrim_Installation|insert=SIGinstructions}}
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::05-Animation and Physics]]
 
|mainlabel=-
== 1.B.  Initialize the Game ==
|format=plainlist
{{fs|1.2em|{{fc|#ddd|Detailed Information -->}} [http://wiki.step-project.com/Guide:Skyrim_Launcher Skyrim Launcher Guide] }}<br>
|template=ModTableMods
 
|named args=yes
As a prerequisite to installing the remainder of this Guide:
|link=none
# Launch Skyrim from Steam to initialize the auto-detection process and accept the preset provided. Users will customize these settings below.
|?ModName
# Launch the game to the main menu and then exit to desktop. This completes the required game initialization steps.
|?ModGroup
 
|sort=OrderID
== 1.C.  Install Utilities ==
}}
:{{fc|#E6B69E|'''{{#show:Category:ModSection_B|?SectionDescription}}''' }}
}}
A mod-management utility is REQUIRED in order to easily keep track of a complex mod setup like STEP. These utilities also make it far simpler to deconstruct a STEP install in order to update to a new STEP version and to update to newer versions of the mods. This is impossible to do simply or efficiently without a mod manager.
<br/>
 
There are a two mod managers that can be used to manage the STEP setup; however, to simplify Guide maintenance/support for staff and mod management for users, the STEP Guide only officially supports [[Mod Organizer]]. Although [[Wrye Bash]] is also mod manager, STEP recommends that it only be used for the functionality of creating the Bashed Patch. The reason for the limited support of Wrye Bash is, again, due to simplifying this Guide. Users who wish to use Wrye Bash may do so to install and maintain STEP, however, unless these users are experienced in modding, these users may find it difficult to install this Guide. Wrye Bash users can use the [[Guide:Wrye_Bash|Wrye Bash Guide]] for detailed instructions on setting it up as a modding utility package. Wrye Bash users should also be aware that support may be limited when seeking help on the forums due to Wrye Bash not being the officially supported mod manager.


== {{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::B]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::06-Models and Textures]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
|limit=110
}}
}}
}}
}}
<br/>


== 1.D.  INI Tweaks ==
== {{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} ==
{{fs|1.2em|{{fc|#ddd|Detailed Information -->}} [http://wiki.step-project.com/Guide:Skyrim_Configuration_Settings Skyrim Configuration Settings Guide] }}<br />
:{{fc|#E6B69E|{{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} }}
 
{{ModTable|ModTableRow=
The INI tweaks from previous versions of the Guide have been replaced with the [[BethINI]] utility listed in section "[[#1.C._Install_Utilities|1.C Install Utilities]]". If you did not set up BethINI per the mod page instructions, please return there and so so now. For more advanced information about INI settings, please see the "Detailed Information" link below the header above.
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::07-Sounds and Music]]
 
|mainlabel=-
== 1.E.  Display & Video Card Settings ==
|format=plainlist
Often under-appreciated, display and driver settings have a huge potential impact on the graphic quality of games and anything else displayed on the monitor in 2D or 3D, so it is important to get these settings done correctly. Below are listed only the essential settings. No further tweaking is necessary beyond them. It is highly recommended that ''only'' the bare minimal tweaking be done here until ''after'' the Guide is installed and configured according to the Baselines provided.
|template=ModTableMods
 
|named args=yes
=== Update Video Drivers ===
|link=none
{{fs|1.2em|{{fc|#ddd|If there is any reason to believe}} }} that the latest drivers installed are not installed correctly and are causing issues, then complete the following instructions. Else, simply install the latest drivers as normal.
|?ModName
# Download the '''latest''' stable [http://support.amd.com/en-us/download AMD drivers] / [http://www.geforce.com/drivers Nvidia drivers].
|?ModGroup
# [http://www.wagnardmobile.com/DDU/ Download DDU] and install it ([http://forums.guru3d.com/showthread.php?t=379505 DDU forum Page]).
|sort=OrderID
# Restart the system and boot into safe mode by repeatedly pressing F8 once the boot check initializes and before the OS begins loading (no need to uninstall the current drivers, but it will not hurt at all).
}}
#* If using UEFI while using Windows 8 or later, go to to your power options and while holding down the Shift key, press restart. This will open the advanced menu where you can select to boot into safe mode.
# Launch DDU, and select the appropriate driver from the drop-down combobox.
# Note the recommendations in DDU and initialize the cleanup.
# Reboot normally and install the latest drivers.
 
=== 1.E.1. Configure Driver Settings ===
STEP has more detailed information in both the [http://wiki.step-project.com/Guide:AMD_Catalyst_Control_Center AMD-CCC guide] as well as the [http://wiki.step-project.com/Guide:NVIDIA_Inspector Nvidia Inspector guide], and other [http://www.pcworld.com/article/2026179/the-ultimate-guide-to-tweaking-your-gpus-most-arcane-settings.html AMD-CCC] and [http://www.3dcenter.org/artikel/report-nvidia-inspector-grafikkarten-tweaktool/erster-start-und-das-hauptfenster Nvidia Inspector] / [http://us.download.nvidia.com/Windows/nForce/system_tools/6.06/NVIDIA_Control_Panel_and_System_Monitor_with_ESA_User_Guide.pdf Control Center] guides exist for the inquisitive user. The following information is minimalistic, sound advice, and users are encouraged to add their own 2 cents for consideration via the [http://wiki.step-project.com/index.php?title=Guide_talk:AMD_Catalyst_Control_Center&action=edit&redlink=1 AMD-CCC Talk] and [http://wiki.step-project.com/index.php?title=Guide_talk:NVIDIA_Inspector&action=edit&redlink=1 Nvidia Inspector Talk] pages.
 
<big>'''In Short''' - The graphics software should <u>only</u> be forcing max Anisotropic Filtering (AF). All other settings should be left to the Skyrim configuration (see above) and ENBoost configurations (see below).</big>
 
====1.E.1.1. AMD Users====
{{fs|1.2em|{{fc|#ddd|Detailed Information -->}} [http://wiki.step-project.com/Guide:AMD_Catalyst_Control_Center Catalyst Control Center Guide]}} (for old driver versions)<br/>
{{fs|1.2em|{{fc|#ddd|Detailed Information -->}} [http://wiki.step-project.com/Guide:Radeon_Settings Radeon Settings]}}
 
AMD users should read one of the above guides to correctly configure their driver graphics settings.
 
==== 1.E.1.2.  Nvidia Users ====
<span style="font-size:1.2em; color:#ddd;">Detailed Information --></span> <span style="font-size:1.2em;">[http://wiki.step-project.com/Guide:NVIDIA_Inspector#Setting_Up_the_Skyrim_Profile Nvidia Inspector Guide: Editing Skyrim Settings]</span><br>
 
Make the following changes via Nvidia Inspector, otherwise leave the defaults (they can be tweaked later if absolutely necessary).
# Download [http://www.guru3d.com/files-details/nvidia-profile-inspector-download.html Nvidia Inspector]. This is a portable program and requires no installation. Simply place in a convenient location and create a shortcut to the executable.
# Launch nvidiaProfileInspector.exe.
# In the "Profiles" bar, select the "Elder Scrolls V: Skyrim" profile and keep all of the default settings except for the following changes:
:# Ensure {{fc|#e6b69e|'''Antialiasing - Mode'''}} is set to {{ui|Application-controlled}}. {{fc|#ddd|If set to {{ui|Override}}, AA will be turned off in Skyrim, regardless of the Skyrim INI setting!}}
:# Force Anisotropic filtering:
:## Set {{fc|#e6b69e|'''Anisotropic filtering mode'''}} to {{ui|User-defined / Off}}
:## Set {{fc|#e6b69e|'''Anisotropic filtering setting'''}} to {{ui|16x}}
:# Click {{ui|Apply changes}} at the top of the windows twice and then close.
 
===1.E.2.  Display Calibration===
Color calibration is critical to photographers and graphic artists who work across media types, but it is also equally important for gamers. This is because there is a lot of screenshot sharing and qualitative discussion about in-game visuals. It is ideal if all users' systems are somewhat 'standardized' for comparative purposes alone. However, with that said, all monitors will be slightly different in their accuracy of displaying colors.
 
<big>'''The gist''':</big> Calibrate the monitor's display settings based on the video driver configuration utility with all other configuration baselines set to something akin to "mid level".
 
There are three places to configure color saturation, temperature, brightness, contrast, gamma, etc:
# The monitor's built-in configuration menu
# Windows color management
# The driver configuration utility (see "Configure Driver Settings" above)
The value of one setting can affect the appearance of other settings, and depending on the quality of the monitor, #1 above could be very good or just 'OK'. The #2 and #3 objects should be standard though, since they are made to work across various monitors.
* Ensure that #1 above is set to "the middle ground" with respect to all settings. Having extreme settings in the monitor configuration could potentially constrain the other configurations. For some, setting all #1 values to mid levels will be best, but for the other options the 'auto-config' will be best (auto-config may not set all #1 values to mid settings). Depending on the monitor, there may be other auto-config options based on various presets. Whatever seems most "middle of the road" is probably best for option #1 above.
* Optionally, also run option #2 (''Control Panel > Display > Calibrate Color'') and set to 'vanilla' mid-levels with respect to all attributes. If this was never run previously, then it should already be at mid-levels.
* Calibrate using option #3 (see below) using a [http://www.photofriday.com/calibrate.php this reference image] and in a room with no direct lighting that could affect what the monitor shows (not-too-bright, diffuse-lighted room). The main calibration should be done using option #3 once a mid baseline 'canvas' has been established for options #1 and #2.
** AMD-CCC: |Desktop Management| > |Desktop Color| (click "Reactivate AMD color controls").
** Nvidia Control Panel: Access from the Windows Control Panel. |Display| > |Adjust desktop color settings|
<br>
 
= Final Pre-Installation Notes =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">A Final Consideration</div>
* A {{fc|#ddd|STEP:Core}} installation is an installation of all, and only, the STEP:Core mods indicated in the tables below by a green bar to the left of the mod's name.
 
* {{fc|#ddd|Remember that STEP:Core can be used as a base for ANY modded setup.}} It is a universal build and will not spoil any downstream setup or Packs, although there may be a few minor redundancies whereby a STEP:Core mod is later installed again with some added or subtracted options.
 
* A {{fc|#ddd|STEP:Extended}} installation is an installation of ''all'' the mods listed below.
 
* Whether installing STEP:Core or STEP:Extended, {{fc|#ddd|install mods in the order that they are presented}} in the mod tables to achieve the correct result.
 
* {{fc|#ddd|Read the ReadMe}} files and other mod-related documentation that comes packaged with most mods. This also includes the mod description on Nexus. If the mod author has seen fit and taken time to create these reference materials, then they are relevant and important in the eyes of the mod author. ''This means that they are relevant and important to you!''
 
== STEP Patches ==
<p>The STEP Patches are patches provided by STEP for the STEP:Core and STEP:Extended mod lists below. These patches resolve any conflicts between these mods which could cause issues if left unpatched. Users should decide now, before installing any mods, whether they will be installing STEP:Core or STEP:Extended and whether or not they will be using the STEP Patches. These two decisions now will be referenced later during mod installations. Deciding now will allow users to know which instruction sets to follow and will alleviate any confusion when these decisions arise. Users who decide to install the STEP Patches will do so at the end of the Guide during the [[STEP Compilation]] install.</p>
<p>{{fc|#ddd|'''All users should use one of the STEP Patches unless a custom patch will be made!'''}}<br>
We recommend the use of the STEP Patches, even if users will be installing mods on top of a STEP build which require further patching. Using the STEP Patches will give these users a head start as most of the mods will already be patched for them. New users who are unfamiliar with the mod patching process are '''''highly recommended''''' to use the Patches.
*[http://forum.step-project.com/topic/9370-step-compilation/ STEP Patches Requirements] - It is recommended to keep the STEP Compilation topic open for reference to this list of required mods.
**Users who decide they will not use the STEP Patches will need to install all relevant patches for mods listed on that topic. Take note of those plugins since they are not listed throughout the Guide.
</p>
<p>Finally, we offer the following options in regards to the STEP Patches:
* Full STEP:Core Patch
* Full STEP:Extended Patch
* STEP:Core Patch without Enhanced Lighting for ENB (ELE) and/or Immersive Citizens AI Overhaul
* STEP:Extended Patch without Enhanced Lighting for ENB (ELE) and/or Immersive Citizens AI Overhaul
 
That is a total of eight (8) Patch options to choose from.
</p>
 
= STEP 2 =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Mod Installation</div>
<br />
 
{{Notice|size=95|text={{fc|#ddd|'''Consider the following while installing mods'''}}
 
* {{fc|#e6b69e|Mods should be installed in the order that they are listed to ensure that mods further down the list overwrite those occurring before them.}} This is necessary to ensure the desired in-game effect.
* Mods are listed in alphabetical order within each section, and {{fc|#ddd|any deviations from this are purposeful to achieve the desired outcome}}.
* Always install plugins (ESPs/ESMs) unless otherwise noted. If there are not any notes associated with a particular mod, then all options fit the STEP mandate and it is the user's decision. The notes only provide instructions where necessary; otherwise, STEP encourages user customization.
* {{fc|#ddd|Unless otherwise stated, follow LOOT's advice with regards to mod cleaning and sorting.}}
}}
}}
<br/>


== 2.A. LOOT Sorting ==
== {{#show:Category:ModGroup_08-Character Appearance|?ModGroupDescription}} ==
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 order (load order), which can have a dramatic impact on the game (or at worst cause a CTD). To sort with LOOT:
:{{fc|#E6B69E|{{#show:Category:ModGroup_08-Character Appearance|?ModGroupDescription}} }}
# Launch [[LOOT]] via Mod Organizer from the executables drop-down menu.
# Click the {{ui|Sort}} button at the top.
# Examine the resulting order carefully and look for any alerts or warnings and address each.
# Click the {{ui|Apply}} button which has replaced the Sort button at the top.
# Close LOOT.
{{Notice Small|text=LOOT must be run prior to launching the game every time a mod is installed which adds one or more plugins.|1}}
 
== 2.B. Cleaning Vanilla Master Files ==
To remove errors in the Bethesda master files, it is recommended they be cleaned with xEdit before modding begins. This ensures maximum stability and compatibility within the modding experience.
 
=== Standard Cleaning Procedures ===
# Run xEditQC from the drop-down executable list in MO2.
# On the plugin selection window, double-click on the mod being cleaned (i.ee, Update.esm, Dawnguard.esm, etc).
#* xEdit will now automatically clean up the "Identical to master" and "deleted" records from the selected mod.
# Once xEdit is done cleaning, click the X at upper right of the program window.
# At the prompt, check the box next to the mod that was cleaned and the Backup Plugins box. Click OK to close the tool.
 
After the vanilla master files are cleaned, users should create separate mods for them in MO2 and restore the original. This prevents users from having to re-clean the file after verifying their files in Steam. To do this, complete the following:
# Right-click the Overwrite folder in MO2 and select Create Mod..., name it “MasterName.esm - Cleaned” (i.e., Update.esm - Cleaned), and click OK.
# On the new mod listing that appears, right-click and select Open in explorer. Leave this folder opened.
# Open the Skyrim Special Edition Data directory (i.e., C:\Modding\Steam\steamapps\common\Skyrim Special Edition\Data)
# Drag and drop the just cleaned master file from Data to the "MasterName.esm - Cleaned" folder from step 2.
# Open the TES5Edit Backups folder found in Overwrite in MO2 and rename the file to “MasterName.esm”.
# Drag and drop the renamed file from the TES5Edit Backups folder to the Data directory and choose to overwrite it.
# Close the explorer windows.
# Drag and drop the new MasterName.esm - Cleaned mod listing in MO2 directly below its vanilla master mod listing.
 
=== Update.esm, Hearthfires.esm, Dragonborn.esm ===
Follow the standard cleaning procedures to clean these master files, one at a time. Place the “MasterName.esm - Cleaned” mod listing for each below it's vanilla master mod listing. Update.esm will not be listed in MO2 and Update.esm - Cleaned is placed at the top of the modlist.
 
=== Dawnguard.esm ===
Follow the standard cleaning procedures to clean Dawnguard.esm; however, it is a special case and must be cleaned twice. Therefore, once the first cleaning is complete, repeat the process a second time before continuing to the manual cleaning below.
 
Dawnguard also has some manual cleaning required. To do this, visit this topic on AFKMods and complete the section under “Dawnguard.esm needs manual cleaning as well as automatic cleaning”. Return here when those three (3) steps are completed: https://afkmods.iguanadons.net/index.php?/topic/4110-manual-cleaning-skyrim-and-skyrim-se-master-files/
 
After the manual cleaning is complete, create the mod listing as directed above and place the “Dawnguard.esm - Cleaned” mod listing directly below Dawnguard.esm.
<!--
== 2.B. Clean the Update ESM ==
To remove errors in the Bethesda master files, STEP recommends they be cleaned with [[TES5Edit]]. This ensures maximum stability and compatibility within the Skyrim modding experience. Follow the instructions below to clean Update.esm (the DLC will be cleaned later according to instructions on their corresponding "mod" pages):
 
# {{fc|#ddd|Make a backup of Update.esm from <code><Skyrim>/data</code> directory by copying it to the desktop (or somewhere else handy)}}.
# Run [TES5Edit]] through [[Guide:Mod_Organizer#Third_Party_Programs|Mod Organizer]].
# Right-click the list of plugins and choose {{ui|Select None}}.
# {{fc|#ddd|Double-click Update.esm}}.
# Wait for ''Background Loader: finished'' to be displayed in the right panel, and then {{fc|#ddd|right-click on Update.esm}} and select {{ui|Apply Filter For Cleaning}}.
# Wait for the ''[Filtering done]  Processed Records:'' message in the right panel, and then {{fc|#ddd|right-click on Update.esm}} and select {{ui|Remove "Identical to Master" records}}. If the ''Warning!'' prompt pops up, click {{ui|Yes, I'm absolutely sure}}.
# Wait for the ''[Removing "Identical to Master" records done]  Processed Records:'' message, and then {{fc|#ddd|right-click on Update.esm}} and select {{ui|Undelete and Disable References}}.
# Wait for the ''[Undeleting and Disabling References done]  Processed Records:'' message, and then click the {{ui|[X]}} at upper right of the program window to exit the program.
# At the prompt, {{fc|#ddd|checkmark Update.esm and Backup Plugins}} and click {{ui|OK}}.
 
At this point there are {{fc|#ddd|two possible outcomes}}, dependent upon how fast your disc drive is:
*In the {{fc|#ddd|first case}} (typically slower drives such as HDDs), the {{fc|#ddd|Update.esm is}} now {{fc|#ddd|no longer in the data directory}}.
*In the {{fc|#e6b69e|second case}} (typically faster drives such as SSDs), a cleaned {{fc|#ddd|Update.esm is}} now {{fc|#ddd|in the data directory}} (compare the filesize to your backup of Update.esm to verify that it has been cleaned--it should be smaller).
 
In the {{fc|#ddd|first case}}, you should now do the following:
#{{fc|#ddd|Restore the backed up Update.esm from step 1 to the data directory}}.
#In Mod Organizer, at the bottom of the left pane modlist is the {{fc|#ff7878|Overwrite}} mod, now labeled red because files have been written to it. {{fc|#ddd|Double-click}} to open it.
#In Overwrite you will find two items: a TES5Edit Backups folder and Update.esm. Since you already restored your own backed up Update.esm to the data directory, right-click and {{fc|#ddd|delete}} the {{fc|#ddd|TES5Edit Backups}} folder and click {{ui|Close}}.
#{{fc|#ddd|Right-click}} {{fc|#ff7878|Overwrite}} and select {{ui|Create Mod...}}, name it {{fc|#ddd|''Cleaned Update ESM''}}, and click {{ui|OK}}.
#{{fc|#ddd|Drag and drop the new Cleaned Update ESM mod to the top of the left pane modlist}}.
 
In the {{fc|#e6b69e|second case}}, you are done! You can safely delete the backup as you shall not need it (if you wish to restore the original uncleaned Update.esm later, you can simply verify Steam cache and redownload it).
-->
 
== 2.C.  {{#show:Category:ModSection_C|?SectionLabel}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_C|?SectionDescription}} }}
:{{fc|#ddd|'''The mods in this section are ''required'' for a properly functioning STEP installation. YES, ENBoost is needed by EVERYONE, including those that do not use ENB Presets!'''}}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::C]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::08-Character Appearance]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.D.  {{#show:Category:ModSection_D|?SectionLabel}} ==
== {{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_D|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::D]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::SE-I]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.E.  {{#show:Category:ModSection_E|?SectionLabel}} ==
== {{#show:Category:ModGroup_10-Gameplay-General|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_E|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_10-Gameplay-General|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::E]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::10-Gameplay-General]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.F.  {{#show:Category:ModSection_F|?SectionLabel}} ==
== {{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_F|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_06-Models and Textures|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::F]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::SE-K]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.G.  {{#show:Category:ModSection_G|?SectionLabel}} ==
== {{#show:Category:ModGroup_07-Sounds and Music|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_G|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_07-Sounds and Music|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::G]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::12-Gameplay-Economy]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.H.  {{#show:Category:ModSection_H|?SectionLabel}} ==
== {{#show:Category:ModGroup_13-Gameplay-Immersion|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_H|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_13-Gameplay-Immersion|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::H]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::13-Gameplay-Immersion]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.I.  {{#show:Category:ModSection_I|?SectionLabel}} ==
== {{#show:Category:ModGroup_14-Gameplay-Quests|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_I|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_14-Gameplay-Quests|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::I]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::14-Gameplay-Quests]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.J.  {{#show:Category:ModSection_J|?SectionLabel}} ==
== {{#show:Category:ModGroup_16-Interface|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_J|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_16-Interface|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::J]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::16-Interface]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.K.  {{#show:Category:ModSection_K|?SectionLabel}} ==
== {{#show:Category:ModGroup_17-Locations|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_K|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_17-Locations|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::K]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::17-Locations]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>
== {{#show:Category:ModGroup_18-Lighting and Weather|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_18-Lighting and Weather|?ModGroupDescription}} }}
{{AlertSmall‏‎|type=notice|text={{fc|#ddd|'''''This section is optional!'''''}}<br/><br/>We wish to be clear that the mods included within this section are completely optional. They are still within the [[STEP:Mandate|Mandate]], however, we've made this section optional for users who wish to customize their own lighting and weather for their games. As such, we've included an additional patch solely for this mod group.}}


== 2.L.  {{#show:Category:ModSection_L|?SectionLabel}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_L|?SectionDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::L]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::18-Lighting and Weather]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>


== 2.M.  {{#show:Category:ModSection_M|?SectionLabel}} ==
== {{#show:Category:ModGroup_19-Utilities|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModSection_M|?SectionDescription}} }}
:{{fc|#E6B69E|{{#show:Category:ModGroup_19-Utilities|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::M]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::19-Utilities]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}


== 2.N. {{#show:Category:ModSection_N|?SectionLabel}} ==
Once FNIS SE is installed, the animation files need to be generated for the skeleton changes.
:{{fc|#E6B69E|{{#show:Category:ModSection_N|?SectionDescription}} }}
# Sort the load order with LOOT.
# Run ''FNIS SE'' via Mod Organizer 2.
# In the ''Available Patches'' at the bottom of the window, check the box adjacent to '''"SKELETON Arm Fix"'''.
# Click the {{ui|Update FNIS Behavior}} button and wait for a message to appear in the window stating "''X animations for Y mods successfully included''".
# Click {{ui|Exit}}.
 
After closing FNIS SE, there will be files in ''Overwrite'' (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending):
# Right-click '''Overwrite''' and select '''Create Mod'''
# Name it ''FNIS SE Output'' and click '''OK'''.
#* This will create a new mod listing in the left pane for the FNIS SE generated files.
# Check the new mod entry to enable it.
 
== {{#show:Category:ModGroup_20-Patches|?ModGroupDescription}} ==
:{{fc|#E6B69E|{{#show:Category:ModGroup_20-Patches|?ModGroupDescription}} }}
{{ModTable|ModTableRow=
{{ModTable|ModTableRow=
{{#ask:[[Version::{{PAGENAME}}]][[Section::N]]
{{#ask:[[Version::{{PAGENAME}}]][[ModGroup::20-Patches]]
|mainlabel=-
|mainlabel=-
|format=template
|format=plainlist
|template=ModTable/Row
|template=ModTableMods
|named args=yes
|named args=yes
|link=none
|link=none
|?ModName
|?ModName
|?Section
|?ModGroup
|sort=OrderID
|sort=OrderID
}}
}}
}}
}}
<br/>
<br/>
= STEP 5 =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Patches and LODs</div>
== Sorting with LOOT ==
Users should now run LOOT and accept the default mod order it provides.
The new Patches are designed to work with a default LOOT sorting of the mods. This means there are no more meta rules to set with the STEP Guides. This reduces user tasks (preventing one less area for user error) and streamlines the Guide's installation. Users should:
* sort their load order using LOOT any time they install, uninstall or update a mod.
* update LOOT any time it says their is an update available.
== Creating a Bashed Patch ==
A Bashed Patch is a patch created by running Wrye Bash (WB). This process imports several record types from a load order, to ensure those records are carried forward.
{{alert|type=notice|text={{fc|#ddd|'''This Guide no longer uses a Bashed Patch!'''}}
All necessary edits, which the Bashed Patch covered in previous versions of the STEP Guide are now contained with the STEP Patches.}}
Though this Guide doesn't require a Bashed Patch, users may eventually install mods that require one. Users should only require a Bashed Patch if they include additional mods that add or alter leveled lists. Even then, one may not always be required. STEP provides the instructions below to create a Bashed Patch. If users need to create one, they are highly encouraged to review the results in xEdit! Investing has shown many of the leveled lists forwards to be completely unnecessary as they were just copies of the winning mod's records.


== 2.O. Launching STEP:Skyrim ==
=== Building a Bashed Patch ===
When ready to play for the first time after a STEP install, it is recommended to start a brand new character. In the past, we advised that users they could continue an existing save, but with recent mod updates, we feel it is imperative users start a new character.
Keep in mind these procedures are only for using a Bashed Patch to manage leveled lists.


{{Notice Small|text=When loading Skyrim for the first time after STEP is installed, the load could take significantly longer than normal. This will only be a one-time load wait as all the installed mods are being initialized. Subsequent load times should be shorter.}}
{{Spoiler|shown=Steps to build Bashed Patch for STEP|hidden=<br/>
# Users who did not run LOOT, do it now!
# Ensure the '''Overwrite''' mod is empty in MO.
# Run '''Wrye Bash''' from the MO executable list.
#* If it doesn't detect the game, select Skyrim SE.
# Once loaded, scroll to the mod of the mod list and right-click on '''Bashed Patch, 0.esp'''
# Select '''Rebuild Patch'''.
# '''''Untick''''' all boxes besides '''Leveled Lists'''.
# Click the '''Build Patch''' button.
# Activate the patch when asked and close Wrye Bash.
# Right-click on the ''Overwrite'' mod in MO and select '''Create new mod'''.
# Name the new patch something unique for the current MO profile (i.e. ''STEP SE Core - Bashed Patch'')}}


===Archive Management===
== DynDOLOD ==
{{MO Note|Mod Organizer allows loading archives without their dummy plugins.
Users will now create LODs using Dynamic Distant Objects LOD (DynDOLOD). DynDOLOD is one part mod and one part tool. Users should already have the tool installed from the beginning of the Guide. Now it's time to install the mod portion:


#In the Plugins tab, deactivate HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp, Unofficial High Resolution Patch.esp, STEP DLC Optimized Textures, STEP Vanilla Optimized Textures, Modern Brawl Bug Fix.esp, and BWS.esp as they are all dummy plugins.
{{Spoiler|shown=Install DynDOLOD Resources SE|hidden=<br/>
#Go to the Archives tab.
# Visit the Skyrim SE DynDOLOD [https://stepmodifications.org/forum/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-274/ forum topic].
#Tick ''Have MO manage archives''.
# Download the '''DynDOLOD Resources SE vX.XX''' file.
#In the archive list, ensure all the mods are checked.
# Install the file using MO by selecting the following options:
}}
#* Solidtude Exterior
#* Whiterun Exterior
#* 3D Plume
#* High Hrogthar Window Glow
#* Desync Birds of Prey}}


===LOOT Meta Rules===
Once all mods have been installed, run LOOT one final time to ensure the correct plugin order is set. {{fc|#ddd|Ensure the rules below were not missed before creating the Bashed Patch!}} If any were missed, please apply them and re-run the Bashed Patch:


{{Loot Rule|rule=
Before moving on, users need to create two empty mods to use for the files DynDOLOD outputs:
''ELE_Legendary_Lite.esp''
'''Main:'''
*Global Priority: 45
----


''RelightingSkyrim_Legendary.esp''<br/>
{{Spoiler|shown=Create empty mods|hidden=<br/>
'''Main:'''
# Right-click on the mod list in MO and hover over '''All Mods'''.
*Global Priority: 30
# Select, '''Create empty mod'''.
----
# Name it ''STEP SE Core - TexGen Output'' or anything similar.
# Place this new mod directly after '''DynDOLOD Resources SE'''.
# Repeat these steps to create another new mod call ''STEP SE Core - DynDOLOD Output'', or anything similar.
# Place this other new mod directly after the new mod from step 3 (i.e.,  STEP SE Core - TexGen Output)..}}


''RealisticWaterTwo.esp''<br/>
'''Load after:'''
*RelightingSkyrim_Legendary.esp
----


''Clothing & Clutter Fixes.esp''<br/>
The last few mods in the mod list should now reflect:
'''Load After:'''
# ..
*Lepidoptera Of Skyrim DLC1.esp
# STEP SE Core - CR Patch
----
# STEP SE Core - LW Patch (optional)
# DynDOLOD SE Resources
# STEP SE Core - TexGen Output
# STEP SE Core - DynDOLOD Output


''AOS.esp''<br/>
=== Run TexGen ===
'''Load after:'''
TexGen, shipped with DynDOLOD, is a program that will create custom LOD textures for objects based on the full-size texture installed. This means distance object textures will better match their fully rendered counterparts. To create custom LODs:
*ADS.esp
----


''Book Covers Skyrim.esp''<br/>
{{Spoiler|shown=Instructions for TexGen|hidden=<br/>
'''Load After:'''
# Run TexGen from the MO executable drop-down list.
*TheChoiceIsYours.esp
# Keep the default Output location and and choose one of the follow two options:
----
## '''Option 1:''' Keep the default settings. This is for the average system.
## '''Option 2:''' Users who have the a bit more performance room, change the ''LOD Texture Size'' to '''512'''. This will result in higher resolution LOD textures.
# Once the option has been chosen click '''Start'''.
# Once the completed message has appeared, click '''Save & Exit'''.
# Navigate to the ''DynDOLOD'' folder location (i.e., ../Modding/Tools/DynDOLOD).
# Copy or cut the files from the ''TexGen_Output'' folder.
# In MO, hold down the '''Ctrl''' key and double-click on the ''TexGen Output'' mod created above. This opens the mod's folder in an Explorer window.
# Paste the files into the mod's folder and close the window.
# In MO, ensure the ''TexGen Output'' mod is active (checked).}}


''TheChoiceIsYours.esp''<br/>
=== Run DynDOLOD ===
'''Load After:'''
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.
*Relationship Dialogue Overhaul}}


===Mod Configuration Menu Settings===
==== Standard Tree LOD ====
Coming soon...
{{Spoiler|shown=Instructions for Standard Trees|hidden=<br/>
# Run DynDOLOD from the MO executable drop-down list.
# Click the '''Advanced''' button once the main tool window is displayed.
# Select all worldspaces.
# Ensure the '''Candles''', '''FXGlow''', and '''Windows''' boxes are checked.
# Keep the default Output location and settings and click '''Medium'''.
# Users with systems able to handle '''High''' settings, may do so.
# Once the completed message has appeared, click '''Save & Exit'''.
# Navigate to the ''DynDOLOD'' folder location (i.e., ../Modding/Tools/DynDOLOD).
# Copy or cut the files from the ''DynDOLOD_Output'' folder.
# In MO, hold down the '''Ctrl''' key and double-click on the ''DynDOLOD Output'' mod created above.
# Paste the files into the mod's folder and close the window.
# In MO, ensure the ''DynDOLOD Output'' mod is active (checked).
# Sort with LOOT.
# Ensure DynDOLOD.esp is the last plugin in the load order.}}


= STEP 3 =
==== 3D Tree LOD ====
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Tips & Troubleshooting Common Issues</div>
There are two options for 3D Trees. Full or Hybrid.
# Full 3D Trees will generate the entire tree (branches and trunks) in 3D.
# Hybrid 3D Trees is more performance friendly. It will generate 3D branches with 2D trunks.<br/>


== 3.A. Troubleshooting Common Problems ==
{{Spoiler|shown=Instructions for 3D Trees|hidden=<br/>
A heavily modded Skyrim can bring even a very powerful system to its knees.   Maximum visual quality is highly dependent upon total on-card graphics-dedicated video memory (VRAM), the number of GPUs, and monitor resolution. The goal should be to maintain 30 or more FPS on average without any noticeable stuttering.  
# Open the root ''DynDOLOD'' folder (i.e., ../Modding/Tools/DynDOLOD/).
# Open the ''DynDOLOD_SSE.ini'' file (i.e., ../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini)
# Set ''TreeLOD=0''
#* If generating Hybrid 3D Trees, skip to the next step now.
#* If generating Full 3D Trees, also set ''TreeFullFallBack=0''.
# Run '''DynDOLOD''' from the MO executable drop-down list.
# Select all worldspaces.
# Ensure the '''Candles''', '''FXGlow''', '''Generate static LOD''', '''Window'''s, and '''High''' boxes are checked.
# Keep the default Output location and settings, click '''High''' preset button, and run it.
#* The '''High''' preset is require for 3D Trees!
# Get a cup of coffee. This takes ~40 minutes on SSDs.
# Once the completed message has appeared, click '''Save & Exit'''.
# Navigate to the ''DynDOLOD'' folder location (i.e., ../Modding/Tools/DynDOLOD).
# Copy or cut the files from the ''DynDOLOD_Output'' folder.
# In MO, hold down the Ctrl key and double-click on the ''DynDOLOD Output'' mod created above.
# Paste the files into the mod's folder and close the window.
# In MO, ensure the DynDOLOD Output mod is active (checked).
# Sort with LOOT.
# Ensure DynDOLOD.esp is the last plugin in the load order.}}


=== 3.A.1. Failure to Launch ===
{{AlertSmall‏‎|type=notice|text=One issue that can arise when generating LOD with DynDOLOD is having a "bad run", though it doesn't happen often. However, when it does happen CTDs are usually the result. If this happens, for example while fast traveling, try disabling the generated output and recreate the conditions in-game. If the CTDs are resolved, trash all of the files from the bad run and complete the process again.}}
Skyrim still sometimes fails to launch, and the following are some of the most common causes and solutions:
* '''Improper load order''' - Run LOOT and examine the output. Plugins out of order or plugins with missing masters will cause this. LOOT will sort everything properly, but certain patches installed with certain mods included with STEP:Extended will not apply under a STEP:Core install, so these plugins need to be un-ticked in MO or WB plugin lists.
* '''Improper Bashed Patch''' - This can result from ticking options that are not explicitly mentioned in this guide, or it can result if the Bashed Patch was not rebuilt after a mod-list/order change.
* '''Bad INI settings''' - If Skyrim.ini or SkyrimPrefs.ini were edited in a way that was not described in [[#1.D._INI_Tweaks|STEP 1.D.]] (or if a fresh, default INI was not used as a baseline), certain settings can cause this issue. The quickest solution is to revisit that section and regenerate a fresh INI with the recommended settings.
<!--* '''Insufficient MemBlock2 Value''' - Although the default MemBlock2 value of 256 should be sufficient in skse.ini for [[Skyrim Memory Patch 3.0]], it is possible that a slight increase to something like 300 could fix this issue if all else fails.-->


=== 3.A.2. Crashes to Desktop (CTD) ===
=== When do users need to rebuild LODs? ===
There are unfortunately many reasons for CTDs just after launch or shortly thereafter, but if this guide was followed precisely, STEP mods should not be the cause. Following are some common causes and solutions.
Users should rebuild their LODs any time they update their mod lists with mods that adds, removes, or relocates exterior objects such as buildings, roads, trees, etc. Users should also rebuild any time an update to DynDOLOD SE Beta is released.
* '''Improper Load Order''' - Run LOOT and examine the output as in the previous section.
* '''Missing Masters''' - If an active plugin is missing its dependent master, a CTD will occur immediately. To fix, either locate the missing master and add it in or deactivate the plugin missing its master.
** MO will show a red exclamation icon next to the plugin, while Wrye Bash will show a red checkbox next to the plugin.
* '''Improper Bashed Patch''' - See the previous section.
* '''Bad INI settings''' - Yep, see the previous section.
* '''Bad video settings or incompatible driver version''' - Revisit [[#1.E._Display_.26_Video_Card_Settings|STEP 1.E.]] and verify settings, back them down to 'performance' options, or update to the proper video driver.
* '''Windows environment issue''' - This is highly possible and unfortunately too difficult to prescribe any remotely ubiquitous solution other than restarting the computer and checking for conflicting processes (e.g., anti-virus/maleware). Google is a friend to all in need.


=== 3.A.3.  Semi-Invisible People, Objects or Misbehaving Walls ===
<br/>
Following are some solutions:
* '''Transparency Antialiasing''' - Turn off any transparency (adaptive) sampling if enabled under antialiasing settings of the graphics-driver software (see references under [[#1.E._Display_.26_Video_Card_Settings|STEP 1.E.]]).  Also, remember to download the latest graphic drivers.
* '''Bad INI settings''' - If using ENB, set <code> bFloatPointRenderTarget=1 </code> in the SkyrimPrefs.ini.


=== 3.A.4. Stuttering ===
= STEP 6 =
* '''Microstutter''' - This is an annoying 'glitchiness' when moving or panning for those using higher-end graphics cards (usually) or multiple GPUs in SLI or CrossfireX configs (purportedly). Follow the recommendations for [http://wiki.step-project.com/ENBoost ENBoost], noting in particular <code> EnableVSync=true </code>. If this does not resolve the issue:
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Mod Configuration & Wrap-up</div>
** Ensure that microstutter is not being confused with 'macro'-stutter, which is more severe and memory related. Remember: microstutter is ''very annoying'', but not hindering in any way.
Users should now be ready to load the game for the final steps, configuring mods in the Mod Configuration Menu (MCM). The MCM is a feature of SkyUI that allows mod authors to provide custom settings for their mods, which users can set within the game. Well provide recommendations for users below for all the mods installed within this Guide.
** Try forcing vsync via Nvidia Inspector (Nvidia users) or RadeonPro (AMD users) ... sorry Intel users. Also (and this is very important), enable D3D-compatible triple buffering via RadeonPro. Nvidia Inspector users: D3D-compatible triple buffering is not available. Use [https://hostr.co/download/5JA4NRt/D3DOverrider%20DX11.rar D3Doverrider] instead. This may also have a vsync function.
* '''Macrostutter''' - This is most likely the result of using textures and meshes that exceed the limits of GPU VRAM. ENBoost should prevent this in most cases, but certain user configurations and/or hardware may not behave as expected:
** Verify [http://wiki.step-project.com/ENBoost ENBoost] settings and graphics settings described under [[#1.E._Display_.26_Video_Card_Settings|STEP 1.E.]]!
** Re-install the most performance-friendly versions of mods as indicated by the "Quality Options" column of the mod tables above.
** Consult the DDSopt Guide to learn how to optimize textures accordingly.
** Finally, ''Un-install'' [http://wiki.step-project.com/Skyrim_Flora_Overhaul Skyrim Flora Overhaul], which is easily the most VRAM-intensive mod in STEP (although there are others under [[#2.F._Conflicting_Graphics|STEP 2.F.]] and [[#2.G._Landscape_.26_Environment|STEP 2.G.]] in particular).
** Enable windowed mode via [http://wiki.step-project.com/ENBoost ENBoost] (instructions at bottom of mod page).


=== 3.A.5.  Texture Flickering, Etc. ===
{{AlertSmall‏‎|type=notice|text=When launching the game for the first time after a STEP Guide is installed, the load could take significantly longer than normal. This will only be a one-time load wait as all the installed mods are being initialized. Subsequent load times should be shorter.<br/><br/>
Refer to the [http://wiki.step-project.com/Guide:Z-Fighting Z-Fighting Guide].


== 3.B.  In-Game Tips ==
When ready to play the game after a new STEP Guide install, it is recommended to start a new character.}}
* The console can be activated by pressing the tilde ({{fc|#ddd|[~]}}) key, often located just below {{fc|#ddd|[Escape]}}, while in-game.
* ENBoost has a couple built in hotkeys that are helpful (can be adjusted in enblocal.ini section [INPUT]):
*# Show FPS: {{fc|#ddd|[*]}} (on the numpad not shift+8)
*# Free VRAM: {{fc|#ddd|[f4]}}
*# Screenshot: print screen (Skyrim's screenshots do not work with ENB/ENBoost)
*Steam screenshots are {{fc|#ddd|[f12]}}, but if using a keyboard with multimedia keys it could be {{fc|#ddd|[shift+f12]}}.
*# Be aware {{fc|#ddd|[shift+f12]}} is also the ENB Series Graphics hotkey to toggle the effects on/off. ENBoost '''ONLY''' users are not affected.


=== 3.B.1.  Optimize Field of View (FOV) ===
== Mod Configuration Menu Settings ==
Prior to 2008, the most common monitor resolutions were 16:10 aspect ratio ([http://en.wikipedia.org/wiki/Display_aspect_ratio source]). Since then, 16:9 has become the standard. The Skyrim FOV defaults to 65 and is optimized for a monitor aspect ratio of 16:10. Therefore, users with 16:9 monitors (e.g. 1920x1080) will want to increase their FOV to 70.59. Setting this in the INI does not persist, so it must be done via the console. Within Skyrim, open the console (tap the tilde {{fc|#ddd|[~]}} key) and type: <code>fov 70.59</code>. Those rare and unfortunate users stuck with 4:3 aspect ratio will need to reduce their FOV down to 55.93.
=== Farmhouse Chimneys SE ===
Vanilla villages should all be checked on the first page. The following screenshot displays the recommended settings for the Mod Support page:


A helpful [http://www.wsgf.org/fovcalc.php conversion calculator] can assist in calculation of other monitor types and aspect ratios. To use:
{{GallerySimple|id=FarmhouseChimneysMCM|width=250|img=https://i.postimg.cc/63x47Hs2/Farmhouse-Chimneys-SE.png|caption=Mod Support}}
#Change ''Resolution of single monitor'' to your total resolution (if using multiple monitors, use the combined resolution)
{{clear}}
#Change ''Number of monitors?'' to the number of monitors being used ''Across'' and ''Tall'' (e.g., if you only have 1, set both ''Across'' and ''Tall'' to 1. If you have 3 beside each other, set ''Across'' to 3 and ''Tall'' to 1. If you have 4 monitors arranged so that it is 2 by 2, set ''Across'' to 2 and ''Tall'' to 2.
#Change ''Old Res or Ratio'' to 16:10.
#Change ''Old hFOV'' to 65.
#Your new optimized FOV value will be labeled ''New hFOV'' immediately below and to the right.


=== 3.B.2.  BIG Frame Drops During Cell Loading ===
=== Remaining Mod Configurations ===
This is a likely indicator that VRAM is too often operating at or beyond capacity (see [[#3.A.4._Stuttering|3.A.4]]).
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 liking.


= STEP Packs =
== (optional) BethINI Customization ==
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Community Add-ons</div>
Users are now ready to play their enhanced Skyrim SE, however, please consider reading the remainder of the Guide before taking an arrow to the knee.


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.  
The final consideration is customizing BethINI once the game is confirmed to be stable. Users who have no issues with performance and aren't knowledgeable with the settings can simply follow along. Other users can feel to customize the settings to their personal preferences. Caution is advised against using the custom INI input feature. This feature will allow users to make custom INI edits, however, doing so without the knowledge of exactly what the customizations are doing can cause instability.


{{MO Note|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.}}
The following are provided as examples of the settings used for taking the screenshot's on Nexus (1920x1080 using a GTX 1060). The recommended settings are called out and/or shown in the screenshots below. Simply click on a section heading to expand it.


Consider reviewing some of the Packs that our users have been developing to augment STEP.  
{| style="border: 1px solid #000; width:90%; float:left;"
|-
| style="border-right: 1px solid #000; width:25%; text-align:left;"| {{Spoiler|shown={{fs|1.75em|Basic}}|hidden={{fc|#ddd|'''STEP Recommends:'''}}
* Antialiasing: TAA
* Windowed Mode
* Borderless
* Vsync
* FPS: 60
* Recommended Tweaks
* BethINI Presets
** Users should select a preset. High was chosen for the screenshots.}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/8zgvJrdG/Beth-INI-Basic.png|caption=Basic Tab}}
{{clear}}
| style="border-right: 1px solid #000; vertical-align: text-top; width:25%; text-align:left;"| {{Spoiler|shown={{fs|1.75em|General}}|hidden={{fc|#ddd|'''STEP Recommends:'''}}
* Users should match the image.
* Screenshot settings are optional and can be customized.}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/BZKtbFD9/Beth-INI-General.png|caption=General Tab}}
{{clear}}
| style="border-right: 1px solid #000; vertical-align: text-top; width:25%; text-align:left;"| {{Spoiler|shown={{fs|1.75em|Gameplay}}|hidden={{fc|#ddd|'''STEP Recommends:'''}}
* Over-Encumbered Reminder: 300 (5 mins) or 3600 (1 hour)
Optionally, users can tick ''NPC Use Ammo'' or a more realistic experience. This will cause NPCs to only use the ammo available in their inventories.}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/MGWjt2rr/Beth-INI-Gameplay.png|caption=Gameplay Tab}}
{{clear}}
| style="width:25%; vertical-align: text-top; text-align:left;"| {{Spoiler|shown={{fs|1.75em|Interface}}|hidden={{fc|#ddd|'''STEP Recommends:'''}}
* Untick '''Mod Manager Menu'''
* Tick '''Fix Map Menu Navigation''' and '''Remove Map Menu Blur'''}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/8z1CZnYN/Beth-INI-Interface.png|caption=Interface Tab}}
{{clear}}
|-
| style="border-right: 1px solid #000; border-top: 1px solid #000; width:25%; text-align:left;"| {{Spoiler|shown={{fs|1.75em|Detail}}|hidden={{fc|#ddd|'''STEP Recommends:'''}}
* Water: Select all but Sky
** Reflecting the sky can cause LOD seams on the water to be more visible.
* Particles: 4500 (this just over doubles vanilla)
* Tick '''Depth of Field'''
* Untick '''Lens Flare''' (optional)
* Untick '''Anamorphic Lens Flare''' (optional, this is the flare seen on candles)}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/7Y16MymK/Beth-INI-Detail.png|caption=Detail Tab}}
{{clear}}
| style="border-right: 1px solid #000; border-top: 1px solid #000; vertical-align: text-top; width:25%; text-align:left;"| {{Spoiler|shown={{fs|1.75em|View Distance}}|hidden={{fc|#ddd|'''STEP Recommends:'''}}
* Grass Fade: 18000 (max)
* Light Fade: 50000 (max)
* Flickering Light: 8192
The remainder of the Fade values are user preference. They are set fairly high for Tech's system, which allows for longer distance viewing of NPCs for archery and strategy planning. uGridsToLoad should never been changed from vanilla's default of '''5'''. The preset here should match the preset selected on the ''Basic'' tab.}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/yxSJWVkW/Beth-INI-View-Distance.png|caption=View Distance Tab}}
{{clear}}
| style="border-right: 1px solid #000; border-top: 1px solid #000; vertical-align: text-top; width:25%; text-align:left;"| {{Spoiler|shown={{fs|1.75em|Visuals}}|hidden='''Grass:'''<br>If using [[Landscapes - Cathedral Concept]], these setting should not need to be adjusted. If not, set the values for grass according to the installation instructions of the grass mod in use.
* Untick '''Improved Shader'''. [[Majestic Mountains - Cathedral Concept]] includes a custom INI that makes edits to the Sparkles and Improved Snow Shader, if used.}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/Hs1nyL4J/Beth-INI-Visuals.png|caption=Visuals Tab}}
{{clear}}
| style="border-top: 1px solid #000; vertical-align: text-top; width:25%; text-align:left;"|{{Spoiler|shown={{fs|1.75em|Custom}}|hidden=Make the custom adjustment in the image to speed up the book opening animation by twice the speed of vanilla.<br>Make the below additional adjustment to fix the line in the water from SSR:<br><code>[Display]</code><br><code>fWaterSSRIntensity=0.5</code>}}
{{GallerySimple|id=BethINICustom|width=250|img=https://i.postimg.cc/J4kJzQkK/Beth-INI-Custom.png|caption=Custom Tab}}
{{clear}}
|}
{{clear|left}}


[http://wiki.step-project.com/Category:Packs {{fs|1.5em|'''STEP Packs'''}}]
== ENBSeries with STEP SE Guide ==
The Guide doesn't include an ENB preset for reasons that should be obvious, however, we know it can be difficult to find a preset that works with Cathedral Weathers. To make this a bit easier, we've included a small list of ENB presets below which were made to work with Cathedral Weathers, without breaking the horizon. We've included a variety of "looks", but users should search on Nexus to find the preset that works best for their preferences.


= User Contributions =
* [https://www.nexusmods.com/skyrimspecialedition/mods/25296 A Cathedralist's ENB]
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">How YOU Can Help</div>
* [https://www.nexusmods.com/skyrimspecialedition/mods/29350 Blubbos ENB ReShade]
* [https://www.nexusmods.com/skyrimspecialedition/mods/31007 CELESTIAL CATHEDRAL ENB]
* [https://www.nexusmods.com/skyrimspecialedition/mods/30716 iiENB]
* [https://www.nexusmods.com/skyrimspecialedition/mods/30971 Ljoss]
* [https://www.nexusmods.com/skyrimspecialedition/mods/27481 Lucid ENB]
* [https://www.nexusmods.com/skyrimspecialedition/mods/23086 PRENB]
* [https://www.nexusmods.com/skyrimspecialedition/mods/28245 Ragnar's Vivid ENB for Cathedral Weathers 2]
* [https://www.nexusmods.com/skyrimspecialedition/mods/30506 Serio's ENB]
<br/>
<br/>


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 [http://wiki.step-project.com/STEP:Mandate 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 mod testing. More detail is presented in the [http://wiki.step-project.com/Guide:Mod_Testing Mod Testing Guide].
= COMMUNITY CONTRIBUTIONS =
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Help build STEP</div>
STEP can only get bigger and better with help from the community. It is very time consuming for the STEP team to ensure that the Guide is consistently maintained at the highest quality possible. We need people to help us identify mods that improve the vanilla game while adhering to our [[STEP:Mandate|Mandate]]. We also need ongoing bug reports, reviews, and updates on mods that may cause problems or that stray from the Mandate.


In order to suggest a mod, visit the [http://forum.step-project.com/forum/32-mods/ Mods] section of the STEP Forums.
In order to suggest a mod for inclusion, visit the [https://stepmodifications.org/forum/forum/107-skyrim-se-mods/ Mods section of the Forums].


====Call for Wiki Content Editors ====
== Call for Mod Testers ==
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 [http://forum.step-project.com/user/326-techangel85/ contact TechAngel85] via PM on the forums (Please register on the forums and [http://forum.step-project.com/index.php?app=forums&module=extras&section=stats&do=leaders see the very bottom of the Forum Team page]).
Community members interested in becoming Mod Testers, please [https://stepmodifications.org/forum/user/326-techangel85/ contact TechAngel85 via PM] on the forums. Once registered, Mod Testers will be given access to Staff forums that houses useful information. For more information about our mod testing process, read through the [https://stepmodifications.org/wiki/Guide:Mod_Testing Mod Testing Guide] to get a sense of what's involved.


====Call for STEP Mod Testers ====
== Call for Forum Moderators ==
STEP community members interested in becoming testers, please [http://forum.step-project.com/user/326-techangel85/ contact TechAngel85] via PM on the forums (Please register on the forums and [http://forum.step-project.com/index.php?app=forums&module=extras&section=stats&do=leaders see the very bottom of the Forum Team page]). Once registered, [http://wiki.step-project.com/STEP:Main record your system specs] by clicking on the button and filling out the form. These specs will be associated with performance data given by testers. Before deciding, read through the [http://wiki.step-project.com/Guide:Mod_Testing Mod Testing Guide] to get a sense what mod testing involves.
Regular community members interested in becoming moderators, please [https://stepmodifications.org/forum/user/326-techangel85/ contact TechAngel85 via PM] on the forums. Forum Moderators will be determined based upon level and quality of activity within our community.


====Call for STEP Benchmarks ====
== STEP Builds ==
Users interested in helping out with the STEP Benchmarking Project, see our [[#1.F._Performance_Benchmarking|benchmarking guidelines]] and submit results on the forums (see link at upper left of site header bar).
STEP Builds are user-created guides that use one of the STEP Core mod lists as a foundation to their own mod list within their guide. If a STEP Build adheres to our guidelines, it can be considered as a candidate for being hosted on the STEP 3.0 website. An example of a STEP Build will be provided with the release of STEP 3.0 in the form of ''Tech's Skyrim Special Edition Guide''. Be certain to read the STEP Builds documentation when it becomes available.


====Call for Forum Moderators ====
{{alert|type=mo|text=This one of the reasons why Mod Organizer is the chosen mod-management utility for STEP. MO makes building mod lists for STEP Builds a breeze.}}
Regular STEP community members interested in becoming moderators, please [http://forum.step-project.com/user/326-techangel85/ contact TechAngel85] via PM on the forums (Please register on the forums and [http://forum.step-project.com/index.php?app=forums&module=extras&section=stats&do=leaders see the very bottom of the Forum Team page]).




Line 684: Line 978:
<br />
<br />


== Credits ==
= Credits =
{{fs|1.1em|{{fc|#CCC|
<div style="color:#ccc; text-align:center; font-size:1.6em; font-weight:500; border-style:solid; border-bottom-width:3px; border-color:rgb(200,100,20); padding-bottom:10px; overflow:hidden;">Thank you all!</div>
The STEP administrators would sincerely like to thank (from the bottoms of our fuzzy little hearts):}} }}
 
* The authors of mods recommended in STEP
The STEP administrators would sincerely like to thank (from the bottoms of our fuzzy little hearts):
* 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)
* [http://forum.step-project.com/user/152-tannin/ Tannin] for the gift that is Mod Organizer


* 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 MO
== STEP Staff ==
=== Administrators ===
* {{fc|#FFA500|TechAngel85}}
** Lead Release Coordinator, Patch Coordinator, Lead Forum Administrator, Mod Author
* {{fc|#FFA500|z929669}}
** Project Founder, Lead Site Developer, Lead Site Administrator
=== SM Forum Moderators ===
Currently active STEP Forum Moderators:
* {{fc|#c5d|DoubleYou}}
* {{fc|#c5d|GrantSP}}
* {{fc|#c5d|Greg}}
* {{fc|#c5d|Kelmych}}
=== Honorary Staff ===
Founder, Administrators, and Staff no longer active with the project:
* Aiyen
* EssArrBee
* Farlo
* hishutup
* MontyMM
* Nebulous112
* oqhansoloqo
* phazer11
* rootsrat
* stoppingby4now
* TheCompiler
* torminater
* WilliamImm


<!--{{DonorCredits}}-->
<!--{{DonorCredits}}-->
====== The core STEP team is: ======
* {{fc|#9ee6b6|EssArrBee}} - Release Coordinator, Fallout survivor, STEP Patches maintainer
* {{fc|#9ee6b6|stoppingby4now}} - Lead Site Developer, administrator, Semantic Mediawiki developer & extraordinaire, site founder
* {{fc|#9ee6b6|TechAngel85}} - Lead Release Coordinator, Forum administrator, FOMOD extraordinaire
* {{fc|#9ee6b6|z929669}} - Wiki & forums content editor, administrator, hosting maintenance, site founder
* Other active volunteer staff: {{fc|#9ee6b6|Aiyen}}, {{fc|#9ee6b6|DoubleYou}}, {{fc|#9ee6b6|Greg}}, {{fc|#9ee6b6|GrantSP}}, {{fc|#9ee6b6|GSDfan}}, {{fc|#9ee6b6|hishutup}}, {{fc|#9ee6b6|Kelmych}}, {{fc|#9ee6b6|Nebulous112}}, {{fc|#9ee6b6|phazer11}}, {{fc|#9ee6b6|WilliamImm}}
* Honorary members: {{fc|#e6b69e|TheCompiler}}, {{fc|#e6b69e|Farlo}}, {{fc|#e6b69e|MontyMM}}, {{fc|#e6b69e|oqhansoloqo}}, {{fc|#e6b69e|rootsrat}}, {{fc|#e6b69e|torminater}}
__NOTITLE__
__NOTITLE__
[[Category:Step Guide]]
[[Category:{{NAMESPACE}} Mod-Build Guides]][[Category:Official Mod-Build Guides]]
{{#css:STEP:StepGuide.css}}

Latest revision as of 01:50, March 27, 2024


Warning-Logo.png

WARNING

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


STEP SE Core Guide

Per our previous release, the "STEP Guide" versioning scheme facilitates our move towards a major change in the way we not only create guides but also with respect to our entire website and methodology. In totality, we've been calling this "STEP 3.0". This Guide version is "0.1.0" (since this a new guide specific to Special Edition, it's versioning starts fresh). It's a prequel or "Beta" to the Guide we will release with STEP 3.0. While we don't consider this release quite to the standards of a full-blown 'major' release, it still represents the entirety of the Guide as it will be released.

There has been so many changes that we highly recommend users reviewing the Changelog, for all the fine details.

- Visit the forums and provide feedback related to STEP.


- Also follow STEP on Facebook.

- To support hosting and maintenance of the STEP Community Project, contributions are welcome.



About STEP

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 modding template. New modders can follow STEP explicitly to achieve an enhanced, vanilla experience, or more experienced modders may use it as general guide from which to build a foundation.

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

New to Modding?

We recommend that you ...

  • read through this Guide at least once before attempting installation.
  • follow all linked guides and read through them, as well.

There is a lot of information to absorb and learn in order to successfully build a modded game. We and the community, have brought together a lot of this information into guides as a free and hopefully convenient resource for all. New and experienced modders alike will find many answers within these guides and linked resources. This guide is written in such a way that it expects users to know the basics of modding and related tools (e.g., mod managers, LOD optimizers, configuration utilities, etc.). However our support forums are always available for visitors.

Nomenclature

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

  • Baseline: An installation of a mod using the recommend file option listed within the Baseline column of the mod tables below.
  • STEP Patches: A "patch" is a plugin that allows two or more mods to work together without conflicting. The "STEP Patches" are such plugins, but allow all of the mods in the STEP Guide to work harmoniously together. Some users refer to this as a "conflict resolution patch" or "CR Patch".

Minimum System Requirements

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

Hardware Minimum Recommended
Windows OS Windows 7 64-bit or later Windows 7 64-bit or later
CPU Intel Core i5-2400 or equivalent Intel Core i5-4430 or equivalent
System RAM 8 GB 8 GB or higher
GPU Nvidia GTX 780 3GB / AMD R9 290 4GB Nvidia GTX 970 or equivalent or better
Monitor Resolution 1920x1080 1920x1080 or higher

Time Requirement

Users should be aware that it will usually take several hours to complete a STEP Guide from start to finish. STEP encourages users to always follow proper computer ergonomics when modding. Remember to take breaks and happy modding!

STEP 1

Game & Tool Installation

Game Installation and Modding Setup

Info-Logo.png

NOTE

Start Out Clean!

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!


Before continuing with this Guide, users who have not completed the System Setup Guide should stop and do so now. Before continuing, users should already have the game installed and folder structure set up for modding. Our mod-build guides are written with the expectation of the linked setup process already being completed. Users deviating from our recommendations will need to adjust the instructions in our guides accordingly.

Mod Organizer 2

Mod Organizer 2 is the successor to Mod Organizer, and is now the official mod manager for all STEP mod-build 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 MO installation options - Users will have the choice between installing MO 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 MO is installed and used in “portable” mode. STEP recommends “standalone” mode for use with this guide. This allows us to design all of our mod-build guides around using MO's "Instances". This means one MO installation is used for all supported games. Users should decide how they wish to install and use MO before continuing; keeping in mind the space requirements mentioned in our System Setup Guide.


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NOTE

For more information about MO installation options, please see the Mod Organizer Guide.

Tools Installation and Setup

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

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
MBINCompilerLink to the mod's Wiki page. Detailed Instructions available
  1. Download the latest version of the tool's .DLL and .EXE files from GitHub.
    Users may get a warning from their browser or system when downloading these files. Allow the browser or system to keep or retain the files.
  2. Move the downloaded files to the MBINCompiler folder (e.g., ../Modding/NoMansSky/Tools/MBINCompiler/)
NMS Modding StationLink to the mod's Wiki page. Detailed Instructions available
Windows 10 users should ensure that .NET v4.5.2 or later is installed as NMS Modding Station requires it.
  1. Download the file from Nexus Mods.
  2. Extract the archive to new NMS Modding Station folder (e.g., ../Modding/NoMansSky/Tools/NMS Modding Station/).
PSArcToolLink to the mod's Wiki page. Detailed Instructions available
  1. Manually download the file from Nexus Mods.
  2. Place the EXE in the new PSArcTool folder (e.g., ..\Modding\Tools\PSArcTool).

The Modding folder structure should now reflect:

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


STEP 2

Tool Configuration

Mod Organizer 2 - Configuration

Initialization

STEP recommends using all applications, including Mod Organizer 2, as standalone programs. The below instructions for MO's first run reflect this. If MO is ran 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 MO by running its executable (i.e. ..Modding/Tools/Mod Organizer/ModOrganizer.exe)
  2. Upon launch, users will have a choose between setting it up as portable or create a new Instance. Choose to create a new Instance.
  3. Select SkyrimSE and choose OK.
    • A prompt will appear informing you about the option of changing the location of data stored. Read it and click past it.
  4. The installer should automatically detect the Skyrim SE installation (ie. ..Steam/steamapps/common/Skyrim Special Edition). Select it.
    • If it didn't find the location, browse to to the Skyrim SE 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. The last prompt will ask if MO can handle .NXM links from the browser. Allow it to do so.
  7. MO is now set up and ready to use.

Profile Setup

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 MO, choosing the Skyrim SE 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 checked and select OK.
    • Users can also check the Use profile-specific Save Games, if they wish.
  7. Ensure the renamed profile is still selected and click Copy.
  8. Name the new profile "STEP SE Core v0.1.0", or anything similar.
  9. Check the same boxes from step 6, above.
  10. Close the window by clicking Close.
  11. Ensure that the STEP SE Core profile is the currently selected profile in the Profile drop-down menu.

Tool Setup

The final step of setting up Mod Organizer 2 is to add all the tools to it, which were install in the previous step. Some tools will have been auto-detected and added for the user, however, ensure the settings below are set for all tools, even the auto-detected ones. Use the instructions below to add the tools to MO. xEdit is used for the example:

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


  1. Click the Executables button at the top of the main Mod Organizer window.
  2. In the Title field type SSEEdit or xEdit.
  3. In the Binary field either type the path to the SSEEdit.exe file or browse for it by selecting the ... button (i.e. ..Modding/Tools/xEdit/SSEEdit.exe)
  4. (optional) The following arguments can be helpful. Input them in the Argument field separated by a single space:
    • -IKnowWhatImDoing : This turns off a warning present using users make edits.
    • -AllowMasterFilesEdit : By default xEdit will not allow master file editing. This allows users to these files.
    • -o:"Path/to output/folder" : This is the output path xEdit will use when it saves certain files. (i.e. ..Modding/Tools/xEdit/xEdit_Output)
  5. Check the Use Application’s Icon for shortcuts box.
  6. Click the Apply button.
  7. Repeat steps 2 through 6 for adding the executables from the table below; filling in the appropriate data. The titles we use are suggestions:


Tool Setup Table

Executable Title Argument(s)
DynDOLOD64.exe DynDOLOD SE -SSE
LOOT.exe LOOT --game="Skyrim Special Edition"
SSEEditQuickAutoClean.exe xEdit Quick Auto Clean  
TexGen64.exe (installed with DynDOLOD) TexGen SE -SSE
WryeBash.exe Wrye Bash -o “path to Skyrim Special Edition folder”
(i.e, -o "D:/Steam/steamapps/common/Skyrim Special Edition" )
xLODGen64.exe xLODGen -lodgen -SSE

Users can arrange their tools in any order they wish using the up and down buttons above the list. When complete, close the window by clicking the Cancel button.

BethINI Setup

BethINI needs to be set up to run for the current profile in MO and ran to establish solid INIs before beginning the mod installations. To do this:

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


  1. Close MO and run BethINI.
  2. Select Skyrim Special Edition 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 (i.e., ../Modding/Steam/steamapps/common/Skyrim Special Edition).
    • Ensure the Mod Organizer path is correct (i.e., ../Modding/Tools/Mod Organizer).
    • If the MO path is correct, the INI Path menu will find the user’s profiles in MO. Select the profile created earlier in the Guide (STEP SE Core v0.1.0).
      • If BethINI does not automatically find the profiles, browse to MO's Profile folder.
      • For Instance users the profile will be stored in the user's AppData folder (i.e. C:/Users/UserName/AppData/Local/ModOrganizer/SkyrimSE/profiles)


At this time BethINI should restart to grab the correct INIs. Once it is restarted:

➕ [Click to show]➖ [Click to hide] BethINI Initial Setup


  1. Return to the Setup tab.
    • BethINI will be used for multiple games from a single installation, thus users should check the “Always Select Game” box.
    • To prevent changes to the INIs, check the “Make INIs Read-Only” box.
  2. Select the Basic tab.
    • Ensure the Window Resolution matches the system resolution.
    • Click the Medium profile button (this can be changed at the end of the Guide).
    • Check the box for “Recommended Tweaks”.
  3. Now 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 ran again to complete the INI setup.

STEP 3

Cleanup and Considerations

LOOT

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

  1. Launch LOOT via Mod Organizer 2 from the executables drop-down menu.
    Info-Logo.png
    NOTE:
    If LOOT fails to start, try adding the following argument to it: --single-process
  2. Click the “Sort” button at the top of the LOOT window.
  3. Examine the resulting order carefully and look for any alerts or warnings and address each (clean any mods it says has ITMs or UDRs)
  4. Click the “Apply” button, which has replaced the Sort button at the top.
  5. Close LOOT.

LOOT must be run any time a mod is installed that adds one or more plugins to the load order.


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

To remove errors in the Bethesda master files, it is recommended they be cleaned with xEdit before modding begins. This ensures maximum stability and compatibility within the modding experience.

Standard Cleaning Procedures

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


  1. Run xEdit64 Quick Auto Clean from the drop-down executable list in MO.
  2. On the plugin selection window, double-click on the mod being cleaned (i.e., Update.esm, Dawnguard.esm, etc).
  3. xEdit will now automatically clean the "Identical to master" and "deleted" records from the selected mod.
  4. Once xEdit is done cleaning, click the X in upper right of the program window to close the program.

After the vanilla master files are cleaned, users should create separate mods for them in MO and restore the original files. This prevents users from having to re-clean the file after verifying their files in Steam. To do this, complete the following:

  1. Right-click in the modlist. Hover over All Mods and select Create empty mod, name it “MasterName.esm - Cleaned” (i.e., Update.esm - Cleaned), and click OK.
  2. On the new mod listing that appears, right-click and select Open in explorer. Leave this folder opened.
  3. In a new window, open the Skyrim Special Edition Data directory (i.e., ../Modding/Steam/steamapps/common/Skyrim Special Edition/Data)
  4. Drag and drop the cleaned master file from Data to the "MasterName.esm - Cleaned" folder from step 2.
  5. Open the TES5Edit Backups folder found in Overwrite in MO (bottom of modlist) and rename the file to “MasterName.esm”.
  6. Drag and drop the renamed file from the TES5Edit Backups folder to the Data directory and choose to overwrite it, if asked.
  7. Close the explorer windows.
  8. Drag and drop the new MasterName.esm - Cleaned mod listing in MO directly below its vanilla master mod listing.

Update.esm, Hearthfires.esm, Dragonborn.esm

Follow the standard cleaning procedures to clean these master files, one at a time. Place the “MasterName.esm - Cleaned” mod listing for each below its vanilla master listing. Update.esm will not be listed in MO and Update.esm - Cleaned is placed at the top of the modlist.

Dawnguard.esm

Follow the standard cleaning procedures to clean Dawnguard.esm.

Once the automatic cleaning is complete, Dawnguard also has some manual cleaning required. To do this,

➕ [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, ensuring Dawnguard.esm is checked on the prompt.

After the manual cleaning is complete, create the mod listing as directed above and place the “Dawnguard.esm - Cleaned” mod listing directly below Dawnguard.esm.


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NOTE

Any time Bethesda updates these master files, users should complete this cleaning process again. This ensures users have any fixes Bethesda may have included within their updates.


At this point, the Bethesda masters should be cleaned and the mod list order should reflect:

  1. Updated - Cleaned .esm
  2. DLC: Dawnguard.esm
  3. Dawnguard - Cleaned.esm
  4. DLC: HearthFires.esm
  5. HearthFires - Cleaned.esm
  6. DLC: Dragonborn.esm
  7. Dragonborn - Cleaned.esm

Understanding the STEP Patches

A “conflict resolution” patch, or CR Patch, is a plugin that resolves conflicts between various active plugins. They allow users to use various mods together without any major issues, while still achieving the desired outcome from the mods. The STEP Patches are CR patches and more.

The STEP Patches are CR Patches built specifically for the mod list within this Guide. They are required to run the Guide without issues; providing conflict resolution between various mods. Additionally, the patches provide both mod integration and custom edits surrounding the use of specific mods. This means the patches are one part CR patch and one part mod.

Users should decide now, before installing any mods, whether or not they will be using the STEP Patches or creating their own. This decision will be referenced during mod installations below. Users who decide to install the STEP Patches will do so after the mod installations.


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NOTE

Users installing only the Core mod list or only installing mods on top of this Core mod list, are recommended to use the STEP Patches! These patches will solve all conflicts for users installing only the Core mod list. For users adding a few additional mods on top of STEP Core, the Patches can be used as a foundation to build upon. This ensures a stable game.


We do not offer support for unpatched mod installations!

STEP Patches Requirements - We recommend keeping the forum topic from the link open for referencing the list of required mods. This is helpful for users deciding whether or not to install a mod that may be required by the Patches.

Finally, we offer the following options in regards to Patches:

  • STEP SE Core - Conflict Resolution Patch
    • patches the entire STEP SE Core mod list besides the Lighting and Weather mod group.
  • STEP SE Core - Lighting and Weather Patch
    • patches the mods listed within the Lighting and Weather mod group with the rest of the STEP SE Core mod list.
    • this is provided as a separate patch for users wanting to customize their own lighting and weather setup.


STEP 4

STEP SE Core Modlist

At this point users should have their systems fully set up and ready to install mods from the modlist below. Users who are unaware of how to complete mod installations using Mod Organizer 2 should return to that Guide and refresh their knowledge. When installing mods from the list below, keep the following in mind:

  • Mods should be installed in the order that they are listed to ensure other mods further down the list overwrite those occurring before them. This is necessary to ensure the desired in-game effect.
  • Mods are listed in alphabetical order within each section and any deviations from this are purposeful to achieve the desired outcome.
  • Always install plugins (ESLs/ESMs/ESPs) unless otherwise noted.
  • If there are no notes associated with a particular mod, then all options fit the our mandate and it's the user's decision which option to install. Mod notes only provide instructions where necessary; otherwise, STEP encourages user customization.
  • Unless otherwise stated, follow LOOT's advice in regards to mod cleaning and sorting.


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NOTE

STEP does not recommend extracting BSAs for this Guide. Each BSA has been manually checked by the staff to ensure the proper overwrites are maintained, without the need for extraction.


Mod Table Reference

Below is the legend and reference for the mod tables used in this Guide. Users should refer back to it when confused about a mod listing.

Mod Name Baseline Quality Options DLC Required Notes
Mod NameWikilink.png Baseline LowQuality.png HighQuality.png
DG
Notes


Legend

STEP Patch Mods included in the STEP Patches are indicated by the presence of a green vertical bar in the row at the immediate left-hand column of the table before the mod name.
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, 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 Options 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.
DLC Required Any DLCs listed here are required for the mod to function. Do not install the mod, unless all DLCs listed are present.
During mod installation instructions, STEP assumes a Legendary version of the game is being used (all DLC are installed).
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: "Use '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.

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

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

No mods defined.

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

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

No mods defined.

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

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

No mods defined.

Mods that affect animations or physics

Mods that affect animations or physics
Mod Name Baseline Instructions
Rotating AtmosphereLink to the mod's Wiki page.


Mods that replace existing models or textures

Mods that replace existing models or textures
Mod Name Baseline Instructions
Black CarbonLink to the mod's Wiki page.
Clean Analysis VisorLink to the mod's Wiki page. Step recommends: Clean_Analysys_Visor_With_Helmet_by_RogerHN
Clean Ship Space MapLink to the mod's Wiki page.
HD CloudsLink to the mod's Wiki page. 2K


Mods that replace existing models or textures

Mods that replace existing models or textures

No mods defined.

Mods that affect the appearance of the player character or NPCs

Mods that affect the appearance of the player character or NPCs

No mods defined.

Mods that replace existing models or textures

Mods that replace existing models or textures

No mods defined.

Mods that affect general or multiple gameplay mechanics

Mods that affect general or multiple gameplay mechanics
Mod Name Baseline Instructions
Better Ship Transfer RangesLink to the mod's Wiki page. Only install Better Ship Teleport Module Range main file
Sensible Planetary ChartsLink to the mod's Wiki page. Only install the Main File.


Mods that replace existing models or textures

Mods that replace existing models or textures

No mods defined.

Mods that affect sounds or music

Mods that affect sounds or music

No mods defined.

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

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

No mods defined.

Mods that alter aspects of quests and/or related lore

Mods that alter aspects of quests and/or related lore

No mods defined.

Mods that affect any aspect of the user interface

Mods that affect any aspect of the user interface

No mods defined.

Mods that programmatically add new or alter vanilla locations

Mods that programmatically add new or alter vanilla locations

No mods defined.

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

Mods that affect lighting and/or weather systems **installation is optional**
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 for their games. As such, we've included an additional patch solely for this mod group.


Mod Name Baseline Instructions
LightFixLink to the mod's Wiki page. Soft Detailed Instructions available
Step recommends: _LightFixSoft main file
  1. Whichever option is chosen, rename the PAK by removing any underscores from the name
    Example: _LightFixSoft.pak renamed to: LightFixSoft.pak
ReLightLink to the mod's Wiki page.
Integrated PlanetsLink to the mod's Wiki page.
Natural NightsLink to the mod's Wiki page. Detailed Instructions available
  1. Manually download the mod from Nexus Mods (not using MO)
  2. Extract the mod's PAK file from the downloaded archive
  3. Now extract the mod's PAK file using PSArcTool.
  4. Copy only the METADATA folder. Users can delete the other files.
  5. Paste the copied METADATA folder into the guide's project folder: ..\Modding\NoMansSky\StepNoMansSky
No Atmosphere No DustLink to the mod's Wiki page.


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

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

No mods defined.

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

  1. Sort the load order with LOOT.
  2. Run FNIS SE via Mod Organizer 2.
  3. In the Available Patches at the bottom of the window, check 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 FNIS SE Output and click OK.
    • This will create a new mod listing in the left pane for the FNIS SE generated files.
  3. Check the new mod entry to enable it.

Mods that programmatically resolve load-order conflicts

Mods that programmatically resolve load-order conflicts
Mod Name Baseline Instructions
Step NoMansSky Resource FilesLink to the mod's Wiki page. Detailed Instructions available
  1. Download the guide's resource files.
  2. Extract the archive to the project folder: ..\Modding\NoMansSky\StepNoMansSky
  3. Overwrite any conflicts.



STEP 5

Patches and LODs

Sorting with LOOT

Users should now run LOOT and accept the default mod order it provides.

The new Patches are designed to work with a default LOOT sorting of the mods. This means there are no more meta rules to set with the STEP Guides. This reduces user tasks (preventing one less area for user error) and streamlines the Guide's installation. Users should:

  • sort their load order using LOOT any time they install, uninstall or update a mod.
  • update LOOT any time it says their is an update available.

Creating a Bashed Patch

A Bashed Patch is a patch created by running Wrye Bash (WB). This process imports several record types from a load order, to ensure those records are carried forward.

Info-Logo.png

NOTE

This Guide no longer uses a Bashed Patch!

All necessary edits, which the Bashed Patch covered in previous versions of the STEP Guide are now contained with the STEP Patches.


Though this Guide doesn't require a Bashed Patch, users may eventually install mods that require one. Users should only require a Bashed Patch if they include additional mods that add or alter leveled lists. Even then, one may not always be required. STEP provides the instructions below to create a Bashed Patch. If users need to create one, they are highly encouraged to review the results in xEdit! Investing has shown many of the leveled lists forwards to be completely unnecessary as they were just copies of the winning mod's records.

Building a Bashed Patch

Keep in mind these procedures are only for using a Bashed Patch to manage leveled lists.

➕ [Click to show]➖ [Click to hide] Steps to build Bashed Patch for STEP


  1. Users who did not run LOOT, do it now!
  2. Ensure the Overwrite mod is empty in MO.
  3. Run Wrye Bash from the MO executable list.
    • If it doesn't detect the game, select Skyrim SE.
  4. Once loaded, scroll to the mod of the mod list and right-click on Bashed Patch, 0.esp
  5. Select Rebuild Patch.
  6. Untick all boxes besides Leveled Lists.
  7. Click the Build Patch button.
  8. Activate the patch when asked and close Wrye Bash.
  9. Right-click on the Overwrite mod in MO and select Create new mod.
  10. Name the new patch something unique for the current MO profile (i.e. STEP SE Core - Bashed Patch)

DynDOLOD

Users will now create LODs using Dynamic Distant Objects LOD (DynDOLOD). DynDOLOD is one part mod and one part tool. Users should already have the tool installed from the beginning of the Guide. Now it's time to install the mod portion:

➕ [Click to show]➖ [Click to hide] Install DynDOLOD Resources SE


  1. Visit the Skyrim SE DynDOLOD forum topic.
  2. Download the DynDOLOD Resources SE vX.XX file.
  3. Install the file using MO by selecting the following options:
    • Solidtude Exterior
    • Whiterun Exterior
    • 3D Plume
    • High Hrogthar Window Glow
    • Desync Birds of Prey


Before moving on, users need to create two empty mods to use for the files DynDOLOD outputs:

➕ [Click to show]➖ [Click to hide] Create empty mods


  1. Right-click on the mod list in MO and hover over All Mods.
  2. Select, Create empty mod.
  3. Name it STEP SE Core - TexGen Output or anything similar.
  4. Place this new mod directly after DynDOLOD Resources SE.
  5. Repeat these steps to create another new mod call STEP SE Core - DynDOLOD Output, or anything similar.
  6. Place this other new mod directly after the new mod from step 3 (i.e., STEP SE Core - TexGen Output)..


The last few mods in the mod list should now reflect:

  1. ..
  2. STEP SE Core - CR Patch
  3. STEP SE Core - LW Patch (optional)
  4. DynDOLOD SE Resources
  5. STEP SE Core - TexGen Output
  6. STEP SE Core - DynDOLOD Output

Run TexGen

TexGen, shipped with DynDOLOD, is a program that will create custom LOD textures for objects based on the full-size texture installed. This means distance object textures will better match their fully rendered counterparts. To create custom LODs:

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


  1. Run TexGen from the MO executable drop-down list.
  2. Keep the default Output location and and choose one of the follow two options:
    1. Option 1: Keep the default settings. This is for the average system.
    2. Option 2: Users who have the a bit more performance room, change the LOD Texture Size to 512. This will result in higher resolution LOD textures.
  3. Once the option has been chosen click Start.
  4. Once the completed message has appeared, click Save & Exit.
  5. Navigate to the DynDOLOD folder location (i.e., ../Modding/Tools/DynDOLOD).
  6. Copy or cut the files from the TexGen_Output folder.
  7. In MO, hold down the Ctrl key and double-click on the TexGen Output mod created above. This opens the mod's folder in an Explorer window.
  8. Paste the files into the mod's folder and close the window.
  9. In MO, ensure the TexGen Output mod is active (checked).

Run DynDOLOD

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 Tree LOD

➕ [Click to show]➖ [Click to hide] Instructions for Standard Trees


  1. Run DynDOLOD from the MO executable drop-down list.
  2. Click the Advanced button once the main tool window is displayed.
  3. Select all worldspaces.
  4. Ensure the Candles, FXGlow, and Windows boxes are checked.
  5. Keep the default Output location and settings and click Medium.
  6. Users with systems able to handle High settings, may do so.
  7. Once the completed message has appeared, click Save & Exit.
  8. Navigate to the DynDOLOD folder location (i.e., ../Modding/Tools/DynDOLOD).
  9. Copy or cut the files from the DynDOLOD_Output folder.
  10. In MO, hold down the Ctrl key and double-click on the DynDOLOD Output mod created above.
  11. Paste the files into the mod's folder and close the window.
  12. In MO, ensure the DynDOLOD Output mod is active (checked).
  13. Sort with LOOT.
  14. Ensure DynDOLOD.esp is the last plugin in the load order.

3D Tree LOD

There are two options for 3D Trees. Full or Hybrid.

  1. Full 3D Trees will generate the entire tree (branches and trunks) in 3D.
  2. Hybrid 3D Trees is more performance friendly. It will generate 3D branches with 2D trunks.
➕ [Click to show]➖ [Click to hide] Instructions for 3D Trees


  1. Open the root DynDOLOD folder (i.e., ../Modding/Tools/DynDOLOD/).
  2. Open the DynDOLOD_SSE.ini file (i.e., ../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini)
  3. Set TreeLOD=0
    • If generating Hybrid 3D Trees, skip to the next step now.
    • If generating Full 3D Trees, also set TreeFullFallBack=0.
  4. Run DynDOLOD from the MO executable drop-down list.
  5. Select all worldspaces.
  6. Ensure the Candles, FXGlow, Generate static LOD, Windows, and High boxes are checked.
  7. Keep the default Output location and settings, click High preset button, and run it.
    • The High preset is require for 3D Trees!
  8. Get a cup of coffee. This takes ~40 minutes on SSDs.
  9. Once the completed message has appeared, click Save & Exit.
  10. Navigate to the DynDOLOD folder location (i.e., ../Modding/Tools/DynDOLOD).
  11. Copy or cut the files from the DynDOLOD_Output folder.
  12. In MO, hold down the Ctrl key and double-click on the DynDOLOD Output mod created above.
  13. Paste the files into the mod's folder and close the window.
  14. In MO, ensure the DynDOLOD Output mod is active (checked).
  15. Sort with LOOT.
  16. Ensure DynDOLOD.esp is the last plugin in the load order.
Info-Logo.png
NOTE:
One issue that can arise when generating LOD with DynDOLOD is having a "bad run", though it doesn't happen often. However, when it does happen CTDs are usually the result. If this happens, for example while fast traveling, try disabling the generated output and recreate the conditions in-game. If the CTDs are resolved, trash all of the files from the bad run and complete the process again.

When do users need to rebuild LODs?

Users should rebuild their LODs any time they update their mod lists with mods that adds, removes, or relocates exterior objects such as buildings, roads, trees, etc. Users should also rebuild any time an update to DynDOLOD SE Beta is released.


STEP 6

Mod Configuration & Wrap-up

Users should now be ready to load the game for the final steps, configuring mods in the Mod Configuration Menu (MCM). The MCM is a feature of SkyUI that allows mod authors to provide custom settings for their mods, which users can set within the game. Well provide recommendations for users below for all the mods installed within this Guide.

Info-Logo.png
NOTE:
When launching the game for the first time after a STEP Guide is installed, the load could take significantly longer than normal. This will only be a one-time load wait as all the installed mods are being initialized. Subsequent load times should be shorter.

When ready to play the game after a new STEP Guide install, it is recommended to start a new character.

Mod Configuration Menu Settings

Farmhouse Chimneys SE

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

Remaining Mod Configurations

The remaining mod configurations are recommended to be left at their defaults for the most enhanced, vanilla experience. However, users may adjust the settings for these mods to their liking.

(optional) BethINI Customization

Users are now ready to play their enhanced Skyrim SE, however, please consider reading the remainder of the Guide before taking an arrow to the knee.

The final consideration is customizing BethINI once the game is confirmed to be stable. Users who have no issues with performance and aren't knowledgeable with the settings can simply follow along. Other users can feel to customize the settings to their personal preferences. Caution is advised against using the custom INI input feature. This feature will allow users to make custom INI edits, however, doing so without the knowledge of exactly what the customizations are doing can cause instability.

The following are provided as examples of the settings used for taking the screenshot's on Nexus (1920x1080 using a GTX 1060). The recommended settings are called out and/or shown in the screenshots below. Simply click on a section heading to expand it.

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

STEP Recommends:

  • Antialiasing: TAA
  • Windowed Mode
  • Borderless
  • Vsync
  • FPS: 60
  • Recommended Tweaks
  • BethINI Presets
    • Users should select a preset. High was chosen for the screenshots.
➕ [Click to show]➖ [Click to hide] General

STEP Recommends:

  • Users should match the image.
  • Screenshot settings are optional and can be customized.
➕ [Click to show]➖ [Click to hide] Gameplay

STEP Recommends:

  • Over-Encumbered Reminder: 300 (5 mins) or 3600 (1 hour)
Optionally, users can tick NPC Use Ammo or a more realistic experience. This will cause NPCs to only use the ammo available in their inventories.
➕ [Click to show]➖ [Click to hide] Interface

STEP Recommends:

  • Untick Mod Manager Menu
  • Tick Fix Map Menu Navigation and Remove Map Menu Blur
➕ [Click to show]➖ [Click to hide] Detail

STEP Recommends:

  • Water: Select all but Sky
    • Reflecting the sky can cause LOD seams on the water to be more visible.
  • Particles: 4500 (this just over doubles vanilla)
  • Tick Depth of Field
  • Untick Lens Flare (optional)
  • Untick Anamorphic Lens Flare (optional, this is the flare seen on candles)
➕ [Click to show]➖ [Click to hide] View Distance

STEP Recommends:

  • Grass Fade: 18000 (max)
  • Light Fade: 50000 (max)
  • Flickering Light: 8192
The remainder of the Fade values are user preference. They are set fairly high for Tech's system, which allows for longer distance viewing of NPCs for archery and strategy planning. uGridsToLoad should never been changed from vanilla's default of 5. The preset here should match the preset selected on the Basic tab.
➕ [Click to show]➖ [Click to hide] Visuals

Grass:
If using Landscapes - Cathedral Concept, these setting should not need to be adjusted. If not, set the values for grass according to the installation instructions of the grass mod in use.

➕ [Click to show]➖ [Click to hide] Custom
Make the custom adjustment in the image to speed up the book opening animation by twice the speed of vanilla.
Make the below additional adjustment to fix the line in the water from SSR:
[Display]
fWaterSSRIntensity=0.5

ENBSeries with STEP SE Guide

The Guide doesn't include an ENB preset for reasons that should be obvious, however, we know it can be difficult to find a preset that works with Cathedral Weathers. To make this a bit easier, we've included a small list of ENB presets below which were made to work with Cathedral Weathers, without breaking the horizon. We've included a variety of "looks", but users should search on Nexus to find the preset that works best for their preferences.



COMMUNITY CONTRIBUTIONS

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

Community members interested in becoming Mod Testers, please contact TechAngel85 via PM on the forums. Once registered, Mod Testers will be given access to Staff forums that houses useful information. For more information about our mod testing process, read through the Mod Testing Guide to get a sense of what's involved.

Call for Forum Moderators

Regular community members interested in becoming moderators, please contact TechAngel85 via PM on the forums. Forum Moderators will be determined based upon level and quality of activity within our community.

STEP Builds

STEP Builds are user-created guides that use one of the STEP Core mod lists as a foundation to their own mod list within their guide. If a STEP Build adheres to our guidelines, it can be considered as a candidate for being hosted on the STEP 3.0 website. An example of a STEP Build will be provided with the release of STEP 3.0 in the form of Tech's Skyrim Special Edition Guide. Be certain to read the STEP Builds documentation when it becomes available.

Moicon.png

MO2

This one of the reasons why Mod Organizer is the chosen mod-management utility for STEP. MO makes building mod lists for STEP Builds a breeze.


Thank you for reading and enjoy the game!


Credits

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 MO

STEP Staff

Administrators

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

SM Forum Moderators

Currently active STEP Forum Moderators:

  • DoubleYou
  • GrantSP
  • Greg
  • Kelmych

Honorary Staff

Founder, Administrators, and Staff no longer active with the project:

  • Aiyen
  • EssArrBee
  • Farlo
  • hishutup
  • MontyMM
  • Nebulous112
  • oqhansoloqo
  • phazer11
  • rootsrat
  • stoppingby4now
  • TheCompiler
  • torminater
  • WilliamImm