SkyrimSE:1.0.0: Difference between revisions

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{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
! Title
! Executable
! Executable
! Title
! Argument(s)
! Argument(s)
|-  
|-  
! style="color:#999; text-align:left;" | TES5Edit.exe
! style="color:#999; text-align:left;" | xEdit.exe
| style="text-align:left;"| xEdit
| style="text-align:left;"| xEdit
| style="text-align:left;"| <code>-IKnowWhatImDoing -SSE -AllowMasterFilesEdit</code><br>Tick the '''Create files in mod instead of overwrite''' box and select the ''xEdit Output'' mod from the drop-down.
| style="text-align:left;"| <code>-IKnowWhatImDoing -SSE -AllowMasterFilesEdit</code><br>Tick the '''Create files in mod instead of overwrite''' box and select the ''xEdit Output'' mod from the drop-down.
|-  
|-  
! style="color:#999; text-align:left;" | TES5EditQuickAutoClean.exe
! style="color:#999; text-align:left;" | xEditQuickAutoClean
| style="text-align:left;"| xEditQuickAutoClean
| style="text-align:left;"| xEditQuickAutoClean.exe
| style="text-align:left;"| <code>-SSE</code><br>Tick the '''Create files in mod instead of overwrite''' box and select the ''xEdit Output'' mod from the drop-down.
| style="text-align:left;"| <code>-SSE</code><br>Tick the '''Create files in mod instead of overwrite''' box and select the ''xEdit Output'' mod from the drop-down.
|-  
|-  
! style="color:#999; text-align:left;" | DynDOLOD64.exe
! style="color:#999; text-align:left;" | DynDOLOD
| style="text-align:left;"| DynDOLOD
| style="text-align:left;"| DynDOLODx64.exe
| style="text-align:left;"| <code>-SSE</code>
| style="text-align:left;"| <code>-SSE</code>
|-  
|-  
! style="color:#999; text-align:left;" | LOOT.exe
! style="color:#999; text-align:left;" | LOOT
| style="text-align:left;"| LOOT
| style="text-align:left;"| LOOT.exe
| style="text-align:left;"| <code>--game="Skyrim Special Edition"</code>
| style="text-align:left;"| <code>--game="Skyrim Special Edition"</code>
|-  
|-  
! style="color:#999; text-align:left;" | TexGen64.exe
! style="color:#999; text-align:left;" | TexGen
| style="text-align:left;"| TexGen
| style="text-align:left;"| TexGenx64.exe
| style="text-align:left;"| <code>-SSE</code>
| style="text-align:left;"| <code>-SSE</code>
|-  
|-  
! style="color:#999; text-align:left;" | xLODGen64.exe
! style="color:#999; text-align:left;" | xLODGen
| style="text-align:left;"| xLODGen
| style="text-align:left;"| xLODGenx64.exe
| style="text-align:left;"| <code>-lodgen -sse -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output"</code><br>{{Fc|salmon|''Replace '''DriveLetter:''' with the drive letter of the 'Modding' folder.''}}
| style="text-align:left;"| <code>-lodgen -sse -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output"</code><br>{{Fc|salmon|''Replace '''DriveLetter:''' with the drive letter of the 'Modding' folder.''}}
|}
|}

Revision as of 17:44, August 16, 2021


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 SkyrimSE Guide[edit | edit source]

This is the official v1.0 release of the Step SkyrimSE Guide. It'll now be considered our "active" gaming guide for Skyrim, meaning we will be releasing guide updates to SkyrimSE, exclusively. Our Step SkyrimLE Guide is considered retired, though we'll continue to perform any routine maintenance.


About Step[edit | edit source]

A Foreword

Created by TheCompiler, Step is a collaborative project with input from the modding community, technical volunteers, and project administrators. The goal is to provide tested and validated methods for establishing and maintaining an enhanced modded Skyrim. Thus, the Guide provides detailed, well-tested build instructions for a solid modded Skyrim that achieves an enhanced, vanilla experience. It's meant to be installed in its entirety and not piecemeal.

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

New to Modding?[edit | edit source]

We recommend that you ...

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

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

Nomenclature[edit | edit source]

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

  • 'tick' means 'check': Frequently, the word 'check' or 'checked' can mean 'ensure' in addition to "check mark", so 'check' is not used where it is synonymous with 'tick' to avoid any mistakes that can (and have) happened from this conflation.
  • Baseline: An installation of a mod using the recommend file option listed within the Baseline column of the mod tables below.
  • Step Patches: A "patch" is a plugin that allows two or more mods to work together without conflicting. The Step Patches are such plugins, but allow all of the mods in the Step Guide to work harmoniously together. Some users refer to this as a conflict resolution patch or "CR Patch".

System Requirements[edit | edit source]

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

Hardware Minimum Recommended
Windows OS Windows 10 64-bit Windows 10 64-bit
CPU Intel Core i5-2400 or equivalent Intel Core i5-4430 or equivalent
System RAM 8 GB 8 GB or higher
GPU Nvidia GTX 780 3GB / AMD R9 290 4GB Nvidia GTX 970 or equivalent or better / 4GB VRAM or higher
Drive Space ~50 GBs ~60 GBs
Monitor Resolution 1920x1080 1920x1080 or higher

Time Requirement[edit | edit source]

Users should be aware that it will usually take anywhere from several hours to a several days to complete this Guide from start to finish. Since this is a start to finish process, a recommend schedule for completing it is:

Day 1 : Steps 1 - 3
Day 2 : Step 4
  • Step 4 is installing all the mods. Depending on download speeds and previous modding knowledge, this step could span 1-3 days.
Final Day : Finish the remainder of the Guide.

The overall message here is that Step encourages users to always follow proper computer ergonomics when modding! Remember to take breaks and happy modding!


STEP 1[edit | edit source]

Game & Tool Installation

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

Those who have not completed the System Setup Guide should STOP and do so now BEFORE continuing this guide! This is a perquisite for completing any of the Step Bethesda mod-build guides.
NEW GUIDE FOLLOWERS: Deviate from these instructions at your own risk! Instructions in this guide presume that previous instructions have been followed.

STEP 2[edit | edit source]

Tool Configuration

Mod Organizer - SkyrimSE Initialization[edit | edit source]

FIRST, follow the System Setup Guide. The below instructions describe how to initialize a SkyrimSE instance in Mod Organizer (MO). If MO wass installed as a Portable application, the instructions below will need to be reinterpreted accordingly. Those who already have a MO instance for SkyrimSE can skip this initialization:

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


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

Profile Setup[edit | edit source]

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

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


  1. Launch MO, choosing the SkyrimSE 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 Profiles MO.png button on the menu bar.
  4. Select the Default profile.
  5. Ensure the Use profile-specific Game INI Files box is ticked and click [Copy].
  6. Name the new profile Step SkyrimSE, or anything similar.
  7. Ensure the Use profile-specific Game INI Files box is ticked.
  8. Close the window by clicking [Close].
  9. Select the Step SkyrimSE profile from the profile selection down-drop.
    • If users receive a notice saying some INI files were missing and will be copied. This is normal.
    • If an error is displayed about missing "modlist.txt" files, restart MO (or do a system reboot if one hasn't been done yet).
  10. Now click the MOlistoptions.png button and select [Create empty mod].
  11. Name it xEdit Output.

Tool Setup[edit | edit source]

All tools installed in the System Setup Guide should be added to MO. Some tools will have been auto-detected and added; however, ensure the settings below are set correctly for all tools. xEdit is used in this example:

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


  1. Click the Gear MO.png button at the top of the main Mod Organizer window.
  2. Over the left pane of the executables config, click the [+] to add a new executable, and then [Add from file...].
  3. Navigate to the TES5Edit.exe file (e.g. ..Modding/Tools/xEdit/TES5Edit.exe).
    • This should auto-fill most of the fields.
  4. Change the title to xEdit.
  5. Input the following in the Arguments field separated by a single space:
    • e.g. -IKnowWhatImDoing -SSE -AllowMasterFilesEdit
    • "-IKnowWhatImDoing": This turns off a warning presented when users make edits.
    • "-AllowMasterFilesEdit": By default xEdit will not allow master file editing. This allows users to edit these files.
  6. Tick the Create files in mod instead of overwrite box. Select the xEdit Output mod from the drop-down.
  7. Tick the Use applications icon for desktop shortcuts box.
  8. Click [Apply].
  9. Repeat these steps to add the remaining executables as indicated in the table below:

Tool Setup Reference for SkyrimSE[edit | edit source]

Info-Logo.png

NOTE

For tools previously installed, simply adjust the arguments below for use with SkyrimSE.
Title Executable Argument(s)
xEdit.exe xEdit -IKnowWhatImDoing -SSE -AllowMasterFilesEdit
Tick the Create files in mod instead of overwrite box and select the xEdit Output mod from the drop-down.
xEditQuickAutoClean xEditQuickAutoClean.exe -SSE
Tick the Create files in mod instead of overwrite box and select the xEdit Output mod from the drop-down.
DynDOLOD DynDOLODx64.exe -SSE
LOOT LOOT.exe --game="Skyrim Special Edition"
TexGen TexGenx64.exe -SSE
xLODGen xLODGenx64.exe -lodgen -sse -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output"
Replace DriveLetter: with the drive letter of the 'Modding' folder.

Users can arrange the tools in any order using the up and down buttons above the list. This will dictate the order that tools are listed in the MO "Run" dropdown menu. Close the window by clicking the [OK] button.

BethINI Setup[edit | edit source]

BethINI needs to be run for the current MO profile to establish the INIs before beginning mod installation:

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


  1. Close MO2 and run BethINI (e.g. ..Modding/Tools/BethINI/BethINI.exe).
    If prompted by a Windows protection prompt, click More Info and then [Run anyway].
  2. Select "Skyrim Special Edition" from the game selection box.
    Allow BethINI to handle custom INIs, if prompted.
  3. Go to the Setup tab
    • Ensure the Game path is correct (e.g. ../Steam/steamapps/common/Skyrim Special Edition).
    • Ensure the Mod Organizer path is correct (e.g. ../Modding/Tools/Mod Organizer).
    • For the INI Path, select Step SkyrimSE from the drop-down menu. NOTE: This name depends on the MO2 Profile Setup
      • If BethINI does not automatically find the profiles, browse to MO2's /Profile folder. For standalone users, the profile will be stored in the user's /AppData folder (e.g. %LOCALAPPDATA%/ModOrganizer/Skyrim Special Edition/profiles)
      • Open the Step SkyrimSE profile folder, select the skyrim.ini, and click [Open].
      • BethINI will prompt, click [OK] on them, and a restart will happen. Allow BethINI to handle custom INIs, if prompted.
  4. Return to the Setup tab.
    • The “Automatically Check for Updates”, “Auto-detect Invalid Settings”, and “Modify Custom INIs” boxes should be ticked.
    • Tick the “Always Select Game” box.
  5. Select the Basic tab.
    • Ensure the Window Resolution matches the system resolution.
    • The recommended Antialiasing is "TAA".
    • The other recommended options to tick are:
      • Windowed Mode
      • Borderless
      The following could conflict with display-soft settings or other mod INI settings, so be sure to experiment which is best after running through this guide. Setting them here will not hurt anything, but these can be overridden, so keep that in mind and plan on setting these from the single 'best' source when testing this mod build later.
      • Vsync
      • Lock Frame Rate - set equal to the monitor refresh rate.
    • The [Medium] Preset is recommended as a baseline to avoid problems before initial testing when guide setup is complete. For those with more powerful hardware, [High] or [Ultra] may be best, but moderation is advised prior to first run at the end of this guide (this can be changed at any time later).
    • Tick the box for Recommended Tweaks.
  6. Select the Detail tab.
    Untick Reflect Sky (sky reflections causes issue with LOD seams)
  7. Select the View Distance tab.
    Change Grass Fade to 18000.
  8. Select the Visuals tab.
    • Ensure Projected UV Diffuse Normals is ticked.
    • Untick Improved Shader (introduces visual glitches and inconsistencies on snow)
  9. Select the Custom tab. The following apply if the [Medium] preset was chosen and represent higher quality settings relative to that preset.
    1. In the Section drop-down, select Decals.
      1. In the Settting drop-down, select uMaxSkinDecalsPerActor.
        Change the value to 100 and click [Save].
      2. In the Settting drop-down, select uMaxSkinDecals.
        Change the value to 100 and click [Save].
    2. In the Section drop-down, select Display.
      1. In the Settting drop-down, select fWaterSSRIntensity.
        Change the value to 0.5 and click [Save].
      2. In the Settting drop-down, select iMaxDecalsPerFrame.
        Change the value to 200 and click [Save].
      3. In the Settting drop-down, select iMaxSkinDecalsPerFrame.
        Change the value to 200 and click [Save].
    3. In the Section drop-down again, select Interface.
      • In the Settting drop-down, select fBookOpenTime.
        Change the value to 500 and click [Save].
  10. Return the the Basic tab, and click [Save and Exit].

This results in a baseline setup for testing and running the game during mod installation. Once all mods have been installed, BethINI will be run again to complete the INI setup.

Relaunch Mod Organizer, and ensure the Step SkyrimSE profile is selected to continue with the guide.


STEP 3[edit | edit source]

Cleanup and Considerations

LOOT[edit | edit source]

At any time during the mod installation process, LOOT should be used to sort plugin load order before running the game. This is necessary to ensure proper plugin priority (load order), which can have a dramatic impact on the game. Users not running the game during the mod installation step of the Guide can wait to sort after this step is complete. To sort with LOOT:

  1. Launch LOOT via Mod Organizer 2 from the executables drop-down menu at the top of the right pane.
    • If LOOT fails to start, try adding the following argument as described in Tools Setup: --single-process. If LOOT cannot find the game directory, add the path to ../Skyrim Special Edition folder to Installed Path under LOOT settings.
  2. Click the [Sort Plugins] icon at the top of the LOOT window.
  3. Several plugins will show warnings. The next section describes how to clean them up.
  4. Click [Apply] button, which has replaced the Sort button at the top.
  5. Close LOOT.
Info-Logo.png

NOTE

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

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

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

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

Cleaning Vanilla Master Files[edit | edit source]

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

Standard Cleaning Procedures[edit | edit source]

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


  1. Run xEditQuickAutoClean from the drop-down executable list in MO2.
  2. On the plugin selection window, double-click on the mod being cleaned (e.g. Update.esm).
  3. Once xEdit is finished, click [X] at upper right to close. A backup of the original plugin will automatically be saved into (e.g., ../xEdit Output/FNVEdit Backups) inside of xEdit Oputput mod (or in Overwrite at the bottom of the MO mod list (left) pane id previous instructions were NOT followed!).
  4. To verify the plugin has been cleaned, LOOT can be run again, and no warnings should be apparent.

Clean the Masters[edit | edit source]

Vanilla masters should be cleaned in the following order:

  1. Update.esm
  2. Dawnguard.esm
  3. Hearthfires.esm
  4. Dragonborn.esm
➕ [Click to show]➖ [Click to hide] Toggle cleaning procedures...


  1. Follow the standard cleaning procedures to clean Update.esm.
  2. Once Update.esm is cleaned, next clean Dawnguard.esm using the standard cleaning procedures.
  3. Next, complete the manual cleaning below for Dawnguard.esm:
    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] as in step 3.7.
    10. Now close xEdit.
    11. Ensure Dawnguard.esm is ticked in the pane, Backup plugins is ticked at the bottom of the prompted window and click [OK].
  4. Once Dawnguard's manual cleaning is complete, follow the standard cleaning procedures to clean Hearthfires.esm, and then finally, Dragonborn.esm.

Moving the Cleaned Files[edit | edit source]

After the vanilla master files are cleaned, they should be moved into the "Cleaned Vanilla Masters" mod in MO, and the original files should be restored into the 'real' "Data" directory in the game folder. This makes Steam happy when "validating" files so that it remains unaware of changes. To move the new files and restore the original files, complete the following:

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


Cleaned Masters

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

Original Masters

  1. In MO, scroll to the end of the mod list (left) pane, and hold Ctrl + double click on xEdit Output mod to open in Explorer.
  2. Inside the "SSEEdit Backups" folder, rename the files to "MasterName.esm" (i.e. "Update.esm").
    • If there are multiple copies of any of the files, use the one with the earliest timestamp (the original).
  3. Move or copy the renamed files into the 'real' game "Data" directory (../Data), choosing to overwrite/replace, if asked.
  4. All Explorer windows can be closed now.
  5. Return to the MO window.
Moicon.png

MO2

Any time Bethesda updates these master files, they will likely need to be cleaned again and replaced in MO2. Any previously cleaned versions of these same files that exist in the MO mod list must be either disabled or deleted first, because xEdit will see only the cleaned versions otherwise.

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

  1. xEdit Output
  2. DLC: Dawnguard
  3. DLC: HearthFires
  4. DLC: Dragonborn
  5. Cleaned Vanilla Masters
Info-Logo.png
NOTE:
To verify the vanilla mods have been cleaned, LOOT can be run again, and no warnings should be apparent.

Understanding the Step Patches[edit | edit source]

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

The Step Patches are built specifically for the Step mod list. They are required to run the this Guide and are dependent on specific mods within the mod list (those tagged at left with a green vertical bar). They will not resolve conflicts with any applicable mods that are not within the Guide's mod list, though.

Step Patches[edit | edit source]

  1. Step SkyrimSE - Conflict Resolution Patch (Step CR Patch)
    • For those that would opt for their own custom lighting and weather mods
    • Patches all applicable mods except for Lighting & Weather mods
    • Required for all users!
  2. Step SkyrimSE - Lighting & Weather Patch (Step LW Patch)
    • For those that are using Guide's lighting and weather mod from the Lighting & Weather mod group.
    • Patches only the applicable Lighting & Weather mods; the CR Patch is still required!


STEP 4[edit | edit source]

Step SkyrimSE Mod List


At this point users should have their systems fully set up and ready to install mods . Users who are unaware of how to complete mod installations using MO2 should return to that Guide and refresh their knowledge. When installing mods, keep the following in mind:

  • To maintain compatibility with downstream Patch instructions, it is important to install Patch-related mods as described in their respective Notes.
  • After installing a mod, enable the mod in MO.
  • If no Notes or Step recommendations are provided for a particular mod, all options are good. Step encourages user customization.
  • Mods should be arranged in MO in the order that they are listed to ensure other mods further down the list overwrite/override those occurring before them. This is necessary to ensure the desired outcome.
  • Mods are listed in alphabetical order within each Mod Group and any deviations from this are purposeful to achieve the desired outcome.
  • Always install plugins (ESLs/ESMs/ESPs), unless otherwise noted. When there is a choice between ESL and ESP, always choose ESL unless otherwise noted.
  • Always follow LOOT's advice in regards to mod cleaning and sorting unless otherwise noted.
  • Step does not recommend extracting BSAs as a general principle, since it adds to the potential for user error and unnecessary support issues. Experienced and self-supporting users may derive benefit from doing so, however.
Moicon.png

MO2

MO Separators: Mod Organizer features the ability to create separators within the mod list to group mods for easier visual reference. Step recommends using these separators for each Mod Group following below. To create a separator:

  1. Click the MOlistoptions.png button on the top of the mod list pane.
  2. Select [Create Separator] and give the separator a name. Step recommends using the Mod Group names (i.e., Extensions, Resources, Lighting & Weather, etc.).
    • Create a new separator for each new Mod Group while working through the Guide.
    • Separator colors can be customized by right-clicking on any separator and selecting Select Color.

Mod Table Reference[edit | edit source]

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

Mod Name Baseline Instructions
Mod (patch-independent)Wikilink.png Baseline Notes
Mod (patch-dependent)Wikilink.png Baseline Notes

Mod Table Legend[edit | edit source]

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

02-Extenders[edit | edit source]

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

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


03-Resources[edit | edit source]

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

Template:ModTable/Row


04-Foundation[edit | edit source]

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

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


[edit | edit source]

No mods defined.

06-Models and Textures[edit | edit source]

Mods that replace existing models or textures

No mods defined.

07-Sounds and Music[edit | edit source]

Mods that affect sounds or music

No mods defined.

08-Character Appearance[edit | edit source]

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

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


09-Fixes[edit | edit source]

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

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10-Gameplay-General[edit | edit source]

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

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

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

No mods defined.

12-Gameplay-Economy[edit | edit source]

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

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13-Gameplay-Immersion[edit | edit source]

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

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14-Gameplay-Quests[edit | edit source]

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

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

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

No mods defined.

16-Interface[edit | edit source]

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

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17-Locations[edit | edit source]

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

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18-Lighting and Weather[edit | edit source]

Info-Logo.png

NOTE

This section is optional!
We wish to be clear that the mods included within this section are completely optional. They are still within the Mandate, however, we've made this section optional for users who wish to customize their own lighting and weather. As such, we've included an additional patch solely for this mod group.
Mods that affect lighting and/or weather systems **installation is optional**

No mods defined.

19-Utilities[edit | edit source]

Mods that generate derived mod output from load-order-specific assets
Mod Name Baseline Instructions

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Generating Animation Files[edit | edit source]

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

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

After closing FNIS SE, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending):

  1. Right-click Overwrite and select Create Mod
  2. Name it Step SkryimSE - FNIS Output and click OK.
    • This will create a new mod listing in the left pane for the FNIS SE generated files.
  3. Tick the new mod entry to enable it.

20-Patches[edit | edit source]

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

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


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

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

Be aware the new Step Patches are designed to work with a default, LOOT-sorted order. This eliminates the need to set rules on the load order, reducing user tasks and streamlining installation. From this point on, users should:

  • Ensure all applicable mods are ticked in the left pane of MO.
  • Ensure all plugins are ticked in the right pane of MO.
  • Sort the load order using LOOT.
  • Update LOOT (the program and masterlist).
Info-Logo.png

NOTE

At this point, it's a good idea to launch a NEW GAME to verify that Skyrim loads without CTD (after sorting with LOOT). The game should successfully load into the Alternate Start character generation interface. If so, open the console (~), type qqq, and hit Enter/Return to close the game. If the game crashes before closing, there is a problem with load order, enabled mods, or any number of things missed in the above instructions. Please validate the MO mod list and mod installations against the guide, because there is most likely a deviation (hopefully intended and easy to find). Always run LOOT after making changes to mods with plugins.

STEP 5[edit | edit source]

Level of Detail (LOD)


Now that all the mods and patches have been installed and sorted, the next step is to generate custom LOD data based upon this. Before moving on, create three empty mods for the LOD output:

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


The last few mods in the mod list should now reflect the following (numbering is approximate and reflects the number of mods installed without extra mods or mod-list separators):

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

NOTE

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

xLODGen[edit | edit source]

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

Preparation[edit | edit source]

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


  1. Visit the Step Forum and download SSE-Terrain-Tamriel.esm.
  2. After downloading, copy the file to the (TEMP) - SSE Terrain - Tamriel - xLODGen mod folder in MO.
  3. Ensure the both (TEMP) - SSE Terrain - Tamriel - xLODGen and (TEMP) - Cathedral Landscapes - LODGen are active in the plugin list (ticked), as they will be used by xLODGen to regenerate corrected landscape LOD and disabled afterwards.
  4. Sort with LOOT.

Generation[edit | edit source]

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


  1. Run xLODGen from the MO2 executable drop-down list.
  2. Select all worldspaces.
  3. Ensure that ONLY the Terrain LOD box is ticked in the right pane.
  4. Use the following settings, which have been verified in extensive testing:
  5. Click [Generate] to run the process, which will require upwards of 30 minutes, depending on the PC.
  6. Once the "LOD generation complete" message has appeared, close xLODGen.

Wrap Up[edit | edit source]

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


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

DynDOLOD[edit | edit source]

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

Run TexGen[edit | edit source]

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

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


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

Run DynDOLOD[edit | edit source]

DynDOLOD will generate the remainder of the LODs for the game. Follow one of the two options below, which differ in terms of performance and quality. More powerful systems can handle 3D trees.

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


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

Hybrid 3D Trees are a performance friendly option for high quality tree LODs. It generates 3D branches with 2D trunks. It is also possible to generate 'full' 3D trees by using the full models (not covered here).

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


  1. Open the ./DynDOLOD folder (e.g. ../Modding/Tools/DynDOLOD/).
  2. Open the DynDOLOD_SSE.ini file (e.g. ../DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini)
  3. Set TreeLOD=0
  4. Run DynDOLOD from the MO2 executable drop-down list.
  5. Select all worldspaces.
  6. Ensure the following are ticked:
    • Candles
    • FXGlow
    • Generate static LOD
    • NOTE: "Generate tree LOD" will be greyed out as 'N/A' if TreeLOD=0 was set in DynDOLOD.ini as described above.
    • Create texture atlas
    • Generate DynDOLOD
    • Windows
    • High
  7. Set Max tile size equal to the texture size used for TexGen previously.
  8. Keep the default Output Path and click [High].
    • NOTE: The High preset is the only preset that will generate 3D Trees!
    • NOTE: If High is too performance heavy, users can select another preset and manually edit the tree line in the mesh rules to match how it reads from the High preset.
  9. Click [OK], and get a cup of coffee.
  10. Once the completed message has appeared, click [Save & Exit].

Wrap Up[edit | edit source]

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


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

Occlusion[edit | edit source]

xLODGen will be used to update the occlusion data for the new mod list. This fixes holes in the distant landscape that are notoriously bad over water cells:

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


  1. Run xLODGen from the MO2 executable drop-down list.
  2. Select only the Tamriel and DLC2SolstheimWorld worldspaces.
  3. Ensure only the Occlusion box is ticked.
  4. Use the following settings:
    • Quality: 3
    • Height: 0
    • Radius: 100
    • Mode: -Flat +Borders
  5. Click [Generate] to run the process.
  6. Once the completed message has appeared, click the red X to close xLODGen.
    • Occlusion.esp is saved automatically and will be placed in the Overwrite folder in MO.
  7. Right-click on the Overwrite mod listing and select, [Create new mod].
  8. Name it Step SkyrimSE - Occlusion or anything unique.
  9. Ensure the new mod is active (ticked).
  10. Ensure the Occlusion.esp is the last plugin in the load order just after DyDOLOD.esp and that it is enabled, else run LOOT and sort plugins.

When to Regenerate LOD[edit | edit source]

Regenerate LOD any time mods affecting exterior objects are added, removed, or relocated in the mod list.

STEP 6[edit | edit source]

Mod Configuration (MCM)


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

First Launch[edit | edit source]

Info-Logo.png

NOTE

The MCM menu item may juxtapose the 'Exit' menu item, so be sure to scroll down to exit if it is 'missing'.

To run the game, select the SKSE Skyrim Launcher executable from the drop-down list and click the Run button. Keep the following in mind when first launching from a fresh Guide installation:

  • A new game is required! ... In other words, don't load from a save when first launching after a fresh Guide installation unless you know what can happen (which is beyond scope to support). NOTE: Users upgrading from a previous installation of the Guide should review the changelog of the update to determine whether or not a new game is recommended.
  • When launching the game for the first time after a Guide install, the load could take significantly longer than normal. This will only be a one-time wait as all the installed mods are being initialized. Subsequent load times should be shorter.
  • Finally, INI files may appear in their Overwrite folder after closing the game (e.g. ../SKSE/Plugins/SkyrimUncapper.ini). NOTE: These files should be moved to their respective mod folders, respecting their folder structure in the move.

Alternate Start[edit | edit source]

Upon starting a new game, the Alternate Start - Live Another Life is the first mod in play. Lets face it, Skyrim is old and the vanilla start quest is the last thing many want to play through. Alternate Start provides a variety of ways to start the game. Once a new game is started, a locked cell is loaded. Simply talk to the statue in the room, choose a preference for starting the game (the vanilla start is provided as an option), and then sleep in the bed to start your new life. An alternate start location for the main quest line can be initialized by simply visiting Helgen.

Mod Configuration Menu Settings[edit | edit source]

Cathedral Weathers[edit | edit source]

Users who have installed the optional Lighting & Weathers mod group should set Interior Vision to "Darker" in order for Luminosity to have the correct interior brightness.

Complete Crafting[edit | edit source]

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

Farmhouse Chimneys SE[edit | edit source]

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

Lock Overhaul[edit | edit source]

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

Storm Lightning[edit | edit source]

The Minimal preset in the MCM is recommended.

Timing is Everything[edit | edit source]

Timing is Everything is set up in a way that integrates DLC content and balances the game's quests. Vampires and werewolves will show up early in the game because the are a part of the world. Dragonborn will not start until the news of your deeds have time to reach the island and you become something that must be dealt with. Attack chances are lowered from 100% so there will be less of a chance to predict an attack. Other things are active that make sense, such as not being able to do the Break of Dawn quest if you're a vampire, Thalmor, won't attack until after engaging the quest line, etc. The following screenshots display the recommended settings for the mod's MCM:

Remaining Mod Configurations[edit | edit source]

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

STEP 7[edit | edit source]

Optional Customizations

(optional) BethINI Customization[edit | edit source]

The Step-nhanced SkyrimSE is now ready; however, please consider reading the remainder of the guide before taking an arrow to the knee.

Once the game is confirmed to be stable, a final consideration is customizing BethINI. Those who have no issues with performance and aren't knowledgeable of the settings can simply follow along. Customize the settings to suit personal preference. Caution is advised against using the custom INI input feature. This feature will allow custom INI edits; however, doing so without knowledge of exactly what the customizations are doing can cause instability.

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

Basic Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

  1. Tick the Recommended Tweak box and then click the High Preset.
  2. Set Antialiasing: TAA
  3. Tick the following boxes:
    • Windowed Mode
    • Borderless
    • 64-Bit Render Targets
    • Vsync
    • Lock Frame Rate
  4. FPS: 60
General Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

  1. Users should match the image.
    • Screenshot settings are optional and can be customized.
Gameplay Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

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

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

    • Untick Bethesda Modding Platform and Mod Manager Menu
    • Tick Fix Map Menu Navigation and Remove Map Menu Blur
Detail Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

  1. Water: Select all but Sky
    • Reflecting the sky can cause LOD seams on the water to be more visible.
  2. Set Particles to: 4500
  3. Tick Depth of Field
  4. Untick Lens Flare (optional)
  5. Untick Anamorphic Lens Flare (optional, this is the flare seen on candles)
View Distance Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

  1. Set Grass Fade to: 18000 (max)
  2. Set Light Fade to: 50000 (max)
  3. Set Flickering Light to: 8192
The remainder of the Fade values are user preference. uGridsToLoad should never been changed from vanilla's default of 5. The preset here should match the preset selected on the Basic tab.
Visuals Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

 

  1. Grass:
    • If using Cathedral Landscapes, 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.
  2. Tick Project UV Diffuse Normal
  3. Untick Improved Shader.
    • Majestic Mountains includes a custom INI that makes edits to the Sparkles and Improved Snow Shader, if used.
Custom Tab

Step recommends:

➕ [Click to show]➖ [Click to hide] Show recommendations

  Ensure the following edits are made:

  1. Section drop-down, select Decals.
    1. Settting drop-down, select uMaxSkinDecalsPerActor.
    2. Set value: 100 and click [Save].
    3. Settting drop-down again, select uMaxSkinDecals.
    4. Set value: 100 and click [Save].
  2. Section drop-down again, select Display.
    1. Settting drop-down, select fWaterSSRIntensity=0.5.
    2. Set value: 0.5 and click [Save].
    3. Settting drop-down again, select iMaxDecalsPerFrame.
    4. Set value: 200 and click [Save].
    5. Settting drop-down again, select iMaxSkinDecalsPerFrame.
    6. Set value: 200 and click [Save].
  3. Section drop-down again, select Interface.
    1. Settting drop-down, select fBookOpenTime.
    2. Set value: 500 and click [Save].
  4. Return to Basic tab, and click [Save and Exit].

(optional) ENBSeries with the Step SkyrimSE Guide[edit | edit source]

Because the effects of ENB are so variable, depending on 1) use of lighting/weather mods, 2) a great many other options for various mods, and 3) PC hardware and software environments, the Guide doesn't include an ENB preset. Instructions and recommendations would result in a massive flurry of support 'issues'. To provide a bit of direction, we've included a small list of ENB presets below which were made to work with Cathedral Weathers without breaking the horizon. We've included a variety of "looks", but search on Nexus to find the preset that works best.

Info-Logo.png
NOTE:
ENBoost is entirely redundant in SkyrimSE on a 64-bit system with > 4 GB RAM. A 64-bit PC should ALWAYS have > 4 GB RAM, as ≤ 4 GB introduces a completely unnecessary memory ceiling for any 64-bit app. The ENBoost option exists solely so that the Skyrim LE engine can behave more like a 64-bit game engine by providing extra memory space in a 32-bit environment. Use it only for Skyrim LE (past Step SkyrimLE Guides). It might be beneficial for those running SkyrimSE on a 64-bit system with ≤ 4 GB RAM.


COMMUNITY CONTRIBUTIONS[edit | edit source]

Help build STEP

STEP can only get bigger and better with help from the community. It is very time consuming for the STEP team to ensure that the Guide is consistently maintained at the highest quality possible. We need people to help us identify mods that improve the vanilla game while adhering to our Mandate. We also need ongoing bug reports, reviews, and updates on mods that may cause problems or that stray from the Mandate.

In order to suggest a mod for inclusion, visit the Mods section of the Forums.

Call for Mod Testers[edit | edit source]

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

Call for Forum Moderators[edit | edit source]

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

Thank you for reading and enjoy the game!


Credits[edit | edit source]

Thank you all!

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

  • The authors of mods recommended within our Guides
  • The authors of mods who granted permission for their mods to be incorporated into the STEP Patches
  • The core Community for feedback, suggestions and input
  • The Beta and Mod Testers for their good humor and rigorous analyses
  • The Nexus community
  • Bethesda Softworks for their games
  • Tannin for the gift that is Mod Organizer
  • All the developers that kept MO alive to create MO2

Step Staff[edit | edit source]

Administrators[edit | edit source]

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

Step Admin[edit | edit source]

  • DoubleYou
  • Greg

Honorary Staff[edit | edit source]

Retired Founders, Administrators, and Staff:

  • Aiyen
  • Bealdwine
  • deathneko11
  • EisDrache
  • EssArrBee
  • Farlo
  • frihyland
  • GSDfan (still active: MO Support)
  • GrantSP
  • hishutup
  • Kelmych
  • MontyMM
  • Nebulous112
  • oqhansoloqo
  • phazer11
  • rootsrat
  • stoppingby4now
  • TheCompiler
  • torminater
  • Uhuru
  • WilliamImm
  • wolverine2710