You’re almost there!

If you've made it this far, you survived the worst of it. The remainder of the actual guide exists on this page and is pretty much as simple as following instructions. You'll be done in no time!

Reminder

If you didn't follow instructions on the previous page, run Merge Plugins Hide now!

LOOT Rules

LOOT, or Load Order Optimization Tool, is a utility designed to help users maintain a working load order for their mod list. For the plugins listed in this section, find each esp and click the three dots to the right to edit it's metadata. From here you can add the esp to the group specified, and add any Load After rules.

New to LOOT? There's a great introduction video available by GamerPoets!

Arthmoor’s Villages Group

Creation Club Group

Early Loaders Group

Trivial Smelters of Skyrim Group

MLU Patches Group

CACO Patches Group

CCOR Patches Group

Merge Patches Group

iWant Patches Group

Light Enhancers Group

NPC Retextures Group

Consistency Patches Group

Conflict Resolution Group

Leveled List Modifiers Group

Load After LOOT Rules

Note

The mods in this section need to stay in the groups they are in by default. The only change necessary is the specified Load After rules.

Running LOOT

You are now ready to actually sort your load order. In the top right of the LOOT window, there should be an icon that looks like a horizontal bar graph which should display "Sort Plugins" if you mouse over it. Click this icon to begin the sorting process.

After several seconds, it should update the window with the calculated load order and an Apply button should appear in the menu at the top of LOOT. Press Apply, and then close out of LOOT to continue.

This process has sorted our mods to be loaded in the order recommended by the LOOT master list, along with our necessary adjustments, but this doesn't handle the order that the plugins themselves require. To fix this, we need to do a small adjustment in SSEEdit.

  1. Open SSEEdit through Mod Organizer 2 and click OK.
  2. Select all Plugins.
  3. Right-click on any Plugin and select Sort Masters from the menu.
  4. Once processing has finished, click the X in the upper right-hand corner, uncheck Backup plugins, and click OK to exit SSEEdit.

Ruddy88 ESLify

Ruddy88 ESLify

   

This is a utility that will automatically detect plugins that are suitable to be flagged as ESL (allowing you to surpass the 256 plugin limit).

Main Files — R88_ESLify
Special Instructions
  • Extract the contents of the archive to SSEEdit folder

Using Ruddy88 ESLify

New toRuddy88 ESLify? There's a great introduction video available by GamerPoets!

  1. Download the archive and extract the contents to SSEEdit Folder.
  2. In MO2, click the Gears button to edit your executable paths.
  3. Create a new executable and call it Ruddy88 ESLify
  4. Under the executable path, direct it to SSEEdit/R88_eslify.bat
  5. Close the window, ensure all plugins are active in the right pane and choose Ruddy88 Eslify in the executable bar. Click Run.
  6. At the command window type sse
  7. When prompted to Choose Modules, ensure everything is checked and click Okay.
  8. The script will then run. A window will appear with a list of plugins the script will flag as ESL. Click Okay.
  9. Close xEdit.

Nemesis

Note

This tool requires .Net Framework v3.5 to be installed in order to function properly

Here is a link to .Net Framework v3.5

Nemesis was created to allow for new skeletons (not the creatures, the 'bones' of a in-game character) and animations that the default Skyrim engine could not support. This includes new animations, gender-specific animations, poses, and so forth. This involves the use of an external patcher, "Nemesis Unlimited Behavior Engine.exe", which will analyze your load order and selected options to create specialized .HKX files to match your current skeleton and animation configuration.

Setup Instructions

Before we start we need to setup MO2 so it will save the Nemesis Output to a mod and not in Overwrite we do this by:

  1. In your Mod Organizer 2 install folder, locate and open the Mods folder.
  2. Create a new folder called Nemesis Output
  3. In Mod Organizer 2, press the Executables button and select Nemesis
  4. In the 'Create Files in Mod instead of Overwrite' drop down menu, select "Nemesis Output"
  5. Select "Apply"and Close the window.
  6. Make sure to activate "Nemesis Output" in the left pane otherwise MO2 wont run the executable.

Running Nemesis

Now we can Run Nemesis by:

  1. Select Nemesis in the executable selection box, and click [Run].
  2. The main Nemesis interface should appear. If it does not, review the installation section for Nemesis on the Mod Page.
  3. From the list of mods in the top panel, select the following: 360 Movement Behavior SE, Maxsu Stagger Direction Fix and Ultimate Combat/ TK Dodge.
  4. Click the [Update Engine] button. Wait for the progress bar to complete.
  5. Click [Launch Nemesis Behavior Engine].
  6. Verify that Mod Organizer 2 has automatically placed the generated files into the Nemesis Output folder in Mod Organizer. .

For reference, the Nemesis Output folder should contain the following:

  • a meshes folder, containing new hkx behaviour files.
  • a Nemesis Engine folder
  • a scripts folder, containing 3 compiled scripts for version tracking.
  • a FNIS.esp for XP32 Compatibility.

Time for a Quick Test!

Wartortle Tutorial taking you through how to troubleshoot CTD During A Quick Test.

At this point, you should be able to start Skyrim and test a few things. Just as a sanity check, you will be testing Stunning Statues of Skyrim.

  1. Start Skyrim using the SKSE launch option.
  2. From the main menu, open the console.
  3. Type coc and then the appropriate cell IDs from the list below to visit each of the shrines.
    • Azura: ShrineOfAzuraExterior01
    • Mehrunes Dagon: Mehrunes01
    • Dibella: MarkarthTempleofDibella
    • Meridia: KilkreathRuinsExterior03
    • Talos: MarkarthShrineofTalos
    • College: WinterholdCollegeExterior

If Skyrim crashes, you did something wrong.

Main Menu CTD

If you crashed at the main menu on load, Three main possibilities exist.

  • You have a missing master Check your Load Order in MO2, looking for a red triangle next to any file in the list. If these appear, identify the missing master and activate it.
  • You have not extracted a BSA archive associated with a Skyrim:LE file that you converted earlier. Go through the Mod Page to identify these mods, and verify that you have extracted the BSA files associated with them, if they exist.
  • You have a mismatched version of SKSE and an SKSE required mod. Check all mods that have any SKSE plugins and make sure they are for the correct version of SKSE and Skyrim.

Wrye Bash

Wrye Bash is a tool that can be used to install and manage mods, but for our purposes, it can be used to merge leveled lists and entire mods together. The resulting patch is called a "Bashed Patch" and is created by following the instructions below.

Note

For those who are updating their installation - ensure that SSE_Terrain_Tamriel.ESM is disabled in the LEFT PANE until it is required for xLOD generation.

Note

Do not run LOOT past this point. If you have to re-run LOOT for an update, disable all Finishing Line elements from Wrye Bash onwards before re-sorting.

Setup Instructions

Before we start we need to setup MO2 so it will save the Bash Patch to a mod and not in Overwrite we do this by:

  1. In your Mod Organizer 2 Executables add the following argument:
  • -o "Drive Letter:\steam\steamapps\common\Skyrim Special Edition"
  1. In your Mod Organizer 2 install folder, locate and open the Mods folder.
  2. Create a new folder called "Bash Patch"
  3. In Mod Organizer 2, press the Executables button and select Wrye Bash
  4. In the 'Create Files in Mod instead of Overwrite' drop-down menu, select "Bash Patch"
  5. Select "Apply"and Close the window.
  6. Make sure to activate "Bash Patch" in the left pane otherwise MO2 won't run the executable.

Building Bash Patch

Now we can run Wrye Bash by:

  1. Select Wrye Bash in the Executables drop-down menu, then select [Run]
  2. Locate Bashed Patch, 0.esp
  3. Right-click on this mod and select "Rebuild Patch". NOTE: This will always appear in this way, even if it is the first time you are building the patch.
  4. In the options list that appears, ensure that ONLY the following have checkmarks:
    • Import Actors
    • Import Actors: AI Packages
    • Import Actors: Death Items
    • Import Actors: Spells
    • Import Cells
    • Import Graphics
    • Import Inventory
    • Import Keywords
    • Import Names
    • Import Object Bounds
    • Import Race
    • Import Races: Spells
    • Import Sounds
    • Import Stats
    • Import Text
    • Tweak Actors - Make sure Opposite Gender Anims: Female [Always Disable] is Checked
    • Tweak Settings
    • Leveled Lists - Make sure Remove Empty Sublists is Unchecked.
  5. Click on "Tweak Settings" in the left pane. The following settings are recommended but can be set otherwise if you so choose. Right-Click on each setting listed to set the value indicated - if the value does not appear, enter it manually via the "Custom" setting:
    • AI: Max Active Actors => 40.
    • Arrow: Speed => 1.4.
    • Combat: Max Actors => 30.
    • Crime: Alarm Distance => 1200.
    • World: Timescale => 15.
  6. Ensure that there are checkmarks next to the following settings:
    • AI: Max Active Actors.
    • Arrow: Speed.
    • Combat: Disable Projectile Dodging.
    • Combat: Max Actors.
    • Crime: Alarm Distance.
    • Msg: Cannot equip item fix.
    • World: Timescale.
  7. At the bottom of the interface, click [Build Patch]. This process generally takes about 10 minutes to run.
  8. Exit Wrye Bash by clicking the X in the upper right of the screen.

Bashed Patch, 0.ESP should have been automatically added to the Bash Patch Mod. If it does not appear there, Refresh MO2 and/or check-in your MO2 Overwrite folder.

Bash Override

Lexy's LOTD SE - Bash Override.

   

This Mod fixes some mistakes when generating the Bash Patch.

Main Files — Lexy's LOTD SE - Bash Override

Synthesis

Setup Instructions

Before we start we need to setup MO2 so it will save the Synthesis to output a mod and not to the Overwrite folder we do this by:

  1. In your Mod Organizer 2 install folder, locate and open the Mods folder.
  2. Create a new folder called "Synthesis Output"
  3. In Mod Organizer 2, press the Executables button and select Synthesis, In the 'Create Files in Mod instead of Overwrite' drop down menu, select "Synthesis Output"
  4. Select "Apply"and Close the window.
  5. Make sure to activate "Synthesis Output" in the left pane otherwise MO2 wont run the executable.

Generating Synthesis Output

Now is time to generate the Synthesis Patch.

  1. Make sure you have set up Synthesis as detailed on the Prerequisites page.
  2. Select Synthesis from the executable dropdown and hit Run.
  3. Once Synthesis has finish loading the preloaded patchers click Run.
  4. Once Synthesis has finished running you can exit the program.
  5. Make sure Synthesis.esp is Checked in the Right Pane of MO2.

Dark Face Issue Reporter

Instructions to Run Dark Face Issue Reporter

Time to Run Dark Dark issue Reporter one last time.

  1. Open SSEEdit and load all plugins
  2. In the left pane, highlight all plugins from Skyrim.esm to 3DNPC.esp
  3. Right-click any of those plugins, and choose "Apply script."
  4. From the dropdown menu, select DarkFaceIssueReporter and choose OK
  5. Select option 2, Run only for selected files or records
  6. Once the script has finished running, scroll to the bottom of the left pane and Expand DarkFaceCollector.esp
  7. Expand the NPC row. Any NPC listed here has Dark Face and you will need to troubleshoot what you did wrong.

Fixing NPCs with Dark Face Bug

New to Dark Face Issue Reporter? There's a great introduction video available by Wartortle!

  1. Navigate to Here
  2. Lookup the broken NPC in the table, and make note of the formid, winning plugin and winning assets.
  3. Open xEdit and load your entire load order. Once it has finished loading, type the formid of the NPC into the search bar and press enter.
  4. Right click anywhere in the right pane and choose "Hide no conflict and empty rows."
  5. Scroll through the record until you find the Head Parts. If the winning plugin listed on the webpage is part of the NPC Retexture Merge (most are), then make sure that the records from NPC Retexture Merge.esp are the winning records. If they are not, then there is likely a problem with your load order or your zPatch.
  6. Once you know the correct plugin is winning, close xEdit.
  7. Make note of the winnning assets from the website, and find that mod in the left pane of MO2.
  8. Double click on the mod, and choose Conflicts tab. Open the Advanced tab. Make sure "Show files that have no conflicts" and "Show all conflicting mods" is checked.
  9. Using the search bar, enter the last 6 digits of the formID of the NPC in question.
  10. You should see that there is a .nif and .dds file with that formID (the first two digits will be 00). If either file has something listed in "Overwritten By" that is the problem.
  11. To hide the overwriting file, Right click on the mod listed under "Overwritten By" and choose Go to... and then choose the mod that is overwriting.
  12. You should see the name of mod change in the upper left corner of the Dialogue box. Highlight both .nif and .dds and choose Hide. Do this for all mods that are overwriting the mod that should win.
  13. Go back in game and test the NPC, their dark face bug should be fixed.
  14. Once all NPC have been fixed, you can delete DarkFaceCollector.esp

zMerge Relinker

  1. Select zEdit from the executable dropdown and hit Run.
  2. Select zMerge from the dropdown and click Start Session.
  3. Press the button labeled Relink Scripts.
  4. Wait for it to finish, then exit zMerge.
  5. You should now have a mod called Relinker Output. If the mod doesn't appear, refresh your modlist.
  6. Activate the newly created mod.

xLODGEN

Note

Ensure that SSE-Terrain-Tamriel-Extend is enabled in the LEFT PANE for this step. This is the ONLY step that this file will be enabled for.

Note

This step takes some time to run. On many systems, it takes upwards of two hours. Please ensure you have sufficient time set aside to allow it to complete. If you have problems getting it to run in a single effort, you can do it in two runs, selecting half of the worlds for one and the other half for the other.

  1. Download SSE-Terrain-Tamriel-Extend.esm from Here and manually install it in MO2.
  2. Activate SSE-Terrain-Tamriel-Extend.esm and load After Wyrmstooth.esp in the Right Pane of MO2.
  3. Select xLODGEN from the executable dropdown and hit Run.
  4. In the Select Worldspace(s) box, check everything.
  5. Make sure only Terrain LOD is checked.
  6. Format should be applied to both Diffuse and Normal
  7. Select LOD4 and set the following options:
    • Quality: 0
    • Build Diffuse Size: 512
    • Build Normal Size: 512
    • Format: BC7 Quick
    • Protect Borders: Checked
    • MipMap: Uncheck Both.
    • Gamma: 1.25
    • Bake Normal-Map: Checked
    • Default Size Diffuse: 256
    • Default Size Normal: 256
  8. Select LOD8 and set the following options:
    • Quality: 2
    • Build Diffuse Size: 512
    • Build Normal Size: 512
    • Format: BC7 Quick
    • Optimize Unseen: on
    • MipMap: Uncheck Both.
    • Gamma: 1.25
    • Default Size Diffuse: 256
    • Default Size Normal: 256
  9. Select LOD16 and set the following options:
    • Quality: 4
    • Build Diffuse Size: 256
    • Build Normal Size: 256
    • Format: BC7 Quick
    • Optimize Unseen: on
    • MipMap: Uncheck Both.
    • Gamma: 1.25
    • Default Size Diffuse: 256
    • Default Size Normal: 256
  10. Select LOD32 and set the following options:
    • Quality: 4
    • Build Diffuse Size: 512
    • Build Normal Size: 512
    • Format: BC7 Quick
    • Optimize Unseen: 550
    • MipMap: Uncheck Both.
    • Gamma: 1.25
    • Default Size Diffuse: 256
    • Default Size Normal: 256
  11. Ensure that Bake normal-maps is checked on all LOD Options.
  12. Ensure that Occlusion is unchecked.
  13. Click Generate.
  14. Once the generation finishes, exit xLODGEN, navigate to where you created the SSELODGen_Output directory and copy it to your MO2 mods directory.
  15. Refresh your mod list in MO2, and activate the newly created SSELODGen_Output mod.
  16. Deactivate SSE-Terrain-Tamriel-Extend.esm at this point. It is only needed for xLODGEN operation.
Note

For roads to show correctly on the map, you must now move both A Quality World Map and Better Falskaar and Wyrmstooth Map With Roads underneath xLODGEN Output in the left pane of MO2.

DynDolod - Darken texture for generation

Warning

This mod is used only during DynDOLOD generation. Once that has been completed, deactivate this mod. Failure to do so will result in overly dark textures on some trees in the Reach and near Solitude.

DynDolod - Darken texture for generation

   

This Mod Darkens some LODs so they look better with the guide ENB.

Miscellaneous Files — DynDolod - Darken texture for generation

DynDOLOD - Dynamic Distant LOD Generation

Note

If you aren't familiar with DynDOLOD, Gamerpoets has a tutorial video that is well worth watching. It can be viewed here.

Setting Up DynDOLOD for Ultra Trees

Note

Ultra Trees will significantly increase your VRAM usage. If your graphics card has less than 6GB of VRAM, consider generating traditional tree LOD. This can be done by NOT altering the TreeLOD setting shown below and ensuring that "Generate Tree LOD" is checked in the DYNDOLOD UI in addition to the other settings noted.

  1. Navigate to wherever you installed DynDOLOD, and go to Edit Scripts\DynDOLOD\cache.
  2. Delete all files except becauseofreasons.txt.
  3. Go up one level to the Edit Scripts\DynDOLOD directory and open the DynDOLOD_SSE.ini file.
  4. Change the line TreeLOD=1 to TreeLOD=0.

TexGen64

  1. Navigate to your MO2 mods directory and create a new directory called TexGen Output.
  2. Select TexGen64 from the MO2 executable dropdown and hit Run.
  3. In the popup window, navigate to your MO2 mods directory and select the TexGen Output directory you created in step 1.
  4. Change LOD Texture Size to 512.
  5. Click Start and allow TexGen to run.
  6. Once it has finished, click Exit to exit TexGen.
  7. Activate the newly created TexGen Output mod.

DynDOLOD64

  1. Navigate to your MO2 mods directory and create a new directory called DynDOLOD Output.
  2. Select DynDOLOD from the MO2 executable dropdown and hit Run.
  3. In the popup window, navigate to your MO2 mods directory and select the DynDOLOD Output directory you created in step 1.
  4. If you did not set up for ultra trees, click the Advanced button
  5. Right-click in the top-left selection box and click Select All.
  6. Click the High preset button.
  7. Below the preset buttons, check the boxes marked Candles and FXGlow.
  8. In the options panel, check the boxes marked Generate static LOD, Generate DynDOLOD, Windows, High, Fake lights in child worlds, and Create texture atlas.
  9. Change Max tile size to 512.
  10. Change LOD Brightness to -5
  11. Click OK to begin LOD generation.
  12. Once generation has completed, select Save & Exit to close the window, then click OK to exit DynDOLOD.
  13. Activate the newly created DynDOLOD Output mod.
  14. In the Plugins tab, manually place DynDOLOD.esm after Wyrmstooth.esp.

xLODGEN - Occlusion Generation

Warning

Ensure that "DynDolod - Darken texture for generation" is disabled in the LEFT PANE for this step.

  1. Load xLODGEN as done previously (with the exception of activating SSE-Terrain-Tamriel-Extend.esm - this file is not needed for occlusion generation).
  2. Check everything in the Select Worldspace(s) to generate LOD.
  3. Make sure only Occlusion is checked.
  4. Set Quality to 3 and height to 100
  5. Click Generate.
  6. Once xLODGEN has finished, create and activate a mod from the Overwrite folder contents called xLODGEN - Occlusion Output.

Congratulations you are done and now you can actually bootup and play the game.