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

Default Group

Early Loaders Group

Trivial Smelters of Skyrim Group

MLU Patches Group

Merge Patches Group

iWant Patches Group

NPC Retexture 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 ESMs/ESPs.
  3. Right click on any selected ESM/ESP 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.

Nemesis

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.
Note

The FNIS.ESP generated by Nemesis is a dummy file and (in our setup) is unused by the game. It exists purely to satisfy an internal script check in the XP32 Skeleton mod for those who use Styles from that mod. Because the Guide does not make use of it, you can delete it if you are not intending to make use of Styles.

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 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!

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.

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

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 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 wont 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. Once the Bash tags have been updated 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 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 => 50.
    • 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: AI Projectile Dodge Fix.
    • 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

xEdit Scripts

Now to time to generate some plugins using xEdit Script we installed earlier.

Running Better Dynamic Snow Patcher Script

Running Better Dynamic Snow Patcher Script:

  1. Load your entire Load Order in xEdit.
  2. Right-Click then select Apply Script.
  3. From the Dropdown menu select BetterDynamicSnowPatcher, then click OK
  4. A new pop up window should appear now insert BDS - xEdit Script Output then click OK.
  5. You will be asked to add each file the Script needs as a Master click OK.
  6. When xEdit says Process complete. Flag the newly generated plugin as an ESL.
  7. Exit xEdit and save the newly created plugin.
  8. A New Plugin called BDS - xEdit Script Output.esp should appear in the overwrite folder make a mod of this plugin called BDS - xEdit Script Output
  9. Activate BDS - xEdit Script Output in the left pane of MO2.

Running WiZkiD Lootable FireWood Piles Script

Running WiZkiD Lootable FireWood Piles Script:

  1. Load your entire Load Order in xEdit.
  2. Right-Click then select Apply Script.
  3. From the Dropdown menu select WiZkiD Lootable Firewood Piles, then click OK
  4. A new pop up window should appear now insert Lootable Firewood Piles Output then click OK
  5. When xEdit says Process complete, Exit xEdit and save the newly created plugin.
  6. A New Plugin called Lootable Firewood Piles Output.esp should appear in the overwrite folder make a mod of this plugin called Lootable Firewood Piles Output
  7. Activate Lootable Firewood Piles Output in the left pane of MO2.

000LexyLoader Script

000LexyLoader

   

a xEdit Script use to generate a dummy to aid zedit when using Lexy's LOTD SE Guide.

Main Files — 000LexyLoader
Special InstructionsManually download the "000LexyLoader", extract the contents of the archive to the Edit Scripts folder found in the SSEEdit main installation folder.

Running 000LexyLoader Script to generate a pre loader plugin for zEdit:

  1. Load your entire Load Order in xEdit.
  2. Right-Click then select Apply Script.
  3. From the Dropdown menu select 000LexyLoader
  4. The script will generated a dummy plugin with all the master required to run zEdit.
  5. Once the Script has finished Exit xEdit saving LexyLoader0.esp

zEdit

Setup Instructions

Before we start we need to setup MO2 so it will save the zEdit Patches 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 "zEdit Output"
  3. In Mod Organizer 2, press the Executables button and select zEdit
  4. In the 'Create Files in Mod instead of Overwrite' drop down menu, select "zEdit Output"
  5. Select "Apply"and Close the window.
  6. Make sure to activate "zEdit Output" in the left pane otherwise MO2 wont run the executable.

Time To Launch zEdit

Now it is time to launch zEdit and Setup and few patchers:

  • Select zEdit from the executable dropdown and hit Run.
  • Select Skyrim SE from the dropdown and click Start Session.
  • Select all the Plugins then Right click and select Uncheck Selected
  • All plugins should now be unchecked.
  • Navigate to the bottom of the Load Order and select only LexyLoader0.esp
  • This will then auto-check all plugins required to generate the patch.
  • you can now uncheck LexyLoader0.esp
  • Press the OK button at the bottom of the load order list.
  • Right-click in the left panel and select Manage Patchers from the popup menu.

NPC Visual Transfer

  • Select NPC Visual Transfer from the left-hand menu.
  • Add the follow One Per Line:
    • RSChildren.esp
    • RS Children Patches Merged.esp
    • NPC Retexture Merge SSE.esp
    • LegacyoftheDragonborn - NPC Overhaul.esp
    • Lexy's LoTD SE OMEGA - Conflict Resolution.esp

Know Your Enemy Armour

  1. Select Know Your Enemy's Armor Patcher from the left-hand menu.
  2. Make sure the Patch armor descriptions? option is set to false.
  3. Make sure Effect intensity is to 0.5

Minimizing ESPs

  • Close zEdit.
  • Edit zEdit\profiles\Skyrim SE\patcherSettings.json and make the following changes:

CHANGE ONLY THE patchFileName DO NOT DELETE ANY LINES!

"KnowYourArmorPatcher": {
"patchFileName": "zPatch.esp",
},
"KnowYourEnemyPatcher": {
"patchFileName": "zPatch.esp",
},
"mlqMoonPatcher": {
"patchFileName": "zPatch.esp",
}

Generating The zEdit Patch

Now is time to generate the zEdit Patch.

  1. Select zEdit from the executable dropdown and hit Run.
  2. Select Skyrim SE from the dropdown and click Start Session.
  3. Select all the Plugins then Right click and select Uncheck Selected
  4. All plugins should now be unchecked.
  5. Navigate to the bottom of the Load Order and select only LexyLoader0.esp
  6. This will then auto-check all plugins required to generate the patch.
  7. you can now uncheck LexyLoader0.esp
  8. Press the OK button at the bottom of the load order list.
  9. Right-click in the left panel and select Manage Patchers from the popup menu.
  10. Select Build Patches from the left-hand menu.
  11. Make sure all boxes are checkmarked
  12. Click the Build button next to zPatch.esp.
  13. Wait until a message appears that reads 1 patch plugins built successfully, then click the X.
  14. Close zEdit, and click Save when prompted to save or discard the built patches.
  15. Refresh MO2 and active zPatch.esp in Right Pane if not already done so.
  16. LexyLoader0.esp can now be deleted as it is only needed to help load the plugin for zEdit

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 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.esm from Here and manually install it in MO2.
  2. Activate SSE-Terrain-Tamriel.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 modlist in MO2, and activate the newly created SSELODGen_Output mod.
  16. Deactivate SSE-Terrain-Tamriel.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 TextGen 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.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.