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

Landscape Group

Merge Patches Group

NPC Retexture 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 generated FNIS.esp is a dummy and is unused by the game it exist purely as there is a script check for XP32 Skeleton to make sure you have if you use styles in the MCM. If you are not planning to use XP32 Style FNIS.esp can be either deleted or flagged as an ESL.

Running Nemesis

Now we can Run Nemesis by:

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

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

  • a meshes folder, containing new hkx behavior 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.

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

Ensure that SSE_Terrain_Tamriel.ESM is disabled in the LEFT PANE at this point

Note

Do not run LOOT past this point. If you have to re-run LOOT for an update, disable all mods created during the Finishing Line step first!

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.

Updating Bash Tags

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 Graphics
    • Import Inventory
    • Import Keywords
    • Import Names
    • Import Stats
    • Import Text
    • Tweak Settings
    • Leveled Lists - Makes 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.
    • World: Timescale.
  7. At the bottom of the interface, click [Build Patch]. This process generally takes about 3 - 5 minutes.
  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.

Mator SMASH

Warning

Ensure that SSE-Terrain-Tamriel.esm is disabled in the LEFT PANE for this step.

Setup Instructions

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

Running SMASH

Now we can Run Mator SMASH:

  1. Run Mator SMASH from the executable dropdown.
  2. Select Skyrim SE and click OK.
  3. In the popup window, select OK.
  4. Select everything from Update.esm all the way through Bashed Patch, 0.esp.
  5. Right-click and select Add to patch.
  6. In the dialog, enter Smash Patch in both fields.
  7. Ensure that everything from Update.esm through Bashed Patch, 0.esp is still selected.
  8. Right-click, select Smash Settings → Smash → Smash.all.
  9. Individually select the following ESPs, and set them to Smash.ForceAll using the method above:
    • MLU.esp
    • SkyRem - Inez.esp
    • Medieval Lanterns of Skyrim.esp
    • PrvtI_HeavyArmory.esp
    • Ordinator - Perks of Skyrim.esp
    • Complete Crafting Overhaul_Remastered.esp
    • RealisticWaterTwo.esp
    • CCOR Patches Merged.esp
    • LOTD Patches Merged.esp
    • MLU Patches Merged.esp
    • OMEGA CACO Patches Merged.esp
    • iWant Patches Merged.esp
    • Animals Merged.esp
    • MLOS Patches Merged.esp
    • NPC Retexture Merge SSE.esp
    • ELE Merged.esp
    • Lexy's LOTD Consistency Patches Merged.esp
    • Lexy's LoTD SE OMEGA - Conflict Resolution.esp
    • OMEGA NPC Retexture - Conflict Resolution.esp
    • Bashed Patch, 0.esp
  10. Click the Patches tab in the toolbar.
  11. Right click on the SMASH Patch in the Menu select Rebuild Patch.
  12. Exit SMASH

SMASH Output maybe not active if it is not activate it you may need to Refresh MO2.

  • Problem: SMASH merges quest records that is doesn't need to.
  • Solution: Delete Quest from SMASH Patch.esp.

SMASH Override

Lexy's LOTD SE OMEGA - SMASH Override

   

This mod fixes some issue created by SMASH.

Main Files — Lexy's LOTD SE OMEGA - SMASH Override

zEdit

warning

Ensure that SSE-Terrain-Tamriel.esm is disabled in the LEFT PANE for this step.

Setup Instructions

Before we start we need to setup MO2 so it will save the zEdit Pacthes 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.
  • 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:
    • NPC Retexture Merge SSE.esp
    • RSChildren.esp
    • RS Children Patches Merged.esp
    • OMEGA NPC Retexture - 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:
"KnowYourArmorPatcher": {
"patchFileName": "zPatch.esp",
},
"KnowYourEnemyPatcher": {
"patchFileName": "zPatch.esp",
},
"mlqMoonPatcher": {
"patchFileName": "zPatch.esp",
}

Running zEdit

  1. Select zEdit from the executable dropdown and hit Run.
  2. Select Skyrim SE from the dropdown and click Start Session.
  3. Press the OK button at the bottom of the load order list.
  4. Right-click in the left panel and select Manage Patchers from the popup menu.
  5. Select Build Patches from the left-hand menu.
  6. Click the Build button next to zPatch.esp.
  7. Wait until a message appears that reads 1 patch plugins built successfully, then click the X.
  8. Close zEdit, and click Save when prompted to save or discard the built patches.
  9. Refresh MO2 and active zPatch.esp in Right Pane if not already done so.

zMerge Relinker

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled in the LEFT PANE for this step.

  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.esm is Enabled in the LEFT PANE for this step. this is the only Step that SSE-Terrain-Tamriel.esm 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.

  1. Select xLODGEN from the executable dropdown and hit Run.
  2. In the Select Worldspace(s) box, check everything.
  3. Make sure only Terrain LOD is checked.
  4. Format should be applied to both Diffuse and Normal
  5. Select LOD4 and set the following options:
    • Quality: 5
    • Build Diffuse Size: 512
    • Build Normal Size: 256
    • Format: BC7 Quick
    • Protect Borders: Checked
  6. Select LOD8 and set the following options:
    • Quality: 10
    • Build Diffuse Size: 256
    • Build Normal Size: 128
    • Format: BC7 Quick
    • Optimize Unseen: on
  7. Select LOD16 and set the following options:
    • Quality: 10
    • Build Diffuse Size: 256
    • Build Normal Size: 128
    • Format: BC7 Quick
    • Optimize Unseen: on
  8. Select LOD32 and set the following options:
    • Quality: 15
    • Build Diffuse Size: 256
    • Build Normal Size: 128
    • Format: BC7 Quick
    • Optimize Unseen: 550
  9. Set Default Size: Diffuse and Normal to 128.
  10. Ensure that Bake normal-maps is checked.
  11. Ensure that Occlusion is unchecked.
  12. Click Generate.
  13. Once the generation finishes, exit xLODGEN, navigate to where you created the SSELODGen_Output directory, and copy it to your MO2 mods directory.
  14. Refresh your modlist in MO2, and activate the newly created SSELODGen_Output mod.
  15. 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 only needs to be active for texgen and dyndolod generation once those have been generated you can disable this mod.

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

Warning

Ensure that SSE-Terrain-Tamriel.esm is disabled in the LEFT PANE for this step.

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

Notice
Ultra Trees will significantly increase your VRAM usage. If you have a 6GB or less graphics card consider generating traditional LOD. To set traditional lod, first leave TreeLOD as "1" in DynDOLOD_SSE.ini. Second make sure "Generate Tree Lods" is checked within DynDOLOD.

  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. Right-click in the top-left selection box and click Select All.
  5. Click the High preset button.
  6. Below the preset buttons, check the boxes marked Candles and FXGlow.
  7. In the options panel, check the boxes marked Generate static LOD, Generate DynDOLOD, Windows, High, Fake lights in child worlds, and Create texture atlas.
  8. Change Max tile size to 512.
  9. Change LOD Brightness to -5
  10. Click OK to begin LOD generation.
  11. Once generation has completed, select Save & Exit to close the window, then click OK to exit DynDOLOD.
  12. Activate the newly created DynDOLOD Output mod.
  13. In the Plugins tab, manually place DynDOLOD.esm after Wyrmstooth.esp.

xLODGEN - Occlusion Generation

Warning

Ensure that SSE-Terrain-Tamriel.esm and DynDolod - Darken texture for generation is disabled in the LEFT PANE for this step.

  1. Check everything in the Select Worldspace(s) to generate LOD.
  2. Make sure only Occlusion is checked.
  3. Click Generate.
  4. Once xLODGEN has finished, create and activate a mod from the Overwrite folder contents called xLODGEN - Occlusion Output.

More Information Console

More Informative Console

   

This mod edits the UI to show a great deal of additional information on npcs, items, and other objects when the console is opened, similar to the way MFG console worked for Skyrim LE

Main Files — More Informative Console for SKSE 2.17