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🏷️Guide version: 2.1.0 (📅03/07/2026)
🐉Skyrim versions: 1.5.97 | 1.6.x (1.6.1170 current)
Full 🗒️changelog available at end of guide
Skyrim Initial Setup (Steam)
An infernalryan Skyrim Modding Guide
This guide provides instructions for the initial setup of Skyrim Special Edition (SSE) and the Anniversary Edition (AE) upgrade, if applicable—Skyrim Legendary Edition ("Oldrim") is NOT covered. Steps include installation, preventing automatic updates, and downgrading to a previous version (if desired)—including the best of both worlds method, which carries the most recent game files (e.g. masters) and Creation Club content. Also covered are the installation of core frameworks, external dependencies, and other essential mods, the management of Creation Club content via your mod manager, installing the correct version of the Unofficial Skyrim Special Edition Patch (USSEP), and more. These steps may vary slightly from those you may have seen before, but they are designed to provide the most stable, modern foundation possible to support your modding journey.
This is the initial setup guide for 🔵Skyrim (Steam). See below for other versions:
🎯Guide Contents:
Please consider 👍ENDORSING if you found this guide helpful!
🧠IMPORTANT NOTE – In this guide, there are several references to your 📁[🐉Skyrim] folder as well as your Skyrim 📁[🐉Data] folder. These are special folders (denoted by brackets and a dragon icon) that refer to your specific root Skyrim game folder and its 📁Data folder inside. For example, if you install Skyrim into 🖥️C:\Games\Steam, 📁[🐉Skyrim] would refer to 🖥️C:\Games\Steam\steamapps\common\Skyrim Special Edition, and 📁[🐉Data] would refer to 🖥️C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data (NOTE – your folders may be different).
This section covers both new installations and updates for existing ones, so be sure to review these steps even if Skyrim is already installed. By default, Steam installs itself into 🖥️C:\Program Files (x86), which places all games by default into 🖥️C:\Program Files (x86)\Steam\steamapps\common. ⚠️DO NOT USE THIS LOCATION!⚠️ If Skyrim is currently installed here, you will have to move it to prevent issues with mods and/or modding tools. The steps below will guide you through setting up a proper installation location (if you haven't already), installing a fresh copy of Skyrim or relocating an existing one, preventing unwanted game updates, and launching the game to generate initial configurations.
⚠️WARNING – Never install Skyrim into the 🖥️C:\Program Files (x86) or 🖥️C:\Program Files folders (referred to as simply 📁[Program Files] throughout the remainder of this guide)! Many mods and modding tools cannot function when games are installed here and/or may cause in-game crashes as they are system protected folders.
⏩️Skip to section 1.2 if Steam is NOT installed in 📁[Program Files], or if Skyrim itself is already installed in another location (in which case, no action is required), otherwise, follow the steps below (↕️Expand the 📜Instructions block). In this section, we will prepare a new install location for Steam and configure it as a Steam library folder.
If you have multiple disks, setting up a new installation location is simple if a secondary drive has enough space for your modding goals. If Skyrim must be installed on the same drive as Steam, additional steps are required to prepare a new location. If you are unable or unwilling to perform any of the options listed below, you can ⏭️Skip to section 1.2, but be aware that doing so may lead to modding issues due to the previously described 📁[Program Files] folder restrictions.
Steam has a limitation that prevents the creation of additional library folders on the drive it is installed on. For example, if Steam is installed in 📁[Program Files] on your 🖥️C:\ drive, you cannot add any new library paths (like 🖥️C:\Games\Steam) on that same disk. While additional drives are unaffected by this limitation, users with only a single drive—or only enough space for Skyrim on the Steam drive—must use one of the alternative methods below to bypass this restriction.
🔢Section Options:
🔍Review the listed options below. Choose only one and follow its steps (↕️Expand the 📜Instructions block).
If you have another disk separate from your Steam installation with enough space to install Skyrim and your mods, follow these steps to prepare a new folder on that drive.
If Steam is located in 📁[Program Files] and you must select this drive (either because you have only a single disk or only enough space on the Steam drive), you can map a new drive letter to a folder on that same drive and configure Steam to use it instead. For example, mapping a virtual 🖥️D:\ drive to a location like 🖥️C:\Games allows Steam to install games into what it thinks is another disk while still using 🖥️C:\ under the hood. This is a simple one-time process that uses native Windows tools (Powershell and subst) and remains persistent across reboots without requiring any third-party software.
🔥ADVISORY – The steps below are intended for a SINGLE virtual drive. Do not perform the steps multiple times with different drive letters or you will undo drive persistence for the previous mapping. There should be no need to perform this multiple times as only a single instance is required to circumvent Steam limitations.
In this step we are creating a folder, opening PowerShell, and assigning initial variables, which are used for the remaining operations.
🧾Variables:
# Update these to your desired drive letter/folder before pasting
$MountLetter = "D:"
$TargetFolder = "C:\Games"
# Press ENTER a couple of times
In this step we're running the drive mapping function which also performs verification. These commands will also make the drive persistent by remapping it every time you log into Windows as the current user.
🧾Drive Mapping:
& {
cls
# Check if variables are missing or empty
if (-not $MountLetter -or -not $TargetFolder) {
Write-Host "❌ Error: Required variables are not set." -ForegroundColor Red
Write-Host "ℹ️ Please paste the variables from the previous section before proceeding...`n" -ForegroundColor Yellow
return
}
if (Test-Path "${MountLetter}\") {
Write-Host "❌ ERROR: The drive letter $MountLetter is already in use. Please choose a different drive letter.`n" -ForegroundColor Red
return
}
if (!(Test-Path $TargetFolder)) {
Write-Host "❌ ERROR: The folder $TargetFolder does not exist. Please create it first.`n" -ForegroundColor Red
return
}
subst $MountLetter $TargetFolder
Write-Host "`n✅ Drive $MountLetter mapped to $TargetFolder`n"
Write-Host "--- Current Drive Mapping(s) ---"
subst
Write-Host "--------------------------------"
$RegPath = "HKCU:\Software\Microsoft\Windows\CurrentVersion\Run"
$ValueName = "MapSteamDrive"
$Command = "cmd.exe /c subst $MountLetter `"$TargetFolder`""
# Set the registry key
Set-ItemProperty -Path $RegPath -Name $ValueName -Value $Command
# Retrieve and verify the key
$storedValue = (Get-ItemProperty -Path $RegPath -Name $ValueName -ErrorAction SilentlyContinue).$ValueName
if ($storedValue -eq $Command) {
Write-Host "`n✅ Mapping made persistent – it will automatically apply on login.`n"
Write-Host "Registry entry:" -ForegroundColor DarkGray
Write-Host "$ValueName = $storedValue"
Write-Host "`n✔️ Virtual drive creation complete." -ForegroundColor White
Write-Host "`nPress any key to exit..."
$null = $Host.UI.RawUI.ReadKey("NoEcho,IncludeKeyDown")
Start-Process "$MountLetter\"
exit
} else {
Write-Host "`n❌ ERROR: Failed to write persistent mapping to registry." -ForegroundColor Red
subst "${MountLetter}" /d
Write-Host "ℹ️ Removed current mapping for drive ${MountLetter}`n" -ForegroundColor Yellow
}
} # Press ENTER if this line isn't sent automatically
Final steps and important information are listed below.
Follow the steps below if you would like to remove the virtual drive (↕️Expand the 📜Instructions block), otherwise, ⤵️Proceed to section 1.1.2. You can always come back to this section at a later time.
✋NOTICE – If you have already added a Steam game library using this method, it will be removed and any games installed to the location will no longer appear in your library.
🧾Remove Drive:
& {
cls
# List current mappings
$ActiveMappings = subst
if (-not $ActiveMappings) {
Write-Host "ℹ️ No active virtual drives found via 'subst'. No action is required." -ForegroundColor DarkGray
return
}
Write-Host "--- Current Drive Mapping(s) ---"
$ActiveMappings
Write-Host "--------------------------------"
# Prompt user
$UserInput = Read-Host "`nEnter the drive letter you want to remove (e.g., D or D:)"
$MountLetter = "$($UserInput.Replace(':', '').Trim().ToUpper()):"
# Make sure $MountLetter is defined
if (-not $MountLetter) {
Write-Host "❌ Error: Variable `\$MountLetter` is not defined. Please try again and enter a valid drive letter." -ForegroundColor Red
return
}
Write-Host "`n➖ Removing virtual drive mapping..." -ForegroundColor Yellow
# Properly formatted match string for subst output (e.g., "D:\: => C:\Games")
$substPattern = "^${MountLetter}\\:"
# Remove live subst mapping
if (subst | Select-String $substPattern) {
subst "${MountLetter}" /d
Start-Sleep -Milliseconds 300
if (-not (subst | Select-String $substPattern)) {
Write-Host "✅ Removed current mapping for drive ${MountLetter}" -ForegroundColor Green
} else {
Write-Host "❌ Failed to remove current mapping for drive ${MountLetter}:" -ForegroundColor Red
}
} else {
Write-Host "ℹ️ No active mapping for drive ${MountLetter}: was found." -ForegroundColor DarkGray
}
# Remove persistent registry key
$RegPath = "HKCU:\Software\Microsoft\Windows\CurrentVersion\Run"
$RegName = "MapSteamDrive"
$Existing = Get-ItemProperty -Path $RegPath -Name $RegName -ErrorAction SilentlyContinue
if ($Existing) {
Remove-ItemProperty -Path $RegPath -Name $RegName
Start-Sleep -Milliseconds 300
$ConfirmRemoval = Get-ItemProperty -Path $RegPath -Name $RegName -ErrorAction SilentlyContinue
if (-not $ConfirmRemoval) {
Write-Host "✅ Persistent mapping removed from registry." -ForegroundColor Green
} else {
Write-Host "❌ Failed to remove registry entry." -ForegroundColor Red
return
}
} else {
Write-Host "ℹ️ No persistent registry entry found." -ForegroundColor DarkGray
}
Write-Host "`n✔️ Virtual drive cleanup complete." -ForegroundColor White
Write-Host "`nPress any key to exit..."
$null = $Host.UI.RawUI.ReadKey("NoEcho,IncludeKeyDown")
exit
} # Press ENTER if this line isn't sent automatically
If you only have a single disk, you can always uninstall Steam and reinstall it to a new folder (outside of 📁[Program Files]). This is the "nuclear" option, but avoids all permission-related issues altogether.
🔥ADVISORY – Uninstalling Steam will delete all currently installed games. Back up your 📁steamapps folder first if you wish to avoid redownloading your library./span>
Follow these steps to add a new library folder that Steam can use to install games into. These steps are based on those in the official Steam guide, located 🔗here. If you completely reinstalled Steam in the previous section, or did not perform any of the listed options to set up a new installation location, ⏩️skip to section 1.2 (as indicated above).
Regardless of the game version you plan to run, Skyrim needs to first be installed or upgraded to the latest release to ensure you have all files and assets required for maximum compatibility with newer mods.
🔢Section Options:
🔍Review the listed options below. Choose only one and follow its steps (↕️Expand the 📜Instructions block).
If you do not currently have Skyrim installed, simply run the installer from within Steam. Be sure to select an alternate Steam library location and DO NOT install in 📁[Program Files]. This will install the latest version of Skyrim. ⤵️Proceed to section 1.3 when done.
For existing installations, there are a couple of steps you want to complete before proceeding.
⏩️Skip to section 1.2.2.2 if you have never previously used Vortex mod manager, otherwise, follow the steps below (↕️Expand the 📜Instructions block). If Vortex is still installed, you will need to check to ensure the program does not have any mods deployed to the 📁[🐉Skyrim] folder. If it does, this could cause Vortex to complain that changes were made outside of the program the next time you open it, requiring you to manually resolve each issue. Follow the steps below to 💥Purge any files still being managed.
If you are still having issues, or receive an error that indicates issues already existed prior to starting this guide, you may simply need to stop managing the game via Vortex. Do this by navigating to the Games tab, clicking the 3 vertical dots on the Skyrim Special Edition game, and selecting Stop Managing. If you are STILL having issues, you may simply need to ☠️Uninstall Vortex altogether.
⏩️Skip to section 1.2.2.3 if you have not previously modified your your Skyrim manifest file before, otherwise, proceed. This needs to be done to ensure file verification can be performed to grab the latest Skyrim game files for your existing installation. The file will be (re-)locked later.
⏩️Skip to section 1.2.2.4 if Skyrim is NOT currently installed in 📁[Program Files], otherwise, you will need to move it using Steam's Move feature (you don't need to perform a complete uninstall). Use the following steps to perform the move:
Even if you intend to perform a ⏳Downgrade, you will want to ensure the latest Skyrim game files (.esm, .bsa, etc.) are downloaded so that we can take advantage of their updates.
In order to ensure that you don't accidentally update a manually downgraded version, or be surprised by an official Bethesda auto-update which will break your current mod load order, you need to lock the Skyrim manifest file so that the game can not update under any circumstances. This is done by making the file read-only (this is the inverse process of that performed in ⬆️section 1.2.2.2 (Verify manifest file is unlocked) above).
⏩️Skip to section 2 if Skyrim was previously installed and you do NOT need to generate new configuration files, otherwise, proceed. If this is a fresh installation, you must launch the game at least once through Steam. This allows the launcher to detect your hardware and create the initial registry entries and configuration files that your modding tools will need to function.
⏩️Skip to section 1.4.3 if your monitor's resolution was listed in the previous section, otherwise, proceed. Everyone else will need to set their resolution directly in the INI file.
Creation Club (CC) mods install themselves directly into your Skyrim 📁[🐉Data] folder, which prevents them from being toggled on or off by mod managers. This section will guide you through preparing these files so they can be managed like any other mod in your modlist. ⏭️Skip to section 3 if you truly do NOT want to manage these files, otherwise, proceed. Note that this is generally not recommended unless you plan on either keeping all CC content enabled for your playthrough, or completely disabled (in which case, there is no need to manage these files).
Skyrim Anniversary Edition (SAE, or more commonly, AE) was released in November of 2021, and as a free upgrade to existing Skyrim Special Edition (SSE) owners, it provides 4 DLC mods (Survival Mode, Saints & Seducers, Rare Curios, and Fishing). Additionally, it has an optional paid DLC upgrade (referred to as the Anniversary Upgrade) which contains 70 community mods. The Anniversary Upgrade is purchasable on its own, or together with Skyrim Special Edition in a bundle called The Elder Scrolls V: Skyrim Anniversary Edition. When referring to the Anniversary Upgrade, I am referring to this paid DLC content, regardless of how it was purchased.
⏩️Skip to section 2.2 if you did NOT purchase the Anniversary Upgrade DLC, otherwise, you will need to launch Skyrim to download these.
⏭️Skip to section 4 if you have already decided you do NOT want to perform a ⏳Downgrade and just want to stick with the latest game version (1.6.1170 at the time of writing), otherwise, proceed. In Skyrim, downgrading refers to the process of reverting the game version to an earlier one. The main reason for doing this is for specific mod(s) support. Whenever a new Skyrim game version is released, some mods may not receive updates to work with the new version for several months or longer, if they even receive updates at all. Downgrading ensures that you can still use these mods by running an older version of the game itself. Once the latest game version has been out for some time and mod support improves, downgrading becomes less of a strong recommendation and more a matter of preference. To help decide if you'd like to perform a downgrade, 🔍Review the 📒Skyrim versions list below.
✋NOTICE – As of this guide's latest update, version 1.6.1170 of Skyrim is now the recommended version, with 1.5.97 as a secondary option for those who have a specific need to downgrade. Other versions of 1.6, while still valid, are no longer recommended by this guide as mod support for 1.6.1170 has surpassed these versions in almost all cases. The reason version 1.6.1170 is recommended over 1.5.97 is because it is simpler to set up (no downgrade is required), and newer mods may never support version 1.5.97 at all.
Overview
Only current and past recommended versions of Skyrim are listed below. Regardless of which version you choose, we will be using the latest game masters and Creation Club content (known as the best of both worlds when downgrading), so preference should come down to whether there are any specific mods you want to use that are incompatible with your desired version. Check out the amazing 🔗SKSE Plugin Status list for plugin compatibility with the version of Skyrim you want to run.
Released 11/21/2019 – This was the final release of Skyrim Special Edition (SSE) proper. For a long time, certain foundational mods remained incompatible with any version of 1.6 (primarily 🔗No Grass in Objects), but most of these mods, including NGIO, have been updated to work with newer game versions, or have been superseded by other mods. Because of this, there is little reason to downgrade to this version if starting a new playthrough unless you have a very specific reason to do so. That said, there are several 🧀Wabbajack modlists that use this version, so it is still very popular.
Released 09/20/2022 – The final stable release of AE prior to the Creations update. For those looking to play version 1.6, this one previously had the most time to bake and receive new mods/mod updates, so was the de-facto recommended AE version for a long time. Because mod support for 1.6.1170 now meets or exceeds this version, it is no longer the recommended version of 1.6.
Released 01/17/2024 – The Creations update, released with version 1.6.1130 on 12/05/2023, was highly criticized due to its extremely short notice, catching many users off guard. This update broke many 1.6.640 mod lists for those with auto-updates enabled, forcing them to scramble for a fix. Despite its initial negative reception (due to the heavy focus on microtransactions via the Creations in-game store), the update did fix a few bugs, doubled the ESL plugin limit, and added new Papyrus functions to the game. Version 1.6.1170 was released not long after and focused on fixing a couple of outstanding issues with the in-game store. At the time of writing, it is currently the latest version of Skyrim. Since mod support for this version has grown significantly, it is now the recommended version of 1.6.
⏳Downgrade Steps (Optional):
After reviewing the above, if you would still like to perform a downgrade, follow the steps below (↕️Expand the 📜Instructions block), otherwise, ⏭️Skip to section 4.
When planning to play a downgraded version of Skyrim, you should still use the latest game files (.esm, .esl, .bsa) to ensure maximum compatibility with newer mods (i.e., best of both worlds). These are essentially mod files themselves, so even older versions of Skyrim can use them without issue (assuming 🔗BEES is enabled, when applicable). Regardless of which version of Skyrim you ultimately choose, you will want to save these files for later.
Some popular mods may rely on updated master files because they reference records exclusive to newer versions (not found in 1.5.97, for example), which can lead to issues or crashes (CTDs) if those records are missing. For example, mods like 🔗JK's Castle Dour and 🔗JK's Sinderion's Field Laboratory—and likely newer JK mods—use records from a more recent update.esm that aren't in the 1.5.97 master files, making them incompatible with a base 1.5.97 install. This isn't obvious unless you inspect the plugins in xEdit for errors, though, since the file dependencies technically exist (so won't throw any warnings in your mod manager). On top of that, some mods now require the new _ResourcePack files (.bsa, .esl) introduced with the Creations update (version 1.6.1130). Notable examples include the 🔗Unofficial Skyrim Special Edition Patch (USSEP) and 🔗Legacy of the Dragonborn (LOTD), which will no longer work without them. Though your mod manager will flag missing masters if you try using these mods without updated files, ignoring this would likely crash the game on launch. Without including updated masters when downgrading, either of the above scenarios is possible for any mod in the future, so I am including them here to improve overall compatibility.
Files for previous versions are downloaded via the Steam console, not through the Steam front end like the current version of the game. This process is outlined below.
🧾Steam console commands:
Instructions
Run each command for your preferred version and wait for it to complete before starting the next! You will know it is done when you see a message that includes Depot download complete, followed by the download location. Be sure to note this location for later use!
Other versions / languages
Only the most commonly used Skyrim versions have been listed directly above. Commands for all other available versions (including language packs) can be found on my 🔗Skyrim Manifest List. If your preferred downgrade version is not listed above, open the list to locate your version's console commands, run them, and come back to this guide.
Now that we've got the version of Skyrim downloaded that we want, we need to clean up the game folder and move these files over. Instructions are below.
The first step is to remove (most of) the files from the main game folder. This is because that version is still the current version, and we need to replace it with our preferred downgraded version.
Next we will move the files we downloaded to the main game folder.
With your game folder ready, the next step is to prepare your modding environment. Below, you will find instructions for installing core dependencies and tools, setting up our prepared files, and updating essential game and system settings.
These libraries are required for many mods and modding tools to function. These are Windows installers, so they must be installed manually. They are not something even a 🧀Wabbajack install can provide for you automatically.
This is a mandatory requirement for any modern Skyrim setup. It is a dependency for many essential mods like SKSE and SSE Engine Fixes, so you will want to ensure you have the latest redistributable installed.
Many modern modding tools (such as Vortex and DynDOLOD) still require this specific version to function. While newer versions of .NET exist, they are not always fully backward compatible. Even if you choose to install MO2 rather than Vortex, you should still install this library since DynDOLOD is an essential tool for finalizing your modlist.
This section covers installation and setup of your mod manager, as well as the terminology and concepts used when installing, configuring, and managing mods throughout this guide and in future modding.
⏩️Skip to section 4.2.2 if you intend to use a 🧀Wabbajack modlist since this will typically come pre-built with a portable version of Mod Organizer 2 (including the Root Builder plugin), otherwise, follow the steps below.
⏩️Skip to section 4.2.1.2 if you already have a mod manager installed, otherwise, proceed. There are currently only two mod managers that are widely used for Skyrim modding: 🔗Vortex and 🔗Mod Organizer 2. Avoid Nexus Mod Manager (NMM) for modern Skyrim—it's outdated and no longer works. Wrye Bash's mod management is also far less intuitive overall, so unless you're already familiar with it, I recommend avoiding that as well (its bashed patch functionality is amazing, however, but that is a separate topic). Once you choose and 🛠️Install your mod manager, ⤵️Proceed to section 4.2.1.2.
If you need help deciding between Vortex and MO2, there are several threads and discussions online. Personally, I recommend MO2 as I find it much better at resolving conflicts and managing larger modlists and profiles. Additionally, it keeps your 📁[🐉Data] folder (and 📁[🐉Skyrim] folder when using Root Builder) completely free of any mod files. While it may seem less intuitive initially, it really isn't, and avoids many of Vortex's nuances and pitfalls. All of my guides support both applications, so ultimately this is up to you.
⏩️Skip to section 4.2.2 if you are NOT using MO2, or already have Root Builder installed, otherwise, follow the steps below (↕️Expand the 📜Instructions block). Unlike Vortex, MO2 does not have the native ability to manage files in the 📁[🐉Skyrim] folder, only the 📁[🐉Data] folder. This functionality is provided by the Root Builder plugin, allowing you to leave the entire 📁[🐉Skyrim] folder in pristine, vanilla condition!, and the steps to set it up are quite simple. All the remaining steps for MO2 in this guide assume this is installed.
⏩️Skip to section 4.3 if you are already familiar with how to use your chosen mod manager, otherwise, I have created guides which provide an overview of both Vortex and Mod Organizer 2 which have been linked below. These guides cover what a mod manager is, commonly used modding terms, and the core concepts and procedures involved in managing mods. For this initial setup guide, you should know how to 🛠️Install, ☠️Uninstall, ✅Enable, and ⛔Disable mods, as well as how to 🗑️Delete archive files within the application. This also includes creating 🚀Tools/Executables along with mod manager-specific actions such as 🌀Deploy and 💥Purge (Vortex users) and creating 🗂️Separators (MO2 users). If you are new to modding, ensure you understand how to perform these actions before proceeding.
✋NOTICE – These guides are intended to serve as a reference rather than a complete walkthrough, so feel free to quickly review the one that applies to your setup or 🔖Bookmark it for later.
⏩️Skip to section 4.4 if you are using a 🧀Wabbajack modlist, otherwise, proceed. Before adding your own mods, you will need to ensure that required core mods are installed. Follow the instructions below to 📥Download and 🛠️Install the listed mods for the specific version of Skyrim you are running.
✋NOTICE – For 🧀Wabbajack users, the following core mods should already be included in your mod list, so there is no need to perform the steps in this section. ⏩️Skip to section 4.4 to proceed.
Skyrim Script Extender (SKSE) is an essential plugin that extends Skyrim's scripting capabilities, enabling mods to implement advanced features that are not possible with the base game alone. For PC players, this is absolutely essential, and is typically the first mod players install. Once set up, you will use the SKSE loader to launch the game instead of the standard Skyrim launcher to enable its functionality. The steps below cover how to install and configure the mod.
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
This mod provides a centralized database for other SKSE plugins to use, which allows them to become version-independent. By referencing this database instead of specific locations in the game code itself, mods can work across multiple versions of Skyrim. This is vital for the longevity of the modding community, as it allows mods to remain functional through game updates without requiring the original authors to constantly release new versions, so long as Address Library itself is updated. See below for the installation process, which is the same for both Vortex and MO2.
This mod fixes a lot of game bugs and additionally allows achievements when mods are enabled. There are 2 parts for this download so follow instructions carefully. NOTE – Only versions 1.5.97 and 1.6.1170+ are now included in this guide. For legacy instructions for other pre-1.6.1170 versions, 🚧click here (coming soon!).
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
⏩️Skip to section 4.5 if you did NOT perform a ⏳Downgrade by preparing files in ⬆️section 3 (Perform a downgrade), otherwise, follow the steps below (↕️Expand the 📜Instructions block). These are additional steps required to support your downgraded game version now that your mod manager is installed.
⏩️Skip to section 4.4.2 if you are running version 1.6.1130 or higher, otherwise, proceed. When downgrading to a game version lower/older than 1.6.1130, you must install this mod (or ensure your 🧀Wabbajack modlist has it installed, if you went that route) otherwise you will suffer an immediate CTD when launching the game.
In these next steps we will be adding the masters prepared earlier to your mod manager.
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
⏩️Skip to section 4.6 if you did NOT prepare Creation Club files earlier (due to not wanting to manage these files in your mod manager), otherwise, proceed. We will now add your prepared Creation Club content to your mod manager. There are several options on how to perform this listed below in the order of most to least recommended.
✋NOTICE – If using 🧀Wabbajack, determining what Creation Club content to bring over will depend 100% on the requirements of the modlist itself. Since I cannot account for all possibilities, be sure to enable ONLY the content which the list requires in the steps below.
If Creation Club files are left in the Skyrim 📁[🐉Data] folder, they cannot be enabled or disabled with your mod manager at all. Even if you copy the files directly into a single mod that can be managed by your mod manager, many (but not all) of the Creation Club mods cannot simply be toggled on and off in the plugin list for some reason. Mod Organizer 2 can get around this by allowing you to 🙈Hide and 👁️Unhide files themselves in the mod's Filetree list, but Vortex has no native ability to do so. This requires Vortex users to either delete files which cannot be toggled off or manually copy each mod to its own respective mod entry in the Mods tab. There are 70 Anniversary Upgrade mods alone, so this is both tedious and even confusing given it must be done by filename, which may not be intuitive. It is for this reason that following the steps in this section is (highly) recommended. The final option below will allow you to keep these mods unmanaged, if desired.
🔢Section Options:
🔍Review the listed options below. Choose only one and follow its steps (↕️Expand the 📜Instructions block).
The Curation Club plugin will separate all Creation Club content into their own individual mods within MO2 automatically with a single click so that you can easily toggle them on or off, depending on preference. NOTE – This plugin requires MO2 version 2.5 or greater so will not work on version 2.4.4 or below. Also, despite the mod page indicating that the plugin "doesn't currently work", there are no issues at all with Skyrim and free CC content or Anniversary Upgrade content. The issues appear to affect only Creation Engine 2 games (such as Starfield).
⏩️Skip to section 4.5.1.2 if the Curation Club plugin is already installed, otherwise, proceed with the steps below.
This is a PowerShell script that I wrote which provides the exact same functionality as the Curation Club plugin, but does not require MO2 (which means Vortex users can also use it). It works on a file and folder level (rather than a mod level within your mod manager), so should never break as a result of future mod manager and/or Skyrim game updates.
In order to execute the script, we have to launch PowerShell a certain way to ensure we bypass the system's execution policy (otherwise the script will not run). This will affect the current instance only, so when PowerShell is closed, the current system policy will be reinforced again.
The next step is to import these folders into your mod manager.
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
This mod provides an easy-to-use FOMOD installer with names and descriptions for each Creation Club mod, allowing you to easily decide which mod(s) you want to actually install and use. The only downside here is that you cannot simply enable and disable mods at will, you have to re-run the installer to select which content you'd like. This comes with a little bit less granularity than the above options, and also requires an additional 3.5GB of space (with all Anniversary Upgrade content) since a copy of the files also needs to remain in the 🗜️.zip file/installer so that the reinstall can be re-run at another time. That said, if you have the space, the inline descriptions can be of huge benefit when selecting which content to enable.
This mod is special in that you need to unpack it, add files to it, then repack it before it can be installed. The steps below provide instructions for this process.
The next step is to install the mod into your mod manager.
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
The following patches are recommended due to the number of mods which also require them as masters, however, these require some consideration depending on the game version and/or CC content options you have chosen above. If you decide to install these, follow the steps below.
⏩️Skip to section 4.6.2 if using a 🧀Wabbajack modlist (as the proper version should have already been included) or simply do NOT wish to install USSEP, otherwise, proceed. This mod should need no introduction for veteran modders (for various reasons...), but it resolves literally thousands of gameplay, quest, and stability issues, and is an essential mod for nearly every modern modlist.
🔥ADVISORY – Beyond its standalone fixes, USSEP is a critical dependency for many mods. The major point of contention is that current versions of USSEP require the four free Creation Club (CC) mods included with Skyrim 1.6, which some users prefer to keep disabled. Instead, these players revert to using USSEP version 4.2.5b because it was the final release for Skyrim 1.5.97 and therefore does not require CC masters, however, using this version is STRONGLY DISCOURAGED (↕️Expand the 💡Additional Information block for details).
USSEP Version 4.2.5b is strongly discouraged because modern mods may rely on USSEP records that simply do not exist in older versions, leading to stability issues and even crashes (CTDs). As a legacy file from the 1.5.97 era (August 2021), version 4.2.5b has not been updated to reflect Skyrim's official game updates, and USSEP itself has had many revisions as well to address engine changes and new bug discoveries. Using version 4.2.5b all but assures issues over time with any mods that are based on version 1.6 master files.
The latest version of USSEP is always recommended for a modern load order, which is possible even if a ⏳Downgrade was performed using this guide since we have carried over updated master files. That said, since the latest version now requires all four free CC mods as masters, disabling any of them means you CAN NOT use it and must use 4.2.5b as a fallback. Therefore, to ensure maximum compatibility and stability of your load order, you should keep the four free CC mods enabled to support the latest USSEP version. For those that really don't want to use them, note that you can simply decline the in-game prompt for Survival Mode, and can additionally ignore fishing altogether, leaving only 2 remaining CC mods which themselves are minimal in scope. While I have provided steps for using 4.2.5b below, it is a significantly less stable path for a modern load order for the reasons stated!
🔢Section Options:
🔍Review the listed options below. Choose only one and follow its steps (↕️Expand the 📜Instructions block).
If you have enabled ALL of the 4 free CC DLC mods (Survival Mode, Saints & Seducers, Rare Curios, and Fishing), then you CAN use the most recent version of USSEP.
If you have disabled ANY of the free CC DLC mods (Survival Mode, Saints & Seducers, Rare Curios, or Fishing), then you will NOT be able to use the most recent version of USSEP.
⏩️Skip to section 4.7 if you do NOT own the Anniversary Upgrade, did NOT install USSEP (above, as it is a requirement), or are using a 🧀Wabbajack modlist (as the proper version should have already been included, if applicable), otherwise, proceed. This mod fixes many bugs with the Anniversary Upgrade Creation Club content, and has a few other mods which use it as masters.
As of version 8.x, this mod has re-implemented a FOMOD installer, which will detect which CC mods you have installed to apply applicable patches. There is also a single, merged plugin for those that have all CC mods enabled and prefer to keep their plugin count down. Due to this, the steps below now cover all users.
⏩️Skip to section 4.8 if you do not want to install this tool, or already have it installed, otherwise, follow the steps below (↕️Expand the 📜Instructions block). Bethini Pie is a tool that makes editing INI configuration files simple via a graphical user interface. In particular we want to apply recommended tweaks, which can in some cases drastically improve game performance. NOTE – The steps below for configuring a tool or executable follow the instructions in the guides referenced in ⬆️section 4.2.2 (Mod manager fundamentals). Refer to those guides if you are unfamiliar with the process.
This 📄Skyrim.ini setting is included to help prevent crashes when loading interior cells, especially when they are heavily modded. You'll need to add this manually even if you installed Bethini PIE above because custom values are not supported (unlike the original Bethini), and this setting is not included as part of its recommended tweaks.
This setting (uInterior Cell Buffer) manages how the engine stores previously-visited interior cells in memory. In heavily modded setups—especially those using JK's Interiors or Lux, among others—the engine can become overwhelmed when trying to manage this buffer alongside high-poly meshes and complex lighting, which can cause crashes. For the original discovery and community discussion behind this fix, you can view the full thread on Reddit here: 🔗Possibly the Greatest Discovery for Solving Random Crashes.
⚜️Author's note – Adding this setting drastically improved my own load order stability. It effectively eliminated nearly 100% of the random crashes I experienced when entering buildings or dungeons, which is why I consider it an essential inclusion for this guide.
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
Skyrim is notoriously quirky compared to modern games in that it will utilize the Windows pagefile (virtual memory) regardless of how much physical RAM you have installed. If Windows is left to manage this file automatically (which it does by default), it will constantly grow the file as needed, which often results in noticeable stuttering and frame-hitching during gameplay. In extreme cases, it can even cause the game to crash to the desktop without an error. The steps below will instruct you on how to properly configure this for Skyrim, which is especially important for larger modlists.
After all of this prep work, you're finally ready to test launching the game from your mod manager and verify SKSE is working.
When using SKSE, you MUST launch the game via the SKSE launcher to ensure your mods load and function correctly. While this section and the next are focused on verifying your SKSE installation, this will be how you will launch the game every time you play moving forward.
🧩Mod Manager-Specific Steps:
The steps below depend on the mod manager chosen. Choose only one option and follow its steps (↕️Expand the 📜Instructions block).
Once in the game, you will need to make sure SKSE is loaded properly. You can do this with a console command. Follow the steps below.
✋NOTICE – If you receive the error Script command "getskseversion" not found. when running the command below, you will need to revisit steps above relating to SKSE to find where the issue is. MO2 users may need to review ⬆️section 4.3.1.2 as well to ensure folders have been set up correctly for use with Root Builder.
Now that you have verified your Skyrim installation and confirmed that your core mods are working, you are ready to start modding. To help you on your journey, the sections below provide key information, recommended mods, and supplemental guides to get you started and serve as a quick reference and roadmap for building out your modlist. Since the rest of the information in this guide is purely for reference and support, feel free to 🔖Bookmark this page for later or ⏭️Skip to section 7 for additional resources and troubleshooting information.
This section outlines how to verify compatibility and select the correct version of a mod for your specific setup, along with information on reviewing dependencies and checking for known issues on the mod page (↕️Expand the 📖Continue reading block).
Compatibility rules are different depending on the type of file the mod is. This could be an SKSE plugin (.dll file), a game plugin (.esm, .esp, .esl), or something else. Review the details below to understand how to identify the correct files for your game version and platform.
Because SKSE plugins interact directly with Skyrim's memory, they are extremely version-sensitive. To ensure your game launches, you must use mods which are compatible with your version of SKSE! While some version matching is obvious—with specific game versions listed directly in the file download—many modern mods use non-obvious methods to maintain compatibility across multiple versions of the game. Review the information below for details on how to select the right plugin version for your current setup.
✋NOTICE – Just because a mod indicates it requires SKSE, doesn't mean it is an SKSE plugin—the mod author may just be listing a requirement of one of its other requirements. To confirm if a mod truly is an SKSE plugin, you can click Preview file contents from the mod's download page and search for .dll.
Traditionally, SKSE plugins were hard-coded for one specific version of Skyrim and SKSE (e.g., a mod built exclusively for 1.5.97 / SKSE 2.0.17). This required the mod to be updated each and every time a Skyrim game update was released, leading to an unfortunate number of mods that were never updated if, for example, a mod author stepped away from Skyrim modding.
To solve this, many modern mods are built using Address Library. This allows a plugin to be compatible across multiple versions of the same major release. For example, a single 📄.dll file can support the entire 1.6.x range (including Steam and GOG) without needing separate files for every minor game update. One important limitation, however, is that Address Library alone cannot bridge the gap between major game versions like 1.5.97 and 1.6.x. If a mod author wants to support both of these versions, they must provide a separate download for each.
Alternatively, to overcome this limitation, mods can be built using the CommonLibSSE framework (or the newer CommonLibSSE-NG, with those mods often denoted with NG in the title). This framework is the most versatile and expands compatibility even further, allowing a single 📄.dll to support multiple game versions simultaneously. This includes 1.5.97, 1.6.x, and even Skyrim VR, with a single download. This level of support is not automatic, however, as it still requires the mod author to intentionally build the plugin to support each intended version of the game.
While the above methods improve compatibility dramatically, they can sometimes make it difficult to determine which version of a mod to download for your setup, or if it is even compatible with yours. Mod descriptions are not always updated to reflect compatibility with newer Skyrim releases, and not all functionality can be provided to a plugin using the above frameworks, leaving some authors unable to use them. Because it is not always clear what level of current and future support a mod has, it is essential to always check mod requirements and user comments carefully.
These mods should have universal compatibility with all game versions so long as you are using updated SSE master files (e.g., best of both worlds) and 🔗BEES (SSE) or 🔗ESL Support (VR) where applicable. In this case, even if you are running Skyrim VR (version 1.4.15) or have performed a ⏳Downgrade (for example, to version 1.5.97), if a mod (such as USSEP) indicates it "requires 1.6.1130 or greater", you can still use it without issue.
Similar to non-SKSE plugins, most other file types do not present compatibility issues. This can include assets like models and textures, UI files, and pre-made configuration files. These are generally compatible across all versions of both Skyrim and even Skyrim VR. It is important to note, however, that certain mods are developed with a specific version's layout in mind, or to address a fix which only applies to one game version. For example, a UI mod may technically function for both Skyrim and Skyrim VR but fail to display correctly or fit the screen in one of them. Always verify that a mod's intended visual or functional design aligns with your specific version of the game.
Taking a few moments to fully review a mod page can prevent hours of troubleshooting later.
The mods listed below are recommended, but optional. This is by no means an exhaustive list, but the mods included are generally considered essential, including key bug fixes and improvements which focus on enhancing gameplay or introducing features that align more closely with modern gaming standards. Mods that are highly subjective, or require complex setup or heavy patching—such as those affecting settlements, NPCs, combat, animations, system overhauls (cooking, alchemy, etc.), followers, environments, and so on—have been omitted. The descriptions for each come from the mod pages with minor adjustments for clarity. 🔍Review the list of mods below and 📥Download and 🛠️Install any you would like to use (↕️Expand each respective category block).
✋NOTICE – For all of the mods listed below, I have already tested SKSE compatibility with version 1.6.1170 of Skyrim. Unless otherwise noted, always select your version-specific download or the latest release if your version is not directly provided. For more information on SKSE version selection, see the compatibility notes in ⬆️section 6.1.1.1 (SKSE plugins (.dll)) above.
Modding frameworks are tools and libraries that expand Skyrim's modding capabilities. Since many mods require these frameworks to function properly, I've listed some of the most widely used ones below. These are all SKSE plugins. Again, be sure to download the files specifically for your game version of Skyrim and/or SKSE version, where applicable.
Make sure no mods ever overwrite the up-to-date version of PapyrusUtil with an outdated version!
SKSE plugin. Unlocks the 60 fps frame cap. Also Includes a physics fix, borderless fullscreen performance boost, refresh rate control, highly configurable frame rate limiting, various bug fixes and more.
SKSE plugin. Elevate the CPU Priority of the game process. Increase FPS and Prevent stutters caused by other processes.
SKSE plugin. Generates crash logs which are vital in helping to determine the root cause of any crash(es).
SKSE plugin. Speeds up game start by storing INI files in memory instead of opening, parsing and closing the file each time some value from it is needed. Not available for all versions of Skyrim. This mod will have more of an effect on larger load orders.
SKSE plugin. Elegant, PC-friendly interface mod with many advanced features. There are other alternatives out there (such as 🔗Dear Diary, 🔗Nordic UI, 🔗Untarnished UI, 🔗Edge UI, and 🔗Norden UI to name a few) but SkyUI provides the most compatibility with other mods out of the box.
Special Notes:
Fixes the issue with 1.6.1130 and above that prevents the difficulty setting from saving in the SkyUI menu. Includes patches for many other UI mods as well. NOTE – This is only for game version 1.6.1130 and above, so is NOT required if a downgrade was performed.
SKSE plugin. Complete overhaul to the character creation menu including new customization features such as multiple RGBA warpaints, body paints, hand paint, and foot paints. Is required for additional mods which add more character customization options.
Special Notes:
SKSE plugin. HUD additions, including customizable actor info bars, boss bars, player widget, and recent loot log.
Toggle HUD elements on or off, scale sizes, change positions and swap elements with alternative version. Features dot crosshair, slim compass, alternate ammo display, detached compass markers and built-in support for font mods.
SKSE plugin. A highly configurable third-person camera, with smooth frame-interpolation and a raycasting crosshair to help you aim. Check Mods requiring this file under the Requirements section of the main page to see user-created presets that can be used with this mod.
SKSE plugin. Embeds a quick action wheel seamlessly into Skyrim's gameplay, providing a convenient interface for accurate and customized access and usage of spells, weapons, powers, shouts, potions, and poisons in the inventory. Many users are reporting issues with this mod as of late, but YMMV.
SKSE plugin. Adds more information to the HUD about the currently targeted object and enemies. Such as ingredients, weapon effects, potions, read books, v/w, enemy level, etc.
SKSE plugin. This mod brings some features from moreHUD into the inventory menu. From your inventory you can now see if enchantments are known by the player and other features. Also increases the Item Card size for mods that have long effect descriptions.
SKSE plugin. Adds a new oxygen meter to the game for when you are underwater.
SKSE plugin. This mod adds quality-of-life features and improvements to the compass. This includes names of items on the compass, their distance, and any associated quests with each of the markers, to name its major features.
SKSE plugin. A complete revamp of the quest journal, bringing it up to modern standards with quest categorization, location tracking, and the ability to hide completed quests.
SKSE plugin. Adds a looting menu similar to the one present in Fallout 4 and Starfield. This is a fork of QuickLoot EE which adds new features, fixes bugs, and incorporates native compatibility for mods that previously needed patches.
SKSE plugin. Mod that allows you to see and rotate the player character in menus.
SKSE plugin. Mod that adds Ubisoft style detection meters for stealth. If you are using game version 1.6.1130 or higher, you must ALSO download 🔗Detection Meter - AE Support and overwrite the 📄.dll file from the original mod.
SKSE plugins. Both of these mods overhaul the lockpicking system in Skyrim. Choose only one. The former replaces overused lock models with unique lock variants. Check the description page under the Related Mods section for a list of other mods which cover additional locks. The latter is a complete overhaul of the lockpicking system inspired by Oblivion.
SKSE plugin. Overhauls the local maps. Placing custom markers in interiors, color keeping the fog of war, and some other fixes and improvements. Customizable.
SKSE plugin. Adds a new custom menu to the game. Collect information about the creatures you encounter, learn their strengths and weaknesses, and keep track of your feats with kill, summon and transformation counters. This mod appears to be currently suffering from crashes and needs to be updated, but YMMV.
SKSE plugin. Displays effects description for Spells, Potions, Food, and Enchanted Weapons directly in the Favorites Menu. Check description for UI mod compatibility patches.
SKSE plugins. Both of these mods improve in-game subtitles. Choose only one. The former shows up to 4 subtitles (from different NPCs) at the same time. The latter shows floating subtitles over each NPCs head, supporting any number of NPCs talking, but has a few additional dependencies.
SKSE plugin. A complete overhaul of the Tween Menu, introducing the ability to add new shortcuts to other game menus. Available in two distinct versions.
SKSE plugin. Adds a progress bar for spell casting, shouting, and drawing a bow.
SKSE plugin. Display location name with music jingle when entering already discovered locations.
SKSE plugin. Complete overhaul and redesign of Skyrims Wait & Rest Menu inspired by modern UI elements in games like Cyberpunk 2077 and The Witcher 3.
SKSE plugin. Keep track of your conversations with Dialogue History.
SKSE plugin. Unpauses game menus. Updated and fixed version.
A massive project to greatly improve the appearance of countless static 3D models in Skyrim. This is an essential base mod for every mod list, so allow other mods to overwrite its files, as needed.
If you're tired of replaying the intro sequence each time you start a new game, or simply want a fresh experience, alternate start mods can provide that. Those most widely used have been listed below.
Skip the vanilla start and be directly prompted to choose whether to follow Ralof or Hadvar, after which you will enter Helgen Keep with your selected NPC.
Experience Helgen's Destruction from the viewpoint of a Helgen citizen. Download the Classic Start optional file to skip background selection and automatically choose this default start. Be sure to also download the 🔗Alternate Perspective - Voiced Addon to fully voice all NPCs in this mod. When using this, 🔗Fuz Ro D-oh - Silent Voice is no longer required (though you can still download it if you need it for other mods).
Provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. Requires updated SSE masters to use as it relies on the updated CC content plugins.
Starts the player in an alternate realm, rather than the default execution scene opening.
An alternate start mod with a wide range of options, including an ability to play as a non-Dragonborn character.
If you prefer the vanilla opening sequence, or plan to otherwise select this sequence from one of the mods above, this mod fixes the prisoner cart opening scene from chaotically flipping and bouncing around all over the place when lots of mods are loaded. Check optional files for patches (likely SMIM for most users).
These mods disable the prompt in-game to enable CC Survival Mode. While both options are functionally the same, the 📄.esp version (flagged as an ESL) provides a script-free alternative, which many users prefer. Choose only one. The mods both allow you to keep CC Survival Mode in your load order so that other mods with dependencies (such as latest versions of USSEP) can load properly without actually enabling any of its functionality. Other survival mods do not rely on CC Survival Mode, so if you don't intend to use it, it will save you from being prompted to enable it. If using the script version, grab the Survival Mode - Disable Permanently file from the FILES tab.
SKSE plugin. Overhauls the third person gameplay similarly to modern action RPGs. Move and attack in any direction. Includes a custom target lock component and an animated target reticle widget, target headtracking, projectile aim support during target lock, mount support and more!
SKSE plugin. Level up through quests and exploration - skills no longer affect your character level. This dramatically changes how playing Skyrim feels. Note that you will also need a patch for your chosen UI mod to fix the stats (perk tree) menu.
SKSE plugin. Improved Camera enables the 1st person body and allows for typically forced 3rd person animations also to be played in 1st person.
SKSE plugin. Rewrites Skyrim's crosshair selection to work more like true 3rd person RPGs.
SKSE plugin. Allows jumping while sprinting.
SKSE plugin. Makes sprinting behave the same way as it did in old Skyrim. Grab this if you would prefer to hold the sprint button instead of toggling it.
Makes horses turn much better.
SKSE plugin. This mod completely reworks how equipment behaves on death. Weapons and shields drop naturally with momentum, stay sheathed when not drawn, and interact seamlessly with the environment.
SKSE plugin. This framework enables realistic arrow and bolt ricochets, with fracture and impact systems, automatic retrieval, and global modifiers (speed, gravity, arrows on the ground or in bodies and more).
SKSE plugin. Fixes all known decapitation-related crashes, including those caused by RaceMenu overlays or NPC appearance overhauls. It also adds features like helmet ejection, customizable head spin effects and many more.
Both of these mods make it so that dragons that die while airborne immediately ragdoll and plummet to their deaths instead of first landing. Choose only one. The latter claims to properly use gravity to calculate momentum when falling, which also ensures they don't get stuck floating if killed when hovering. Pair with 🔗Dragon Ragdoll Sounds so that they make a sound when crashing into the ground.
This will simply remove the spinning around dance animation that they do before dying. They will now just ragdoll when killed. Works for kills and dying from a high fall. It will not affect killmoves.
You will no longer lose HP when walking on dynamic objects such as bones or when walking towards a cart.
SKSE plugin. The base game does not allow you to use your mouse with your gamepad plugged in. Now you can switch between them painlessly.
SKSE plugin. Enables keyboards shortcuts in-game. Alt-F4, volume keys, etc.
The following mods cover a large majority of script and bug fixes for Skyrim and are recommended.
A compilation of scripts which aims to incorporate optimizations and fixes from various other script mods on Nexus with open permissions. Fully includes all scripts from 🔗Vanilla Script (micro)Optimizations and 🔗Vanilla Scripting Enhancements, so no need to download these separately unless you do not want UOSC.
A few navmesh improvements. FOMOD contains compatibility patches for other mods.
A large, community compilation of fixes for bugs, inconsistencies, and errors. Highly recommended. The mods compiled in this collection include some of the most popular bug/consistency fix and script optimization mods on the Nexus in a single package. Grab the current main file. This mod fully includes 🔗Scripts Carefully Reworked Optimized and Tactfully Enhanced (SCROTE), so it does not need to be downloaded separately.
Patches for some mods to incorporate USMP fixes into them. Run the FOMOD to select all applicable mods to patch. This mod is optional. If you don't use this, any mods that overwrite USMP files or scripts simply revert to their original, unfixed versions.
Special Notes:
SKSE plugin. A collection of engine bug fixes and patches.
SKSE plugin. Another collection of (4) engine bug fixes.
SKSE plugin. Collection of fixes, tweaks and performance improvements for Skyrim's script engine. 100% configurable. Install/Uninstall anytime. It is recommended to NOT set bSpeedUpNativeCalls = true in the 📄.ini file as many reported bugs with this mod are tied to this setting.
SKSE plugin. Increases the number of actors that can move, make facial expressions, and have their lips synced to their voice lines at any given time.
The Modern Brawl Bug Fix is the ultimate solution to brawls that break instantly or turn into real fights. Included in UOSC, so skip if you've installed that.
SKSE plugin. Fixes a vanilla bug which causes the game to treat dual cast spells as if they were single cast.
SKSE plugin. Fixes an engine bug with magic effects that cause targets to stagger in the wrong direction.
SKSE plugin. Fixes the game applying wrong movement speed if the character draws, sheathes or shouts while sprinting or sneaking. This is a separate issue than that addressed by Bug Fixes SSE (above), so both are compatible with one another.
SKSE plugin (scrolls version only). Prevent vanilla world encounter NPCs from turning hostile when you cast non-hostile spells.
SKSE plugin. Fixes engine bugs where item enchantments don't apply when equipped or stop working while the item is still equipped.
Sometimes NPCs get stuck in bleedout forever with full health. This fixes that.
An utility to bring back quests that disappeared due to the quest journal limit bug.
SKSE plugin. Fixes a bug where NPCs positions don't update properly after you wait, sleep, or fast travel for more than an hour. NPCs now move to where they're supposed to instead of awkwardly staying put or crowding doors.
Special Notes:
Fixes High Gate Ruins Puzzle not resetting properly, blocking off half the dungeon on subsequent visits.
Fixes bugs where some College of Winterhold quests refuse to start.
Retroactively fixes The Burning of King Olaf Fire Festival being stuck. Included in UOSC, so skip if you've installed that.
Fixes Neloth's Experimental Subject Quest (DLC2TTR4a) getting stuck.
SKSE plugin. Fixes twitching/stuttering when running in first person.
Fixes the player instantly being detected after a stealth kill and other detection issues.
SKSE plugin. Inertia fixes a bug where NPC equipment freezes in the air after death. The mod allows for realistic item falls and prevents NPCs from freezing in awkward poses. Compatible with all NPCs and creatures.
If a dragon dies and you never get close enough to its corpse to absorb its soul, the script for that dragon will be stuck in your save forever, polling every second. This mod fixes that. Included in UOSC, so skip if you've installed that.
If the game tries to throw an NPC with PushActorAway, but the NPC hasn't fully loaded in yet, the game will crash. This mod fixes that.
Are you still bothered by the "Alduin's Bane" bug? This mod fixes that.
SKSE plugin. Fixes a bug where dead NPCs may appear standing or tilted in an idle pose instead of ragdolling after a loading screen.
Fix horse flying into the sky when loading save.
SKSE plugin. Prevents AddForm from adding forms to leveled lists with 255 items, preventing crashes. Only officially supports Skyrim SE version 1.6.1130+. There are unofficial releases for versions 🔗1.5.97 and 🔗1.6.640. Both require the original mod, just overwrite the original mod files.
Fixes already fallen motionless rocks from falling rock traps killing NPCs that bump into them.
Makes sure that Vilkas will greet you when you return with the Fragment of Wuuthrad, even if you didn't enter Whiterun through the main gate, and allows you to continue the Companions questline normally.
Various quest fixes. Bleak Falls Barrow, Battle for Whiterun, The Blessings of Nature, Cidhna Mine, Served Cold, Flight or Fight.
SKSE plugin. Attempts to address an issue with corrupted game state which results in random freezes. Important for jail, the quests Diplomatic Immunity and Mind of Madness, and more.
This lightweight patch targets a specific deadlock in Skyrim that can cause the game to freeze.
Clears hostility that remains even after you pay bounty or kill witnesses. Works on vanilla holds only.
SKSE plugin. Fixes trading with merchants with more than 32,767 gold.
SKSE plugin. Makes the game always load certain records from plugins instead of save, such as NPC weight and persistent ref position.
SKSE plugin. Detects broken papyrus scripts stuck in recursion and prevents huge framerate lag.
SKSE plugin. Fixes a bug where static object's loop animations are not re-activated after loading a saved game. This version has been updated with support for SSE, AE, and VR in one DLL.
This section contains a list of my supplemental guides and resources to help you complete your setup. These cover important Skyrim modding concepts to assist with mod selections, installation of additional foundational mods, as well as instructions for configuring and using mods and tools with complex requirements or processes (↕️Expand the 📖Continue reading block).
This guide provides an overview of technical concepts used in Skyrim modding to help you decide what's right for your load order. This includes features and limitations of visual overhauls like 💎ENB, 🔆Community Shaders, and 🌈Reshade, as well as modern additions like parallax, PBR, and seasons. For image quality and performance, the guide also covers technologies like anti-aliasing, upscaling, and frame generation that can now be integrated into Skyrim. See link below for more information. Installation is covered in ⬇️section 6.3.2.
This guide focuses on the installation of 💎ENB, 🔆Community Shaders, and 🌈Reshade. Since these visual overhauls are built around specific weather mods, I've listed and compared several popular options along with compatible presets to help you decide which setup to go with. To help balance the performance cost of these visuals, I've also included instructions for installing upscaling and frame generation mods. See link below for more information.
This guide covers the standard procedure for cleaning game files, including both vanilla master files and user-submitted mods. This process should be performed as needed when newly installed mods indicate cleaning is required. If you plan on using DynDOLOD, you should also clean Skyrim game masters. See link below for more information.
These guides will provide instructions on how to generate grass precache using 🔗No Grass in Objects. Outside of the standalone performance benefits, it is a mandatory prerequisite if you wish to generate grass LOD with DynDOLOD. There are guides for both seasons and non-seasons users. See links below for more information.
This guide covers the process of generating Level of Detail (LOD) for terrain, objects, trees, and grass using xLODGen and DynDOLOD. This ensures that distant landscapes and other objects accurately reflect the mods in your load order, eliminating the pop-in which occurs when they transition into loaded cells. See the links below for more information.
Below you will find resources for technical support, links to my other modding guides, and the revision history for this document.
Maintaining a heavily modded game requires knowing where to find help and how to diagnose issues. Below is a list of resources for getting support and troubleshooting your installation.
See 🔗my guides page on Nexus for other helpful Skyrim modding guides.
Lastly, be sure to have fun! For many, modding Skyrim is the game, and playing is secondary. Whether you spend your time in-game or just building the perfect load order, there is no wrong way to go about it—as long as you're enjoying yourself.
As a final note, remember that countless hours have been put into creating the mods you are using. Taking a moment to 👍ENDORSE those mods (or guides—wink wink) is a great way to show appreciation for the author's work. You can do this easily within your mod manager for any installed mod:
See below for a full revision history of this guide (↕️Expand the 🗒️Full Changelog block).
Please ✍️leave a comment with any issues or suggestions!