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🏷️Guide version: 2.2.0 (📅05/23/2026)
🐉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 highly recommended initial setup instructions for Skyrim Special Edition and Anniversary Edition (with both versions referred to in this guide as "Skyrim Special Edition" or simply "SSE"), with a focus on stability and compatibility—Skyrim Legendary Edition ("Oldrim") is NOT covered. In addition to installation, this includes steps for downgrading to a previous version, if desired, including the best of both worlds method, which retains the latest game files and Creation Club content to significantly improve mod support. Also covered are the installation of core frameworks, external dependencies, and other essential and recommended mods, including the correct version of the Unofficial Skyrim Special Edition Patch (USSEP). This is then followed by setup of your preferred graphical overhaul (Community Shaders or ENB), along with weather, presets, and upscaling and frame generation options. 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 SE/AE (Steam). See below for other versions:
🎯Guide Contents:
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🧠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:
⏩️Skip to section 1.3 if this installation folder has never been used for modding or manually altered in any way, otherwise, proceed. We next need to ensure your Skyrim files are fully stock and updated, and that any previous modding changes have been undone. Even if you intend to perform a ⏳Downgrade, this is still necessary as you will want to ensure you begin with the latest Skyrim game files. All deleted, outdated, or otherwise modified stock files will be redownloaded.
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 base 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 prepare and 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. In particular, popular 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 SSE master files, making them incompatible with a base SSE 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), whose latest versions 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.
In short, if updated masters are not used, some mods may be unusable or unstable due to missing files or records.
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 modlist, 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).
), right-click the entry and select Ignore missing data – Since we are using Root Builder, and no 📁Data folder exists inside the mod, MO2 may complain about this, even though it is configured properly. Performing this step will fix that.Enhances Skyrim's interface with improved menus and added features. This is a requirement for many UI-related mods, as well as those requiring the Mod Configuration Menu (MCM). Other visual overhauls can be installed on top of SkyUI to change its appearance, but its core files are still required.
⏩️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.
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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.
✋NOTICE – Beyond its standalone fixes, USSEP is a critical dependency for many mods. One 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. As a result, USSEP version 4.2.5b, the final release for Skyrim 1.5.97 that does not require CC masters, is often used instead. While either version can be used, the latest version provides the most up-to-date fixes and can help reduce conflicts with newer mods.
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If you have enabled ALL 4 of the free CC mods (Survival Mode, Saints & Seducers, Rare Curios, and Fishing), then you can (and should) use the latest version of USSEP.
If you have disabled any of the free CC mods (Survival Mode, Saints & Seducers, Rare Curios, or Fishing), you cannot use the latest version of USSEP and must use version 4.2.5b instead.
⏩️Skip to section 4.7 if you did NOT prepare Anniversary Upgrade files, did NOT install USSEP (above, as it is a requirement for this mod), 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 is required as a dependency by a few other mods as well.
⏩️Skip to section 4.8 if you do NOT want to install this tool, 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 and quality presets that can significantly improve game performance and visuals.
⏩️Skip to section 4.7.2 if already have the latest version of Bethini Pie installed, otherwise, proceed.
The following steps need to be completed before launching Bethini Pie. 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.
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.
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If you installed Bethini Pie, you can modify this setting from within the program.
If you did NOT install Bethini Pie, you will need to manually edit the file directly.
🧩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. The sections below cover additional visual and performance enhancements, including available graphical overhauls (Community Shaders, ENB, and ReShade), presets, weather, upscaling and frame generation, as well as other essential and recommended mods. While your setup is technically ready at this point, these sections include several important considerations that should be reviewed before you start building out your modlist.
✋NOTICE – For all of the mods listed in upcoming sections, SKSE compatibility has been verified for SSE 1.5.97 and 1.6.1170. Unless otherwise noted, always select your version-specific download or the latest release if your version is not directly listed to ensure you are using the correct mod. For more information on SKSE version selection, see the compatibility notes in ⬇️section 7.1.1.1 (SKSE plugins (.dll)) below.
The mods below should be included in every modlist, as they provide additional functionality and many are required by a large number of other mods. 📥Download, 🛠️Install, and ✅Enable each before proceeding to the next section.
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. Generates crash logs which are vital in helping to determine the root cause of any crash(es).
This section covers visual and performance enhancements, including setup for 🔆Community Shaders (CS) or 💎ENB, along with complementary weather mods, presets, and compatible upscaling and frame generation options. 🌈ReShade is also covered and can be used alongside either for additional post-processing.
In this section, you will install your preferred primary graphics overhaul, along with any optional modules or supporting plugins. You can choose either 🔆Community Shaders or 💎ENB, which control how lighting, effects, and other graphical enhancements are handled. These are mutually exclusive and cannot be used together.
✋NOTICE – Community Shaders only supports Skyrim 1.5.97, VR, or the latest Skyrim version on Steam or GOG, and will not work on 1.6.640 or other non-latest AE versions. Additionally, only the latest version of Community Shaders is covered here, so if you need an older version for compatibility, it is outside the scope of this guide.
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💎ENB has been the standard for visual overhaul in Skyrim for over a decade now, and provides arguably the most stylized and cinematic experience, at the cost of performance.
The ENB binaries (known as ENBSeries) must be downloaded directly from the ENB website. Once downloaded, the files will be extracted in preparation for installation.
Instructions for installing ENB binaries are provided below. This process includes preparing a new archive file so it can be installed through 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).
) in the Flags column, right-click the entry and select Ignore missing data – Since we are using Root Builder, and no 📁Data folder exists inside the mod, MO2 may complain about this, even though it is configured properly. Performing this step will fix that.The following supporting mods are also recommended when using ENB.
SKSE plugin. Disables mouse and keyboard input for everything but the console, when the ENB editor is active.
SKSE plugin. Can significantly reduce render latency for NVIDIA GPUs. Peak FPS may be reduced to improve responsiveness.
SKSE Plugin. Toggles ENB AO (Ambient Occlusion) depending on location to boost performance.
The following mods are optional depending on your setup and preferences. Some may depend on the ENB preset you choose, so you can either download them now and enable them after making your selection, or return to this section later as needed.
These are SKSE and KiLoader plugins that extend ENB with additional features and QoL improvements. These mod pairs are mutually exclusive and cannot be used together. Choose only one pair based on your ENB preset requirements.
SKSE plugin. Allows real-time editing of various (visual) aspects of Skyrim from within the game using a non-destructive multi-preset system. Required by some ENB presets.
SKSE plugin. Automatically disables parallax on meshes with missing height maps or incompatible shaders, preventing common visual issues.
SKSE plugin. Terrain parallax normally disables the usual blending that the game does between two different textures. This plugin fixes that problem, making your landscape blend beautifully again! Requires Parallax Occlusion Mapping (see ⬇️section 6.2.2.2 (Presets and related mods)) if your ENB preset does not already include the terrain parallax feature.
SKSE plugin. Fixes issues with ENB Terrain Blending. Also allows objects to ignore terrain blending. Requires Terrain Blending to be enabled in ENB.
SKSE plugin. Allows Skyrim to read additional texture slots from landscape records. You only need this if a mod you intend to use specifically lists this as a requirement.
These mods fix lighting on water effects, smoke particles, cloud meshes, and more! While Particle Patch was originally designed for ENB and CS Particle Patch for Community Shaders, you can use either, or both depending on preference. If both are used, load whichever mod you want to win any conflicts after the other.
SKSE plugin. Makes grass fields look sharper and more lush. Not compatible with ENB Complex Grass, which many ENB presets are built around. Only install this mod if your chosen ENB preset does not include this feature disabled or you intend to disable it yourself.
SKSE plugin. Dynamically adjusts the look of shadows depending on lighting conditions. NAT.ENB III will not benefit from this as it has its own solution for this.
SKSE plugin. Dynamically adjusts shadow and view distance to boost performance.
SKSE plugin. Fixes the sky in reflections.
SKSE plugin. Improves volumetric lighting and shadows by synchronizing them with Skyrim's sun and moon(s).
A small mod to fix the bizarre shadow / black line that follows the player character for certain weathers when using NAT.ENB III.
The following mods should not be installed because they are incompatible, outdated, or have been superseded by native ENB features or better alternatives. Unless otherwise noted, any mods that list these as requirements should also be avoided. When finished reviewing this list, ⤵️Proceed to section 6.2.2.
Superseded. Use 🔗ENB Helper SE Updated instead (listed above) if you are NOT using 🔗ENB Extender and Helper Skyrim. All mods that require the original are supported by the updated mod.
Superseded. This mod is an outdated engine fix whose functionality has been fully replaced by modern graphics frameworks. The latest ENB binaries include native support for mesh, complex, and terrain parallax (see Parallax Occlusion Mapping in ⬇️section 6.2.2.2 (Presets and related mods)). Mods that require this mod can still be used if parallax features are enabled in ENB.
🔆Community Shaders is a newer alternative to ENB that enhances Skyrim's visuals with lightweight, modular effects. Its modular system also includes highly requested features such as upscaling and frame generation.
✋NOTICE – As of Community Shaders version 1.4, particle lights (i.e., "ENB Lights") are no longer officially supported in favor of the new Light Placer mod. That said, an unofficial fork of CS has been created to restore particle lights (among other features), and the sections below will guide you through which optional modules are available based on whether you select this version or not.
In this section, you will choose which core Community Shaders plugin to use based on whether you want the official plugin, or the unofficial fork, which maintains support for particle lights (commonly known as ENB Lights) and includes additional features (↕️Expand the 💡Additional Information block for details).
The official Community Shaders core has moved away from particle lights in favor of a modern, more consistent lighting system that's generally more performance-friendly. While the old method required direct edits to individual meshes to attach lights, the new system uses configuration files that are much easier to manage. Because there are years of existing particle light mods and the new system doesn't cover everything yet, an unofficial fork was created so that users can continue to use this feature with the lastest versions of Community Shaders.
Beyond restoring particle light support, the unofficial fork also expands on the base functionality by providing additional customization options, unrestricted feature access, and VR-oriented performance optimizations. If you want more control over some features or aren't ready to give up particle lighting mods completely, this fork offers a more flexible alternative to the official release. Optionally, this version can also be used solely for its additional functionality by keeping particle lights disabled, allowing it to function similarly to the official plugin while retaining its expanded features and optimizations.
Note that while the unofficial fork technically allows both lighting systems to function together, they are not intended to be used on the same objects and doing so can cause visual issues or unnecessary performance overhead. Mixing the two systems, including setups that rely on Light Placer as a base and particle light addons to fill in lighting where the new system does not yet provide coverage, while valid, is outside the scope of this guide.
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This is the official core plugin for Community Shaders.
This is an unofficial core plugin for Community Shaders which restores particle lighting and adds additional features. While not as vast as the updates for VR users, there are a few additional tweaks and quality of life options available for SSE users, regardless of whether you choose to enable particle lighting. See the 🔗main mod page for full details.
✋NOTICE – As of this guide's last update, the unofficial fork for SE has not yet integrated the 1.5.x updates from the latest official version. This is expected to occur shortly, and the guide will be updated accordingly. Until then, refer to the relevant mod groups in the next section for mods that still apply to this version.
The following official feature modules provide additional functionality to Community Shaders. These can all be toggled in-game, so you can install them up front and test as needed, then disable any that are too performance-intensive. 🔍Review the list of mods below and 📥Download, 🛠️Install, and ✅Enable any you would like to use (↕️Expand each respective category block).
These modules are usable with the latest official core version of Community Shaders, as well as unofficial fork based on CS 1.4.11 only (the upcoming 1.5.x-based unofficial fork is expected to include all of these by default, so additional downloads will not be needed with that version).
SKSE plugin. Community Shaders feature which casts shadows from clouds.
SKSE plugin. Hair Specular is a community shaders feature, providing artist-friendly and realistic hair shading to Skyrim.
Native HDR output for Skyrim Community Shaders. Upgrades all outputs to 10 bit HDR, upgrades vanilla tonemapping, and more! Requires an HDR-capable monitor.
SKSE plugin. Community Shaders feature which simulates ambient occlusion (AO) and indirect lighting (IL) using screen space information.
SKSE plugin. Synchronizes lighting and volumetric lighting to the sun and moons, including an alternate sun path, and various fixes.
SKSE plugin. Advanced Community Shaders feature which simulates large scale world-space ambient occlusion.
SKSE plugin. Community Shaders addon which makes terrain realistically blend into objects.
SKSE plugin. Allows Skyrim to read additional texture slots from landscape records. You only need this if a mod you intend to use specifically lists this as a requirement.
SKSE plugin. A comprehensive terrain tiling fix for community shaders, that works with all landscape systems and texture types, without any reduction in quality.
SKSE plugin. Community Shaders feature which adds a collection of realistic wetness and weather effects to Skyrim.
These modules are only usable by the official core plugin since they are already included in the unofficial fork for SSE.
SKSE plugin. Full upscaling suite with native game integration, major performance increase, improved visual fidelity. DLSS 4, FSR 3.1 upscaling with FSR Frame Generation.
If using the unofficial fork based on CS 1.4.11, the following modules can still be installed, as they are not yet included in the base plugin (these will likely need to be removed once the 1.5.x-based unofficial fork is installed).
SKSE plugin. Community Shaders feature which adds actor collision to grass.
SKSE plugin. Community Shaders feature which replaces grass shaders. Includes a directional light fix, point lights, improved lighting and emulated complex grass.
SKSE plugin. Community Shaders feature which adds screen-space shadows, enabling grass, map, distant and self-shadows.
SKSE plugin. Community Shaders feature which adds screen-space subsurface scattering to characters, to simulate realistic skin.
Do not install the following mods, as their functionality is included by default in the latest version of Community Shaders. Some were previously available as optional modules, but have since been integrated directly into the core mod. Those listed under 1.5.0 do NOT currently apply to the unofficial fork, but this will likely change once the 1.5.x-based fork is released.
❗Dynamic Cubemaps, ❗Frame Generation, ❗Light Limit Fix, ❗Sky Reflection Fix
❗Extended Translucency, ❗Inverse Square Lighting, ❗Terrain Shadows, ❗Water Effects
❗Grass Collision, ❗Grass Lighting, ❗Screen Space Shadows, ❗Subsurface Scattering
The following supporting mods are also recommended when using Community Shaders.
SKSE plugin. Framework for attaching real lights to objects and actors via configurable JSON files. If you're using the latest official core and want to use its advanced dynamic lighting system, this mod is required. If you're using the unofficial fork, it's optional and only needed if you don't plan to rely exclusively on particle lights.
The following mods are optional depending on your setup and preferences. Some may depend on the preset(s) you choose, so you can either download them now and enable them after making your selection, or return to this section later as needed.
SKSE plugin. Allows real-time editing of various (visual) aspects of Skyrim from within the game using a non-destructive multi-preset system. Required by some ReShade presets.
SKSE plugin. Automatically disables parallax on meshes with missing height maps or incompatible shaders, preventing common visual issues.
SKSE plugins. Community Shaders feature which adds optimised parallax with shadows and Complex Material support. Requires compatible textures and meshes.
SKSE plugin. Terrain parallax normally disables the usual blending that the game does between two different textures. This plugin fixes that problem, making your landscape blend beautifully again! Requires Complex Parallax Materials (above).
These mods fix lighting on water effects, smoke particles, cloud meshes, and more! While Particle Patch was originally designed for ENB and CS Particle Patch for Community Shaders, you can use either, or both depending on preference. If both are used, load whichever mod you want to win any conflicts after the other.
Fixes the first person hand light for magic effects. Listed here as it is an optional requirement of CS Light (below).
CS Light config hub for Light placer, adds lights to many light emitting objects in Skyrim. Requires Light Placer and First person magic hand light fix (above).
SKSE plugin. Makes grass fields look sharper and more lush. Also improves Skyrim Upscaler.
SKSE plugin. Simulates twilight (dawn and dusk) for any weather. Not compatible with NAT Standalone, it already does this.
SKSE plugin. Dynamically adjusts the look of shadows depending on lighting conditions.
SKSE plugin. Dynamically adjusts shadow and view distance to boost performance.
The following mods should not be installed because they are incompatible, outdated, or have been superseded by native CS features or better alternatives. Unless otherwise noted, any mods that list these as requirements should also be avoided. When finished reviewing this list, ⤵️Proceed to section 6.2.2.
Incompatible. Already included as part of the CS 🔗Upscaling mod for users that select the official core, and included directly as part of the unofficial fork.
Superseded. This mod is an outdated engine fix whose functionality has been fully replaced by modern graphics frameworks. Use 🔗Complex Parallax Materials instead. Mods that require this mod can still be used.
Incompatible. Must use 🔗Sky Sync instead. Mods that list EVLaS as a requirement should be fully compatible with Sky Sync, as it provides the equivalent functionality for CS setups.
When building your modlist, your weather mod and any mods designed to complement it, such as ENB or ReShade presets or Community Shaders tonemapping mods, are foundational decisions and should be chosen early. These choices are closely linked and define the overall visual tone and atmosphere of your game, so it's best to decide on them first. It is also common for these to require additional mods for lighting, shadows, water, and other effects to help achieve their signature look, and some may rely on support for features like complex grass or parallax textures as well. Because these requirements can significantly impact your entire modlist, making these decisions early will save time in the long run.
✋NOTICE – Weather mods are listed first in the section below, but feel free to ⤵️Proceed to section 6.2.2.2 (Presets and related mods) before checking them out if you're primarily after a specific look or overall feel. That said, presets mainly build on what the weather mod provides, so it helps to keep its features and core aesthetic in mind. As you review the options listed, it is highly recommended to visit their respective mod pages' screenshot galleries, as this is the best way to get a true sense of their visual style.
⏩️Skip to section 6.2.2.2 if you have already decided on a weather mod, or would prefer to simply use vanilla weathers, otherwise, 🔍Review the list of mods below and 📥Download, 🛠️Install, and ✅Enable the one you would like to use (↕️Expand the 🌤️Weather mods block).
Listed below are some of the most widely used weather mods on the Nexus along with a brief description summarizing their key features and aesthetic.
Cathedral Weathers offers good performance and a colorful, slightly fantasy-leaning look. It includes detailed clouds, distinct sunrises and sunsets, varied weather, and lots of customization, along with seasonal variations that affect color tones and weather patterns throughout the year.
Obsidian Weathers focuses on a darker, atmospheric look, with heavy fog and overcast conditions that emphasize nearby detail while obscuring distant landscapes. It also features updated skies and clouds, a wider range of weather types, and integrated ambient audio.
Azurite Weathers emphasizes lighting and atmospheric conditions to create more natural, varied weather. It features detailed skies and clouds, high-quality storm audio, and enhanced precipitation and night sky visuals. Three versions are available, each offering a different visual style. Azurite I is more stylized, Azurite II is more balanced, and Azurite III is more realistic.
NAT.ENB III is a weather mod built specifically for ENB, designed around its graphical features to achieve its signature look. It emphasizes strong lighting, atmospheric effects, and volumetric fog for a more cinematic presentation. A Community Shaders conversion (NAT.CS III) is available, though some features vary between versions. Both NAT.ENB III and NAT.CS III are commonly shortened to simply NAT III (not to be confused with NAT - Natural and Atmospheric Tamriel).
Vivid Weathers is known for delivering strong visuals even without an ENB. With over 500 new weathers, it creates distinct regional atmospheres through varied weather distribution, making it one of the more diverse options on this list. The mod leans toward a more fantastical aesthetic, with dramatic skies and vibrant auroras.
Climates of Tamriel features a wide range of region-specific weather, replacing the game's weather system with hundreds of new variations, along with integrated audio and customization options. It notably remasters both exterior and interior lighting with options for dramatically darker nights and dungeons.
Natural and Atmospheric Tamriel, also called NAT Standalone or simply NAT, is an all-in-one visual overhaul that touches everything from weather and lighting to skin shaders and particle effects. It aims for a natural, cinematic look, with a strong focus on atmospheric lighting and effects.
Below are a few other options if you have tried all of the above, or are looking for something a little different, along with their Nexus description. These generally have fewer presets available.
Complete overhaul of the storm systems in Skyrim, including new heavy and unique weathers, loads of new intense sound effects, interior sounds, particle effects, new rain, snow, and dust textures, heavy fogs, new weathers for Solstheim including dust storms, and much more! As this is primarily for storms, many weather mods have compatibility patches to bring these storms to those setups as well.
A lightweight weather overhaul designed like an ENB.
Complete weathers and lighting overhaul with larger variety of weathers and a presets system to spice it up to your tastes!
1500+ hours of work. The first weather mod optimised for stealth detection balance. Performance friendly. Also great for VR.
Changes weathers for a rustic/medieval style.
A soft, fantasy/realistic hybrid weather overhaul featuring seasonal weathers.
Graphical overhaul consisting of a brand new weathers mod along with an ENB preset as companion with a heavy focus on consistency and as few flaws as possible.
Wander is a simple weather solution, enhancing and adding variation while preserving the colors and spirit of Vanilla. No scripts. Multiple versions available.
This section lists several presets and other related mods that can be used alongside your chosen graphics overhaul and weather mod to define the overall visual style of your game. Some popular options are listed below for both ENB and CS users. While their intended weather mod(s) are noted, they can all technically be used with any. This is not a complete list, as there are 🔗literally hundreds more available on Nexus Mods.
✋NOTICE – For any presets listed below, be sure to review the mod page for installation instructions. A preset installation guide for managing these in your mod manager will be added soon. If you install a ReShade preset, ⬇️section 6.2.3 (Install ReShade) covers setting up ReShade itself.
These features are included in the latest versions of ENB, but the presets listed below provide optimized preconfigured settings for them. These can be installed alongside your chosen community ENB preset as well. If your ENB preset also includes any of these settings, the files with the highest priority (loaded later) in your mod manager will take precedence.
Quality presets for ENB complex parallax and terrain parallax. Complex and terrain parallax are required by some mods.
Presets for ENB grass collisions. Requires Complex Grass to be enabled in ENB.
These types of presets make up a majority of those available on Nexus Mods. Some of the most popular options over the years are listed below.
Community Shaders tonemapping presets define the base color, contrast, and exposure, which can be built upon with ReShade if desired. These are built around specific weather mods. Despite the name of some of these, an HDR monitor is not required.
The presets below require ReShade, which will be installed in the next section, if chosen. For CS users, it is the main way to add additional effects to better match ENB-style visuals.
⏩️Skip to section 6.2.4 if you did NOT select a ReShade preset above and do NOT wish to install it for later, otherwise, follow the steps below (↕️Expand the 📜Instructions block). 🌈ReShade is an optional post-processing engine that adds an additional layer of effects and filters on top of the game's visuals. It can be used alongside either Community Shaders or ENB, though ENB already includes its own post-processing, so it is typically less necessary in those setups.
This section covers downloading and installing the ReShade binaries to prepare them for use with your mod manager.
Instructions for adding ReShade to your mod manager are below.
🧩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).
) in the Flags column, right-click the entry and select Ignore missing data – Since we are using Root Builder, and no 📁Data folder exists inside the mod, MO2 may complain about this, even though it is configured properly. Performing this step will fix that.
By default, Skyrim only supports TAA and FXAA anti-aliasing (AA) methods. Additional methods are available through in-game plugins and external tools to improve image quality, with some also supporting upscaling to improve performance. Additional mods and tools can also be used add frame generation support to Skyrim. Frame generation increases perceived frame rates by inserting additional frames between rendered ones, which can improve smoothness significantly. Support for these enhancements depends on your setup, but they can be used alongside both ENB and Community Shaders. Several popular options have been listed below.
These are options specifically for ENB users. ENB does not officially support upscaling technologies, however, this functionality can be provided unofficially by some of the Other options later in this section.
Automatically uses NVIDIA DLAA if an RTX 20-series or higher GPU is detected, otherwise falls back to AMD FSR 3.1 Native AA (no frame generation). Upscaling is not available with this mod.
ENB includes its own post-process AA options (configurable in 📄enblocal.ini or via shaders), including EdgeAA, SubPixelAA, and TemporalAA. Many presets also support or recommend SMAA (via shader tweaks or addons). These are lightweight but are generally not as good as other methods listed.
ENB addon which adds AMD FSR 3.1 Frame Generation to significantly boost FPS and stabilise frame pacing. Requires a GPU which supports DirectX 12 and a 120hz+ monitor. Be sure to also grab 🔗DisplayTweaks settings for Frame Generation (CS or ENB) for better compatibility with 🔗SSE Display Tweaks.
These are options specifically for CS users.
Offers full upscaling suite with native game integration. AA options include DLAA, DLSS 4, FSR 3.1, and XeSS, plus frame generation options. Be sure to also grab 🔗DisplayTweaks settings for Frame Generation (CS or ENB) if using frame generation for better compatibility with 🔗SSE Display Tweaks.
The following options do not require either ENB or Community Shaders, and are usable by everyone. These are more advanced methods that fall outside the scope of this guide and are generally not as straightforward as the native or plugin-based solutions covered above.
This is PureDark's original upscaler for Skyrim. It supports DLSS/DLAA, FSR2, and XeSS. Frame generation is not supported. The mod uses external DLLs, so the exact DLSS and XeSS version depends on the files you provide. This mod can be finicky with newer versions of Community Shaders (even if its Upscaling feature is disabled), although some users have reported getting it working and in those cases it may offer better upscaling performance than the built-in option. For ENB users, DLSS/FSR/XeSS do not work, though DLAA can still be used since it does not upscale the image. That said, the 🔗DLAA mod listed earlier does the same thing with less setup.
This is PureDark's paid version of the upscaler, available through Patreon and still actively developed. It supports DLSS 4.5, FSR4, and XeSS along with frame generation options including DLSS Multi Frame Generation for RTX 50 series GPUs and XeFG (XeSS Frame Generation). I have not yet purchased this version, so I cannot personally verify these features or provide any guidance. Newer versions also claim upscaling compatibility with ENB (though through unofficial methods).
Allows the NVIDIA App to override DLSS models and presets globally or per-game for mods that already add DLSS/DLAA support. In Skyrim, this can update DLSS/DLAA when using Community Shaders Upscaling or another DLAA plugin, but it does not add DLSS to vanilla Skyrim or resolve upscaling limitations with ENB. This method is a nice "free" upgrade for Skyrim mods that integrate DLSS/DLAA directly into the game. That said, DLSS upscaling improvements may not apply reliably to older PureDark upscaler versions, though DLAA should work fine.
Lossless Scaling is a paid third-party app that provides upscaling and frame generation. Because it runs at the desktop level instead of integrating with the game, image quality and stability are generally worse than native options like Community Shaders or DLAA-based methods. It can still be useful in some cases, but is not recommended over other methods listed.
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).
SKSE plugin. Elevate the CPU Priority of the game process. Increase FPS and Prevent stutters caused by other processes.
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. SKSE cosaves save up-to 150 times faster, and load up-to 15 times faster.
SKSE plugin. This plugin makes saving faster/seamless and lag free (almost) by optimizing the Skyrim Script VM's save time by up-to ~89%, reducing total save time up-to ~60%. (150% faster!).
While 🔗SkyUI provides the broadest out-of-the-box compatibility with other mods, and is still required by all other interface overhauls for its underlying SKSE plugin, alternative themes and visual overhauls are available if you are looking for something more thematic. Some popular options are listed below.
Special Notes:
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. Removes SkyUI's 128 MCM menu limit and loads all MCMs in just a few seconds using a fast, dynamic allocation system.
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 the Mods using this mod section on the main mod 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. Mods that allow you to see and rotate the player character in menus. Choose only one. The latter is newer and has far fewer bug reports, but has a couple of additional requirements.
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.
SKSE plugin. Allows you to favorite books/soul gems/keys and other misc items.
SKSE plugin. Prevents favorited items from being sold, crafted, disarmed, disenchanted, or dropped.
SKSE plugin. Swaps the "Quest items cannot be removed..." message for a more descriptive message informing you which quest the item belongs to.
SKSE plugin. Adds a Character Menu to Skyrim, inspired by Oblivion Remastered. Easily access your character's details, skills, factions and stats. Comes with its own class attribution system, bringing back the 21 classic Elder Scrolls classes in an unintrusive way.
SKSE plugin. See what a follower is good at before hiring them.
SKSE plugin. Enhances dialogue by making conversations clearer, smoother, and more dynamic. It highlights quest-related lines, lets you reorder dialogue options, adds natural pauses, and offers flexible skipping and interruption features, and full support for controllers and other mods.
SKSE plugin. Adds an interactive legend to the map menu, so you can toggle off undesired map markers.
SKSE plugin. Adds smooth scroll to inventory and crafting menus for mouse wheel. Supports SkyUI 5.2 and 6.x, Edge UI, Untarnished, Vel'Dun, Dear Diary Dark Mode, etc.
A massive project to greatly improve the appearance of countless static 3D models in Skyrim. This is an essential base mod for every modlist, so allow other mods to overwrite its files, as needed.
SKSE plugin. Fixes various issues with vanilla Skyrim meshes that causes them to render incorrectly. Load this after SMIM (above).
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 free 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. There is a much better mod that can be used instead called 🔗HorsePower, but it requires significantly more setup which is beyond the scope of this guide.
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.
SKSE plugin. Prevents neutral NPCs from turning hostile when you accidentally hit them.
SKSE plugin. Fixes moons and stars movement and phases.
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.
SKSE plugin. Carry over unused trainings to the next level. Customize the number of trainings added per level. There are other options out there, such as those that provide unlimited training sessions, but this mod simply prevents losing training points if you don't use them.
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.
SKSE plugin. Fixes the messed up zoom and rotation of items with ENB particle lights. Only supported if using ENB or the unofficial fork of CS. The offical CS core does NOT support particle lights.
Below you will find important compatibility information, technical support resources, links to my other modding guides, and the revision history for this document.
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.
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.
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.
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!