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  1. I've been modding Skyrim SE ever since I bought. I have yet to play it due to the many wonderful mods I found and the excellent modding community. Now that SKSE and SKYUI are out, I'm determined to find my sweet spot between the different skills and leveling mods, the combat options, and the game play effects and changes. The real trick is to avoid CTDs which I was successful when I finalized my load order. My question is: What is the difference to having a mod being loaded last versus using a patch? For instance, if I have Wildcat, Combat Evolved and Deadly Combat loaded in that order, would there need to be a patch used in that scenario? What if I added Advanced Adversary Encounters to the list of mods and placed it last after Deadly Combat. What happens to the records without a merged or bashed patch? Is it always true - Last Mod Wins? Strat
  2. Welcome to Skyrim, Creation Club You have just become the new bastard child. As Arthmoor stated, there is a lot of work to do to get SKSE to run with Skyrim Special Edition; any changes to the game that Bethesda makes, it will cause SKSE to stop running. This thread has mentioned that there are other things the SKSE team are doing besides making our gaming life more fun. I miss SKYUI and the use of SKSE for mods, but I will wait patiently for the next update of SKSE.
  3. SKSE - runtime debugging, assembly, and reverse engineering of an exe file. Did we properly thank Ian and Behippo for their work on SKSE? I remember the days where Assembly Language was the only way you can program games. It's been a while, so I would have to do some serious remedial training. As for Flash and ActionScript, I haven't played much with them at all so that would be a learning curve. I agree with you SKSE and SKYUI are working just fine. Some mod authors are waiting until its released before they commit to an MCM. The one's that have it already coded, it is working just fine. I've messaged an author that won't return to his project until its released. When I read this post, I wanted to make sure the author knew about this thread and hopefully they will return to the project to add the MCM configurations to the mod. Oh the good old days of programming - I knew why I hated it, but I was young and stupid back then. It truly is an artistic skill honed by only the best minds!
  4. I've sent an email to the team for SKSE64f which I am using now along with SKYUI Beta. I've been in the IT industry for 20 years. I've also played Oldrim for over 1800 hours and I have yet to play SSE due to my interest in modding. If needed I will download CK, Papyrus and Champolion (sp?) to help with anything related to working on projects for the community. My programming skill set is weak, but I'm a self-taught technician and I have a vast interest in gaming, computer science, and programming (most of my work would benefit from learning algorithms and logice since PowerShell, Python, and PHP are viable scripting options for administrators.) What would be required of someone to help with the SKSE project? I have NOT read this entire thread so that would be my first order of business. @Leonardo @Arthmoor As of right now, I'm doing some side work not related to IT. I come home and my first desire is to get my SSE load order correct so I can play. However, I would be willing to sacrifice game time to learn more about this wonderful environment of modding and get SKSE and SKYUI to where it needs to be. Strat
  5. @Lenardo, I didn't finish that sentence completely. Using Skyrim Unleveled, I was unable to complete Bleak Falls Barrow due to the mod's deleveled state. It is a very tough mod, but I've moved on to YASH now. Thanks for your time Lenardo - I do have a lot of questions about modding which I will put in another post in relation to YASH.
  6. @Leonardo - My main concern for combat packages is that the changes made are static; when I complete a battle in worldspace, the enemies are not going to revert back to vanilla levels. If I clear a dungeon or ruin, the respawn time will respawn with the same level of enemies I had before. Using Extensible Follower Framework, I can bring a few NPC's with me to deal with the enhanced enemies that I will fight. Read the list above and let me know what your thoughts are on combat. Leonardo, thanks again for your time.
  7. @Leonardo Here is what I"m thinking for my Armor load order: Immersive Armors Bosmer Armor Pack - it adds more options for Bosmer Armor where IA only has two sets InsanitySorrow Weapons Pack - Silver Bow in this pack Lore Weapons Expansion - Silver weapons here Silver Sword and Shield of the Dragonborn - while not necessary, if I decide to use Skyrim Unleveled with MLU, the silver weapons will become useful. I like this particular silver weapon. Skyrim SE Expanded Weaponry - I've favored this mod over the Lore Weapon Expansion. Since I"m using Insanity's Weapons Pack, this mod should fill in weapons that are unique Nordic Ranger Outfit - Adding in the Skaal clothing might make this mod irrelevant since I don't need the Bosmer Armor Pack (which can be worn by Nords and Khajit; the only other races I play). I'll include it for now to give an option for the Nord class. Royal Armory - No vanilla weapons for our leaders! I like this mod as it adds depth to the characters. Scoped Bows - I've stopped using the cursor so this would be a good addition. It will also eliminate the need for Proper Aiming. Archery - Vactrol created this mod as he has used bows in real life and made some adjustments. I believe this will also eliminate the need for Proper Aiming. Chocolate Noodles Little Balance Mods - Weapon AF - I respect ChocolateNoodles dedication to Skyrim and Skyrim SE. The Weapon AF adjusts the game balance of weapons - weight, attack speed, and damage equality. This mod might be irrelevant if I use Skyrim Unleveled as that mod makes a few changes to weapon damage output and armor protection. I think that should be sufficient for my Skyrim Experience. Thanks for the advice on using the Skaal Armor. Immersive Weapons hasn't been ported to SSE and there is a Nexus SSE mod post to port the mod over to SSE. I'm not interested to do that at this time. I didn't use FNIS for the same reason: too much time to add a simple weapons mod to SSE when there are more qualified people to port the mod over. FNIS is a good concept but XPMS states clearly the styles listed don't work in SE. I liked the Dual Sheath across the back and the daggers at the waist. I wonder what SSE would need to make that work. Thanks again for the help! Could you look at my Combat Mod post? I'm having real trouble trying to find the best combat package so I can have a solid game without having to level up so I can complete Bleak Falls Barrow. Strat.
  8. @Leonardo Thanks for the reply. I forgot to add Immersive Armors in the list. I've also upgraded the WB and found that the author is aware of the header issue but the mod works as expected according to other players. My question is: For the mods listed, what would be a good load order? I use LOOT, however, I want to make sure that the armors and weapons used are in the game. LOOT is good about setting load order and authors are somewhat responsible for entering the correct metadata. I suppose if I needed to, I can add metadata for Load After to get the right sequence of Armor mods. Do you think - or for that matter - anyone else thinks the list is too much? I'm going through my list of mods to make sure there isn't a redundant system. In addition to Armor and Combat mods, I have a set of Skill mods that are worth playing. I believe I'm okay on that list. For Combat, I'm looking at Skyrim Unleveled and MLU with AAE vs High Level Enemies, MLU, AAE, Combat Evolved, and Vigor. I want a good immersive game play but I believe that Skyrim Unleveled goes a bit further than necessary. However, most of the players who play it are satisfied with the challenge. Thanks for reading Strat
  9. Armor Bosmer Armor Pack - My character I'm playing will be a Bosmer Assassin. I enjoy the rogue archer type of characters over the basic warrior class; the art of the silent kill appeals to me. However, having just a vanilla armor set didn't appeal to me. I found this mod, and it will work nicely with my character. Granted, with the Nightingale set, there is an added bonus wearing that armor set. However, when I explore the dungeons, it's nice to have a heavy armor set just in case, and the Bosmer set fits nicely with many options. Craftable Faction Armor - I tend to make use of the arcane blacksmith option and make my own enchantments for the Nightingale Armor. The problem with this mod is WryeBash states that it has an incorrect header. I would like to know how to fix that with SSEdit if possible. Ebony Wolf Armor and Skyforge Ebony Weapons - I added this to my game in case I want to run with a warrior type class. I'll have a lot of fun with my Bosmer, but I feel a Nord character would be fun to play and I do pursue the Companions quest line when I have a warrior type character. A good option if the community doesn't think I have too many armor mods. Elemental Arrows - It might be possible that another mod adds elemental arrows. Since I'm using Skyrim Unleveled as my base mod for difficulty, I find it necessary to make sure I have enhanced weapons of any kind. Faction Crossbows - Another mod I found useful since Skyrim Unleveled adds crossbows to the leveled lists. However, I think this mod should be below Skyrim Unleveled so it can add its inventory to the leveled list. Would a bashed patch work in this case? Fur Armor Set - I'm using Frostfall and Campfire so I thought this would be a good addition. I don't want to overload my game with redundant items. Let me know if this is really a needed mod. InsanitySorrow Weapons Pack - Another solid mod for adding weapons to the Skyrim Matrix. I am fond of the Silver Bow which will be needed since I'll run AAE along with Skyrim Unleveled. Lore Weapon Expansion - adds weapons from Cyrodill and Vvardenfell which include silver weapons. You can't have too many weapons, but I want to make sure I'm not overloading my options. I like a lean and clean gaming environment. Nordic Ranger Outfit - love my rogue archers, so this one is going to be included. Royal Armory - Replaces vanilla weapons for important NPCs and gives them the appropriate weapon of their station. I've viewed the opinions of many people during my mod experience - they have all concluded that vanilla Skyrim is dull and relatively easy to play. I agree. So, with changes to skills, combat, and armor/weapons, I find this mod will fit in. Again, I don't want to overload my game, but there are some items that should be mandatory. This mod is one of them. Runed Nordic Weapons - I'm open to suggestions about including this mod; the details are nice to have, but I would rather have other mods if I need to "let go". Scoped Bows - I love the idea of a scoped bow. I have been playing with a cursor for a long time and since I found this mod, I've decided to go without the crosshair. Unique Unique's had a scoped version of Angie's Bow, but with this mod I went with the main file only. Silver Shield and Sword of The Dragonborn - I want to make sure I have silver weapons available. Seems like a good mod to add. Expanded Skyrim Weaponry - Lore friendly weapon expansion, giving different variants of swords, axes, and maces. It's not a must have, so if I need to let go, this mod can go. Useful Scrapping - I like this mod over Skyrim Recycling. I haven't used it so if there is a reason to not include it, I can let this one go as well. Wanderer Cuirass - Another mod I can let go if needed but it looks inviting to have this armor set. The heavy version is a nice alternative to a steal armor option. I'm sure there are other armor sets out there that might be better than this list. Please offer your advice and comments. Thanks for reading. Strategy.
  10. Combat Skyrim Unleveled - I like the concepts that this mod applies to the game - armor is penalized for what type is worn. Arrows don't penetrate armor but bolts do. Swords don't penetrate heavy armor but are good against light and no armor. Maces are better against armored opponents. Also the unleveled versions of NPCs and locations give the new meaning to being ready for combat. No longer could my archetype Assassin sneak his way through Bleak Falls Barrow. I would have to buy training or go hunting to get my skills set to a point where I can complete Bleak Falls. Using EFF, I can bring some tank players and a few mages to help out. However, for Bleak Falls Barrow its where I meet the advanced enemies: My followers didn't scale with the mod, but I've added Special Edition Followers which gives all the followers a better combat package. So I might try this mod with SEF and see if my experience changes. High Level Enemies - Another combat mod that brings more enemies into the world at level 10 and has an option to scale all enemies to your level. It also makes some changes to the enemies combat abilities. In addition to more enemies, scaled level, there are a couple of add-on's that change the maximum caps for four spells so they can be useful later on and raise the maximum resistance cap to 90%. I'm curious if this would be a good addition to Skyrim Unleveled. Combat Evolved - Another great mod for combat AI changes. I believe this mod would be a good addition to the Skyrim Unleveled and I like this mod over Deadly Combat. Combined with Skyrim Unleveled and Vigor (no injuries) or Vigor SOT (injuries to players and NPCs). would give a good balance at the normal Adept level. Advanced Adversary Encounter - I like this mod for adding in the dangerous skill sets to some really nasty foes. I specifically like having the changes to certain foes such as Centurions who are not very vulnerable to cold spells. I've read the posts under Skyrim Unleveled and this is a must add to the combat list. Archery - Found this mod via searching NMM. It was created by a player who shoots bows in real life. I've always been a firm believer of realism - take a look at truecombatelite.com for a modern weapon game - and this mod adjusts the archery system in Skyrim. I'm looking forward to putting this mod to the test with Skyrim Unleveled. Wildcat and Smilodon - I have used both and I find them useful, but I'm a fan of Vigor since that mod only covers the combat buffs and debuffs with some NPC AI. It also has a much longer lasting effect on injuries and there is an alternative Vigor that adds injuries to NPC's. Vigor - I might use this mod without injuries as Skyrim Unleveled are going to have tougher enemies along with HLE adding 874 more to Skyrim at level 10. However, since I'm not changing the combat level and I'm not using the multiplier, it might be advantageous to use injuries as that makes the most sense for a complete immersion. I'm not a fan of penalizing the player's attack damage to gain a benefit of immersion or game play. I feel at a one-to-one ratio, the best way to be immersed is to make combat real: armor types, weapon types, and skilled combat should be far more important than increasing or reducing damage. For this reason, I've used the non-multiplier version of Skyrim Unleveled. I'll be posting an Armor mod and a Skill mod separately so I don't overwhelm this post. Please post advice, comments, and critiques. Thanks for reading.
  11. Nukenin, my interest is stirred as well. However, I have no idea why Bethesda would create CreationClub and the .esl data structure. Isn't the modding community working on the current framework? I just watched a video on Creation Club - new weapons, armor, blah, blah, blah. If ESL's are easier for new modder's to create new content, that makes sense. Of course, I find the current modding paradigm working just fine to add new content to Skyrim and Skyrim SE. Is Creation Club what jquery is to web development? Curious. Edit: I just watched GamerPoets "I can't sleep, so I'll talk about Creation Club and paid mods...sort of." video on YouTube, and it seems that Creation Club and the ESL paradigm is not the same as jquery for web development. Jquery doesn't cost anything, and enhances web development. Creation Club is more of a "stable" mods that you can purchase using credits and the mod is compatible with current saves. Gopher's youtube video is hilarious but he did give some credit to this new format. Creation Club is similar to jquery where you can select mods you want, and they will work with current saves. Instead of searching Nexus for mods, the player just selects through the in-game menu for what they want and install it. Thoughts? I'm still wondering why change the paradigm because I think there are some really talented modders - hello Arthmoor! - and I'm not sold on adding another data structure (ESL) to a working mod paradigm. Strat.
  12. Just a simple, village question: Are all mods that I've installed need to be updated due to the new USSEP patch version? Or do I just reinstall them? I'm trying the latter to see if I still have some visual issues. Also, the Achievment Mods and Skyrim Skill Uncapper will not work with the new version of SSE. So, I'll post on the pages so the author's can rebuild the dll files. Edit: Acheivements Mod Enabler has been updated. I've installed it, and I'll try a new start to see if it works - from what the log file says (YES), it should work fine. I haven't check Skyrim Skill Uncapper yet. Strat.
  13. No, I have opt out of beta. I have complicated my game play with the mods and I don't need to further complicate by using a beta version. However, as a IT support professional, I would consider using the beta once I have a solid environment with the SSE I have now. As for the adding NPC's, oh I have five or six mods at one time using the "Populated" series of mods with Immersive Patrols, Riverwood Guards, Companions and Followers, and Travellers of Skyrim. I found that to be very overwhelming but still got 60 FPS. I have not used the SSE Fixes for the FPS fix where I can get more FPS. I don't see the need in a single player RPG game. Elder Scrolls online would be better suited for that.
  14. I have completely uninstalled via NMM all of my mods and I am starting over - I'll validate my cache files and clean the esm's again (update, dragonborn, dawnguard, and hearthfire) using SSE edit. My question to the community is what order should I add mods? Environment -> Combat -> Models and Textures -> Places and Player Homes -> Cities, Towns, Villages ->...etc. In my original post I have the mods listed in pictures - here are the categories for my mods: Strat
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