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Getting Bethesda Games To Work On Linux This guide is written with Fedora 43 in mind, but should generally work for other ones as well. Since I'm currently using Fedora 43, and have also used Bazzite, I'll make any notes about differences between them where applicable. It is strongly advised to install KDE Plasma as the desktop environment if you have that option since it seems to have more things in it that are helpful for gaming. Please don't bring the debates over KDE vs Gnome into this. It's not going to be helpful. If you are not planning to mod your games, then it would be highly recommended to use Bazzite as it has pretty much anything you may need to start installing and playing your games. Fedora 43 is only recommended if you need access to more advanced things like being able to run shell scripts from the file manager. You should also have a working backup of your Windows install if you're moving over from Windows. You'll be needing some of the data from it if you plan to bring over things like your load orders, installed mods, and saved games. Also, please be aware that in most cases, linux is a case-sensitive operating system. That means that "Skyrim" is not the same as "skyrim" like it is on Windows. This can lead to issues with some programs not recognizing files you have installed due to case. Installing Discord I know this is not directly related to getting Bethesda games to work in linux, but it's a valuable resource for getting help if you need it. Always good to have that lifeline ready early. Fedora 43 Using the Discover app (blue suitcase on the taskbar), search for Discord. It should come up as the first result with the familiar icon. On the top right side of the UI there should be a selector for you to tell it where you want to install from. Select the Flathub repository. Click install. Once done, it will be available in the Internet category of your start menu. Launch it and sign in as usual. You'll need to then configure it to your liking. Bazzite Using the Bazzar app (orange tag on the taskbar), search for Discord. It should come up as the first result with the familiar icon. Click install. Once done, it will be available in the Internet category of your start menu. Launch it and sign in as usual. You'll need to then configure it to your liking. Installing Steam Fedora 43 Open a Terminal window by clicking the start menu, go to System, and select "Konsole". Enter the following command: dnf install steam You may be prompted by the system to enter your password. You'll then be asked to confirm the packages it wants to install. Once it's done, Steam should be available in the Games category of the Start Menu. You will need one other thing in order to be able to set up modding tools later, called Protontricks. In the Discover app, search for "Protontricks". There should be a drop menu option on the top right of the UI to select where to install the package from. Make sure that says "From Flathub". Install it from Flathub. It will take care of any dependencies it needs when installing. Bazzite Steam already comes with the distro, as well as all of the required Protontricks support. To save time on installing games to whichever distro you end up using, you will want to have a copy of your Windows install handy. Either The following Prefix identifiers will be useful when copying your game data, such as your load order and save games, as well as for modding the games if you plan to do so: Skyrim SE: 489380 Fallout 4: 377160 Starfield: 1716740 Oblivion Remastered: 2623190 Installing Heroic Heroic is an open source launcher for games found on GOG.com, the Epic Games Store, and Amazon Prime Gaming. If you have no games on any of these platforms, you can skip this step. Fedora 43 Go to the Discover app (blue suitcase on the taskbar). Search for "Heroic". It should be the first result. Click on it and select the Flatpak installer, preferably from the Flathub repository, and install it. Bazzite Go to the Bazzar app (orange tag icon on the taskbar). Search for Heroic. Click on it and install it. Games Which Work on Steam It would probably be faster to specify what doesn't work instead, since so far every game in my Steam library installs and plays just fine. Games on GOG, Epic Games Store, or Amazon Prime Gaming Similarly, it would be faster to just specify what doesn't work. Morrowind GOTY [GOG]: The launcher applet comes up and you can set your graphics up with it. Clicking play crashes the game. Daggerfall Unity [GOG]: Crashes when launched. Worth noting this has been delisted from GOG.com because the developers no longer wanted to support it. That's a discussion for another place though. Setting Up Games You Already Have Installed on Windows This section is intended for those who already have games installed on Windows they want to bring over to linux. Copying files to the Steam install location will make the installation of the games a great deal faster as Steam will be able to validate what you already have. If you are not bringing over information from Windows, you can skip this section as it won't be necessary. If your games are installed on Epic Game or Amazon Prime, you'll need to determine the appropriate install paths for those platforms yourself as they are not widely supported in the community. GamePass installs are not supported as there is no GamePass service available for linux. Steam For the sake of simplicity, I'm going to use Skyrim SE as an example. On Windows, locate your Skyrim Special Edition folder. The default should look something like this: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition Right click on the folder and select Copy. Now find the path to Steam on your linux install. By default it would look something like this: /home/[UserHome]/.steam/steam/steamapps/common On Fedora, [UserHome] will be the username you selected when installing the OS. On Bazzite, it should just be the word "bazzite". Right click on this folder and select Paste One Folder. Your game should then be copied into the install folder. Once this is done, go into Steam and have it install the game. It will validate the copied files and download any additional things it needs like the proper Proton libraries. Run the game from the Play button at this point to set up the graphics information you want. Repeat the same process for any other games you want to bring over from Windows. This process should work for any game, not just Bethesda titles. Heroic [GOG Game] If you are not bringing over information from Windows, you can skip this section as it won't be necessary. For the sake of simplicity, I'm going to use Skyrim Anniversary Edition as an example. The process should be similar for each Bethesda game on Heroic, just with different folders. On Windows, locate your Skyrim Anniversary Edition GOG folder. The default should look something like this: C:\GoG Games\Skyrim Anniversary Edition Right click on the folder and select Copy. Now find the path to Steam on your linux install. By default it would look something like this: /home/[UserHome]/Games/Heroic/Skyrim Anniversary Edition On Fedora, [UserHome] will be the username you selected when installing the OS. On Bazzite, it should just be the word "bazzite". Right click on this folder and select Paste One Folder. Your game should then be copied into the install folder. Once this is done, go into Heroic and have it install the game. When prompted, select "Import Game" instead of the standard install button. The game will be imported almost instantly. Run the game from the Play Now button at this point to set up the graphics information you want. Repeat the same process for any other games you want to bring over from Windows. This process should work for any game, not just Bethesda titles. Retrieving Your Saved Games and Load Orders If you are not bringing over information from Windows, you can skip this section as it won't be necessary. Please note that if you have games installed via the Epic Games Store or Amazon Prime, the details below will not work as these platforms use different folders. Steam For the sake of simplicity, I'm going to use Skyrim SE as an example. The process should be similar for each Bethesda game on Steam, just with different folders. On Windows, locate your AppData folder. It should be located here: C:\Users\[UserName]\AppData\Local UserName is your Windows username. Select the Skyrim Special Edition folder, right click on it, and select Copy. Navigate to the Proton prefix for the game. It should look like this: /home/[UserHome]/.steam/steam/steamapps/compatdata/489830/pfx/drive_c/users/steamuser/AppData/Local Select that folder, right click, and hit Paste One Folder. This copies your load order data over. For your save games, in Windows, select C:\Users\[UserName]\Documents\My Games\Skyrim Special Edition Right click on it, select Copy. Navigate to /home/[UserHome]/.steam/steam/steamapps/compatdata/489830/pfx/drive_c/users/steamuser/Documents/My Games Right click on it, select Paste One Folder. This copies your .ini file settings and your saved games over. Heroic [GOG Game] For the sake of simplicity, I'm going to use Skyrim Anniversary Edition as an example. The process should be similar for each Bethesda game on Heroic, just with different folders. On Windows, locate your AppData folder. It should be located here: C:\Users\[UserName]\AppData\Local UserName is your Windows username. Select the Skyrim Special Edition GOG folder, right click on it, and select Copy. Navigate to the Proton prefix for the game. It should look like this: /home/[UserHome]/Games/Heroic/Prefixes/default/The Elder Scrolls V Skyrim Special Edition/drive_c/users/steamuser/AppData/Local Select that folder, right click, and hit Paste One Folder. This copies your load order data over. For your save games, in Windows, select C:\Users\[UserName]\Documents\My Games\Skyrim Special Edition Right click on it, select Copy. Navigate to /home/[UserHome]/.steam/steam/steamapps/compatdata/489830/pfx/drive_c/users/steamuser/Documents/My Games Right click on it, select Paste One Folder. This copies your .ini file settings and your saved games over. Modding For BGS Games In Steam, if the "Software" category filter is not available, go to the store page for the Creation Kits and select "Add To Library" there. Then install the CKs as you normally would. For BGS games on GOG via Heroic, the launch options for Fallout 3, Fallout New Vegas, Oblivion, and Morrowind all include a selector to load their CKs. These come preinstalled with each game. LOOT Using either Bazzar or Discover, search for LOOT. On Fedora 43, make sure you select to install it from Flathub. Once installed it will be available in the Games category of the start menu. Launching it should show you all of the games it supports that you have installed. Wrye Bash I'd recommend downloading the Standalone Executable version. Once downloaded, find where your game is stored. Extract the "Mopy" folder from the Wrye Bash download into the game's main folder. You will need to do this for EACH game you plan to use Wrye Bash with. I do not know of a way to allow for a single install of Wrye Bash to manage multiple games with the way Proton works. Maybe the folks who wrote LOOT would be able to offer the Wrye Bash devs some hints on how to accomplish this For Steam Games It's best to set up a shortcut in the start menu for each one. They'll work without it, but I doubt you want to be nagged by Proton asking which prefix you want to run in each time. To set up a start menu shortcut, go into the category you want it in (Game is probably best), right-click on any existing entry and select "Edit Application". At the top left of the menu editor, select "New", then "New Item". Give it a name when prompted. You should now be looking at the General tab for editing a new menu item. The name field should be something like "Wrye Bash - SSE" so you can tell which one the shortcut will be for. If you want the icon to match the program, click on the pencil icon next to the Wrye Bash symbol. Navigate to where you put the Wrye Bash files and find the Docs folder within Mopy. There is a favicon.ico file there that will work. The "Program" field should be /usr/bin/flatpak The "Command Line Arguments" should be as follows, where [UserHome] is where your home folder is, and [Game] is the name of the game folder where the game is installed. The number at the end needs to be the prefix ID from the install section for Steam earlier in this guide. On Bazzite, [UserHome] should be "bazzite" by default if you did not set up an additional user account. run com.github.Matoking.protontricks -c "wine '/home/[UserHome]/.steam/steam/steamapps/common/[Game]/Mopy/Wrye Bash.exe'" 489830 Once the information is in place, save it. Then test to be sure the shortcut works as expected. The Wrye Bash logo should come up and operate as normal. For Games on Heroic Click on "Add Game". In the UI, set a sensible title like "Wrye Bash - Oblivion" in the title field. Set a sensible icon, like the Wrye Bas logo, in the App Image field. In the box for "Select Executable", navigate to where the Wrye Bash.exe file is installed for this game, which is inside the Mopy folder you installed earlier. Hit Finish. It should now be in your library list. Before you launch it, you need to change which prefix Wrye Bash is going to use. Right click on the new entry, and hit settings. Set the Wine Prefix by clicking on the folder in the box for it, and navigate to where the game's prefix folder is. These should all be in Games/Heroic/Prefixes/default under your /home folder. Mod Organizer 2 [MO2] Someone who knows how to set this up, please feel free to contribute steps to do so. Vortex Similarly, if anyone knows how to set this up on linux, feel free to contribute steps to do so. Nifskope If you have no plans to manipulate 3D models (meshes) for any of your games, you can skip this section. A native linux installer is available here. The one on the top for linux QT should do the job. All you have to do is unpack it into a folder of your choice. You will need to manually set the game paths once you launch it though because it won't know about the linux file path to the game installs on its own. In order to be able to open .nif files by double-clicking on them, you'll need to set the file association. Go to Start -> Default Applications -> File Associations. Click Add, and select the Model category. Type in a name in the field, like "NIF Model". Now bring up the new entry in the list. In filename patterns, click Add, and in the box, enter *.nif In the Application Preference Order section, click Add, and click the small folder next to the box to navigate to where you unpacked Nifskope. Select the "Nifskope" file that has no extension on it and hit OK. Once back to the screen with the patterns and associations areas, hit apply. You should now be able to find a .nif file and double click in the file manager to open it. Now you'll need to set Nifskope to be able to see your various game folders. While in Nifskope, go to Options -> Settings -> Resources -> Games. For each game listed that you have installed, hit Browse and locate the folder for it. You'll need to manually enter the file path as Nifskope apparently doesn't recognize the hidden dot folders that things are usually found it. To find the file path, open your file manager and navigate to the game's folder. Right click on the folder and select "Copy Location". Paste that location into the Browse dialogue you opened in Nifskope. Then hit OK to add it. When you have all of the games entered that you need, click Apply. Now click on the Paths tab. For each game, select it and hit "Auto Detect Game Paths". They should fill. Then hit Apply. Go back to your loaded .nif file and all of its textures should be properly loaded now. Visual Studio Code If you do not have any plans to write scripts for any of your games, you can skip this step. A native installer is available from the Flathub repository. This is useful for the Papyrus scripts used by Skyrim and later. Blender If you have no plans to create or modify 3D models (meshes) for any of your games, you can skip this step. A native installer is available from the Flathub repository. xEdit First things first: The xEdit developers DO NOT SUPPORT LINUX. So if something goes wrong along the way, do not ask them for help. You will not get it from them. Hopefully one day they loosen their stance on this as more people make the switch to linux, but right now they're adamant about it. Download xEdit as you normally would from their Discord server. Install a copy of it for EACH game you intend to manage with it. If you are using Wrye Bash, you should be able to launch that and click the xEdit icon on the status bar to bring it up. If you are using MO2, you'll need to set it to run xEdit like you would in Windows. [I don't know the details as I don't use MO2] In order to have proper drag and drop support between fields, you will need to make a change to the game's Proton setup. On Steam Open Protontricks. When prompted, select the prefix for the game you want to change. Click "Select the default wine prefix" and hit OK. Click "Run Winecfg" and hit OK. On the applications tab, hit "Add Application". From the menu that comes up, hit the drop arrow next to C: and select the / symbol at the bottom. Double click on home. On Fedora 43, double click on your username folder. On Bazzite, double click on the bazzite folder. In the box that says filename, type in .steam and be sure to include the dot in front, then hit enter. Double click on steam, then steamapps, then common. Double click on the folder you installed the game into. Find the .exe file for xedit. It should be named appropriately for the game you're running according to this list: Skyrim SE: SSEEdit.exe Fallout 4: FO4Edit.exe Starfield: SF1Edit.exe Oblivion Remastered: TES4REdit.exe Once you've added the .exe to the list of applications, select it and make sure the Windows version is set to Windows XP. If you do not, you will not be able to drag and drop things in the plugin editing menus. As of this writing, theme support will be unavailable and you'll be stuck with the default eye burning white theme. However, you CAN get that back if you change the Windows version on the .exe file back to Windows 10 or later. This is the exchange we must decide on. Script Extender Before starting this process, make sure you've run the game's official launcher at least once through Steam or Heroic to set up your graphic levels. You need to do the following once you've installed the SKSE files into the proper location: Find "SkyrimSELauncher.exe" and rename it as "SkyrimSELauncherREAL.exe" (or something similar, just don't delete it) Now find "skse64_loader.exe" and rename it as "SkyrimSELauncher.exe". When launched from Steam this will now cause it to load SKSE instead which should also allow any DLL plugins you have to work. If you should ever need access to the launcher to change graphic settings, run the "SkyrimSELauncherREAL.exe" file. One note: Crash Logger for Skyrim SE does not work in linux apparently. You will get an error from SKSE and you should close the game at that point and remove the "CrashLogger.dll" file from your Data/SKSE/Plugins folder. For other games, the process is similar but you'll need to rename the files according to the launcher and *_loader.exe files they use. Construction Kit Platform Extended [CKPE] You should already have the Creation Kit installed, if not do so now. Then install CKPE according to the directions provided, using the linux folders as the destination. Once done, in Steam, right click on the CK for the game and select Properties. In the General menu, there is a box for launch options. Add the following to that box: WINEDLLOVERRIDES="winhttp.dll=n,b;d3d11.dll=b,n" %command% Close the box to apply the changes. Then launch the CK as normal and you should get the CKPE prompts.
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Version 1.0.0
96 downloads
This simple little mod allows the player to smelt the various Dwemer scrap (cogs, gears, gyros, levers and small levers) into ingots at the rate of 2 for one. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod has been verified clean with Xedit 4.0.4. If you wish to communicate with me about this mod, you may do so here, or you can find me on Discord at https://discord.gg/ewqkeBwF This mod has been uploaded to Bethesda net for Xbox (https://mods.bethesda.net/en/skyrim/mod-detail/4331903). This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. -
This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. Download Locations AFK Mods ModDB Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Keld-Nar.esp, Keld-Nar.bsa, and Keld-Nar - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Keld-Nar.esp, Keld-Nar.bsa, and Keld-Nar - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Arons Mecha Dragons places two mechanical dragons at Mzulft which are too close to the village and end up attacking it. Papyrus has been used to disable these two dragons without requiring a patch. Credits Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, and the unique Dwemer child assets for Nedri. DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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A hunting and fishing village on an island in the Sea of Ghosts. Nords have always been spoken of as hearty and tolerant of the cold, but Skyrim has few instances where this is demonstrated. Plus there is a lot of implication that many spend a lot of time at sea hunting horkers and fishing but no reflection of this exists anywhere except one hut in the Skaal Village. This mod aims to change that a bit by offering an entire settlement dedicated to the task of hunting horkers, fishing, and raising goats and cattle for meat. There's plenty of meat and fish available for the taking on the island and now someone is there doing just that! I also wanted to do something with the Skaal Village tileset and figured this would be a good opportunity to make use of it and some of their clothing. No, these Nords are not an offshoot of the Skaal, but they do share architecture and some clothing in common. Old school (and I mean old) may recognize the name of the mod as an old Commodore 64 game by Avalon Hill (circa 1983). This mod serves as a bit of an homage to the game that first got me hooked on RPGs and on the idea of modding them as well. The village's name isn't the only Easter Egg you'll find either Features include: * Custom inn layout using Skaal Village architecture. * NPCs with complete schedules. * Military control changes based on who controls Winterhold. * All houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Want to get a taste of some real retro gaming? A PC remake of Telengard can be found here: http://buildingworlds.com/telengard/ Yes, I have played it, and it's a very faithful reproduction of the original experience. Download Locations AFK Mods ModDB Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Telengard.esp, Telengard.bsa, and Telengard - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Telengard.esp, Telengard.bsa, and Telengard - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility No known issues, unless something mods the area around "The Chill" (Winterhold's prison). Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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Version 2.0.12
14231 downloads
This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor Requires the Unofficial Skyrim Special Edition Patch to be installed first! -
Cleaning the Official Master ESMs NOTE : I do not have any Bethesda games installed anymore, and xEdit has changed greatly since I last had it installed. Anyone wishes to re-do this topic in a new thread bringing it up to date .. Crack on This guide assumes using TES5Edit on Skyrim Nexus, Or SSEEdit on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used. Why Clean the Master Files ? Firstly because the masters have entries that are identical to the same records in Skyrim.esm or other DLC esms'. They exist because Bethesda may have looked at something in the CK and an unneeded entry was auto included in the plugin even though the item was not altered in any way. The Official Creation Kits are notoriously buggy and randomly create dirty / wild edits, often when the author of the plugin is completely unaware. Wherever that plugin is placed in your load order its records overwrite all the conflicting records from plugins loaded before it ( the rule of one ) resetting the settings back to the values contained in the Official Bethesda DLC. It won't cause crashes, it just changes the values of plugins loaded before it. Which can alter mods that you have for Weapon Damage, Armor, Lighting, Food Effects and so on. The masters are very early in your load order but there is potential for a mod to be made as a fake.esm, and placed among them, and so ITMs in a later loading master may cause problems for that mods esm. Chance is remote that a master will affect another master, and this procedure is best used on all of your mods plugins, but cleaning everything of ITMs ( Identical to Master records ) causes no harm, is more optimal giving the game less to process in your load order, and so it is best to get rid of these completely unnecessary dirty edits. The Second reason is that Bethesda chose to delete some things that are in the Official DLC. Any mods loaded with references to deleted records from the Official Bethesda DLC will cause your game to crash. This problem particularly affects older mods ( especially mods that were made before newer official patches were released, with more deleted references the old mod did not anticipate - It will also become problematic for the Skyrim Special Edition community where old Original Skyrim mods are being converted to SSE, and Bethesda have deleted even more records from the plugins before they released the newer plugins for that version of the game ). xEdit can restore and properly assign values to these records that will disable them and still allow mods to access them. This is done using the "Undelete and Disable References" option. For further explanations of why it is still recommended to clean the games masters .. Read on from this post, Zilav and Arthmoor, most valued technical and vastly experienced modding authors, weigh in on the subject. The following mostly apply to mod authors, but worth knowing about for mod users too : xEdit will also report when a mod has Deleted NavMeshes as part of the report from Automatic cleaning. Like deleted references, any mod that references a deleted NavMesh will cause Skyrim to Crash. Properly optimizing your mods NavMeshes and checking your mod for Deleted Vanilla NavMeshes ( which can also be caused by a CK wild edit even if you did not do it yourself ) is important. Mods altering the same cell and the same NavMeshes when your mod is not optimized will cause Skyrim to Crash. Poorly optimized NavMeshes with errors reported by the CK will make Skyrim unstable. Instabilities like fast travelling to a location and Skyrim crashes. Note the ones found to be deleted in the games masters, cannot be undeleted. To fix deleted Navmeshes in your mods, Arthmoor has provided a walkthrough in Skyrim - Fixing Navmesh Deletion in TES5Edit Manually cleaning your mods is also important to remove wild edits. This is mostly down to the experience of Mod Authors to solve such problems, but there are a few noted later in this guide which are in the DLCs which everyone can easily Manually clean. Some mods can have accidental Wild Edits in them caused by the author looking at how Bethesda did something they wish their mod to do as well. These Wild Edits often prevent Skyrim from doing things like advancing quests, spawning NPCs, assigning dialogue to NPCs, preventing NPCs from patrol areas they are assigned to. They can also alter Vanilla Lighting and Triggers that the author wished to use. All of these things affect any plugin with conflicting records loaded before a mod with Wild Edits. Mod authors - Learn to use xEdit, and ensure the only records in your mod plugins are what you would expect to be in there, its the most important tool the community can make use of when used properly. Mod Users - Follow this guide... Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning : Automatic cleaning of Bethesda's ESMs with xEdit With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationk...ty_Plugins_List : Load up xEdit. 1. Right click the plugin selection screen and select "none" 2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay After each of the following actions, wait for a message in the message window that the previous operation has finished / Done : 3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning" Wait until Filtering is finished then .. 4. Right click the plugin and choose Remove Identical to Master Records Wait until it finishes then .. 5. Right click the plugin and choose Undelete and Disable references Wait until it finishes then .. 6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything ) Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files. Working from first to load, to last, not including Skyrim.esm or any unofficial patches ( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned ) So clean in this order Update.esm Dawnguard.esm Dawnguard.esm ( Yes it needs to be done twice ) Hearthfire.esm Dragonborn.esm Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a few more ITMs ) : ------------------ Dawnguard.esm needs manual cleaning aswell as automatic cleaning After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ... Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own ) First load up xEdit When the plugin selection comes up, right click and select None Then put a tick in the box just for Dawnguard.esm, click Okay After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning" 1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove 2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove 3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards. ----------------------------------------- Now that the Master files are cleaned, you could put them in a zip, and get your mod manager to install them - Maybe at a future date you want to do a refresh of steam cache and it redownloads the masters which are not the same as the originals anymore (because you cleaned them), so then you would need to reclean them again. But beware, Bethesda have started redoing some masters due to Creation Club mods compatability, so make sure any redownloaded masters are not newer than your previously cleaned ones, because in that case you will need to reclean and rezip them again anyway. You can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, masters are cleaned, then clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. Prime example = The Unofficial Patches will not need any cleaning, they are already done, and any remaining ITMs in those plugins should be left alone because they do have a purpose .. ( its a very rare occasion when this is true ). The xEdit Work In Progress Development topic is at the following link https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ Development project is at GitHub https://github.com/TES5Edit/TES5Edit And newer versions of xEdit (3.2.7 +) have a link to Discord top right of xEdit window.
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Version 1.0.0
287 downloads
Description: Armor Variants Expansion aim to adjust and increase variety of armors on Skyrim, by add new armors custom models to some vanilla and usual armor category trying to be closest to the lore friendly definition. This is not a repleacer models mod, but it add new variants in the same way as the vanilla Skyrim original sets. All variants are complete of models for both genders and races, enchantments, world locations, level lists so NPCs, crafting and upgrade recipes as the vanilla game. More in details, for the moment add a new variants, complete and integrated, for: -Iron (helmet, cuirass, an heavy tower shield and a wooden one in light category for the hide variant). -Steel (two horned helmets, one simple, two armors with one new Padded variant and a Rounded shield). -Dwemer (helmet and cuirass). -Leather (helmet and cuirass). Plus it add two new almost endgame sets for alternate the unusual use by common high level hostile NPCs, such as bandits, of the Nordic Carved set and the Glass set; in particular: -Improved Steel Plate set (one helmet, one cuirass and gauntlets). This set is equiparable/similar to the Ebony set, so it will be craftable and upgradable with the Ebony Smithing perk. -Improved Scaled set (helmet and cuirass). This set is equiparable/similar to the Glass set, so it will be craftable and upgradable with the Glass Smithing perk. Future plans: Make more variants for other sets. Installation/Uninstallation: Use the Mod Manager. Credits: Niftools community with their NifSkope. Ousnius and Calientefor BodySlide and Outfit Studio. Bethesda for the game.- 2 comments
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- lore-friendly
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Does anyone know what affects the dead body cleanup system? I'm getting to a point where if I have a fight with more than a couple of mobs, when I'm finished and go look for corpses to loot, they're all gone! It's incredibly frustrating and also a risk of losing important quest stuff. I found this on reddit. I, too, am convinced that the game is cleaning up bodies in a totally unreasonable way. I was just clearing Dead Man's Respite, an interior area, and when I killed King Olaf all his minions' bodies had despawned. I'm tempted to use the author's fix to bruteforce the game not to clean bodies so obsessively. Would this destabilize the game even more? I may also suspect of another cause. My good old Sofia seems to be the perfect mule, she doesn't seem to have a carry weight limit at all! So I've been carelessly hauling stuff on her back and she's now carrying over 10000 (awkward, I don't know what Skyrim's units of mass are named). I notice that every time I open either her inventory or my own (pretty heavily loaded as well) I lag for a couple of seconds before getting the list. Is it possible that Skyrim SE's choking on too many objects to be aware of? Thanks for any help.
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I went to upgrade Ruins Edge in my game and for some reason it didn't recognize that my character has the perk to upgrade magical weapons. I am not sure if this was intentional or not by the creator. But I have both the ebony perk and magical perk on Smithing. Any ideas?
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Coordinates in Skyrim - compatible with CK and xEdit
Jebbalon posted a topic in Mod Support and Discussions
We have been working with a mod that provides XYZ coordinates in Skyrim SE. In CK you can enter the X and Y into the Tamriel Cell View to take you right to your spot. What's My XYZ? also provides the Block and Sub-Block numbers used in xEdit. Very handy tool !! Check it out if you are interested. -
[SOLVED] How to activate newly created mods in Skyrim SE
Altbert posted a topic in Mod Support and Discussions
I wanted to start converting some of my mods for SSE, created a small mod in CK64 for testing (7.5 K), but can't get it activated in SSE. When in System->Mods I see 3 downloaded mods active and mine with a never ending "wait animation"! I've searched the internet, but nothing on this subject. I have had a look in the SSE folders. In the Mods folder I found 3 manifest files, each of these linking to one of the 3 download mods, but none linking to my mod. Save and Push to PC doesn't provide a solution. Anyone have a suggestion or solution? Thanks. Edit: It took my quite a couple of hours, but eventually solved the problem by accident. The Steam and Bethesda accounts should be linked as described somewhere on these forums and that probably did the trick. The "wait animation" still goes on for ever and ever, but I think is looking for a description and image.-
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In case you're living under a rock: https://bethesda.net/#en/events/game/mods-and-4k-coming-to-ps4-for-skyrim-and-fallout4/2016/10/04/221 PS4 mods are back. Before you get your hopes up though, one important statement in there needs to be highlighted: What does this mean? It means PS4 mods that are not fully functional with just a single ESP file are out. "External assets" for Skyrim and Fallout 4 are stored in a separate archive file. This means no custom meshes, textures, music, audio, voiced dialogue, or scripts. It's the scripts that are going to place the biggest restriction on what can be done. What it means in practice is basically that something like USLEEP/UFO4P cannot be offered for PS4 users because they both rely on external assets to be functional. Not much point in a patch if it can't even be allowed to edit and compile updated/new scripts. That said, ESP-only mods are better than nothing at all and perhaps down the road Bethesda will be able to convince Sony to loose their sphincters a bit more.
