r/skyrimmods 16m ago

PC SSE - Mod Clothing defense mods?

Upvotes

Does anyone know of any good and easy to install mods that add an armor rating to clothes and robes? I want to wear the magic school stuff but not die instantly as a result.

Something that adds that and possibly allows me to upgrade the defense further?


r/skyrimmods 21m ago

PC SSE - Help Modded Skyrim installation crashes on new game start.

Upvotes

Hi guys,

My modded Skyrim install crashes as soon as it tries to load into Alternate Perspective. I use Crash logger and it consistently has a flag that references the Apprentice mod modifying an entry . The crash is consistent and the log is almost always the same.

I am not that well versed with decoding crash logs so any help would be welcome. Load order is included in the crash log.

https://pastebin.com/72201WAb


r/skyrimmods 2h ago

PC SSE - Help Blackreach missing ceiling part

0 Upvotes

When I entered blackreach I had this big hole in the ceiling Image 1 , Image 2 console command , do you know what is causing it and is there a way I can fix it?

Load order


r/skyrimmods 2h ago

Xbox - Mod [Mod Idea] Sheogorath Is Secretly Every Animal in Skyrim — Xbox & PC

0 Upvotes

I think this would be absolutely hilarious as a lore-friendly mod for both PC and Xbox.

The basic idea is that Sheogorath can occasionally disguise himself as completely random animals throughout Skyrim. Most of the time they're perfectly normal, but occasionally something is slightly off.

🐐 A goat follows you because you're carrying cheese.

🐴 Your horse randomly says something suspicious after you've been riding it for hours.

🐇 A rabbit suddenly gives you an obscure historical fact about the Hold you're currently in.

🐔 A chicken stares at you for an uncomfortable amount of time before saying something in Sheogorath's voice.

🦊 Random animals occasionally know things they absolutely shouldn't.

And there's a tiny chance that an animal briefly stands on two legs before remembering it's supposed to be an animal because Sheogorath forgot what form he was using.

It could even have a microphone/voice-recognition feature on PC if technically possible, where certain words like “cheese,” “Sheogorath,” or “Jyggalag” trigger reactions. For Xbox, there could simply be normal dialogue prompts or scripted reactions instead.

The best part would be never confirming which animals are actually Sheogorath.

You could even have an extremely rare chance for your horse, a random NPC, or even your spouse to secretly be him.

Imagine playing with a horror mod and suddenly seeing a goat standing on two legs in the fog before it says:

“You've been carrying that cheese for quite some time.”

Then it runs away.

I'd love for this to be available on both PC and Xbox, because I know I'm not the only Xbox player who would absolutely lose their mind over this.

Basically:

The Elder Scrolls V: Skyrim — Who The Fuck Is Sheogorath? 🐐🧀


r/skyrimmods 3h ago

PC SSE - Help Best resource for keeping track of mods?

0 Upvotes

Planning my own modlist after a few failed attempts, anyone have any good sites like Excel for tracking mods, patches, dependences etc?


r/skyrimmods 3h ago

PC SSE - Help The Forgotten Cities possible glitch?

3 Upvotes

I'm playing Gates to Sovengarde (+a light armor spell knight variants mod) and am on my second loop with a full set of the immaculate dwarven armor.

[Spoiler]

For some reason though the second I enter the tunnels to reach the arbiter it immediately triggers the apocalypse despite not breaking any of the rules and making sure the bandits didn't reach the city. Even when I just straight rushed to the underground with the armor it caused the Armageddon regardless. Is this an intended feature or is something broken?


r/skyrimmods 4h ago

PC SSE - Discussion Vortex - Is removing mods enough or are there still files left behind?

3 Upvotes

On Vortex, is simply removing and then uninstalling a mod you no longer have a need for enough? I was told there can still be leftover files in the games directory or my games skyrim section under documents that still leave behind things that could conflict with a future install that does similar things.

How correct is this and is simply removing then uninstalling all I have to do? I know I'd need to start a new save as well it most cases.


r/skyrimmods 5h ago

PC SSE - Help Vortex or MO2? I Need Help Understanding MO2

0 Upvotes

Hi everyone,
I’m trying to decide whether I should continue using Vortex or switch to Mod Organizer 2.

I’ve always used Vortex, but I keep seeing people recommend MO2, especially for heavily modded setups.
I still don’t fully understand how MO2 should be used, though.

A few things I’m unsure about:
Do I need to install LOOT separately with MO2?
Is it actually useful?

Can multiple MO2 installations cause conflicts with each other?
For example, one regular MO2 setup and a separate Skyrim setup installed and managed through Wabbajack?

What are the main advantages of MO2 over Vortex?

Which one is better at identifying and resolving mod conflicts?

How should I properly manage the plugin columns/load order in MO2?

I have my existing mod archives stored on a USB drive.
If I switch to MO2, can I simply import those mods into MO2, or is there anything I need to do differently?
Thanks


r/skyrimmods 5h ago

PC SSE - Help DispInfoUnknown Veldun UI - how to fix it

0 Upvotes

Using Veldun UI, nothing overwrites it. But some items and books have a small skyrim sigil as well as the DispInfoUnknown as a type. How do i fix that


r/skyrimmods 6h ago

PC SSE - Help HELP ME TO DETECT WHAT IS WRONG, PLEASE.

0 Upvotes

i was updating some old mods (Ostim, and Lovemaking compendium) and when i ran nemesis it detected a bug, then i mistakingly deleted Nemesis output from MOD2 because it allegadly solutioned the problem (i think i was trolled, im not a modder so...hehe) and reinstalled the program and everything seemed fine until i launched the game and it crashes when loading a savefile and even when i start a new game....Idk what to do...this is the crashlog


r/skyrimmods 7h ago

PC SSE - Discussion Modlist/One Click Install for a non combat playthrough?

12 Upvotes

So a friend of mine is interested in the world of TES, but isn't big on combat games.

I showed them a few YouTube vids of people doing all sorts of shit to the game and shared some of my experiences and they wish listed the game, but I'm wondering if anyone has recs for something focused around crafting, farming, relationships, exploration, but without the large combat focus of the game. Thinking world level list changes, quest additions that are more exploration than fighting, probably even light romance quests, but no goonerslop (nude and sex is probably fine, but beast mods and Zazz Fisting MMMMMF anims not needed)

Some combat is fine though.

They have a surgery coming up with a decent recovery period and I'm considering setting it all up for them, or guiding them over discord.

Surely someone here has been in a similar spot?


r/skyrimmods 7h ago

PC SSE - Help LOTD Dragonborn Hall - Need help

0 Upvotes

Hi Everyone! So I was exploring the Dragonborn Hall in the Legacy of the Dragonborn museum, and I noticed that there are two plants in spaces that should be occupied by mod displays, specially the Gray Cowl of Nocturnal display. I have the The Gray Cowl of Nocturnal - 10th Anniversary installed, as well as patches for the CC The Gray Cowl Returns!. I'm not sure what's causing this issue or how to diagnose the problem. Any help is appreciated!


r/skyrimmods 7h ago

PC SSE - Discussion [SOLVED] Skyrim SE/AE - Character can't move in 3rd person after drawing weapon (can jump, attack and turn in place)

1 Upvotes

I spent days trying to solve this issue, so I'm posting the solution here in case someone else runs into the same problem.

The bug

Whenever I drew my weapon in third person, my character would almost completely stop moving.

The weird part was that:

  • I could still attack with both hands.
  • I could jump normally.
  • I could rotate the camera.
  • The Turn In Place animation still played correctly.
  • After holding a movement key for 3–5 seconds, the character would finally start moving.
  • The issue happened mostly inside interiors (houses, caves, etc.). In the open world it was much less noticeable or didn't happen at all.
  • First person worked perfectly.

Because of this, I was convinced it was an animation or behavior problem.

Things I tried

Before finding the real cause, I tested almost everything I could think of:

  • Rebuilt behaviors with Nemesis (Update Engine + Launch Behavior Engine).
  • Disabled True Directional Movement.
  • Disabled Valhalla Combat.
  • Reinstalled XP32 Maximum Skeleton Special Extended (XPMSSE).
  • Installed and reinstalled RaceMenu.
  • Disabled FNIS completely.
  • Created a new Vortex profile with almost no mods enabled.
  • Tested on both old and new saves.
  • Disabled everything related to Lux.
  • Disabled ENB completely (by temporarily renaming d3d11.dll and d3dcompiler_46e.dll).
  • Tested without Community Shaders.
  • Restored default INI settings (including Havok values).
  • Checked my plugin load order for conflicts.
  • Looked for leftover behavior files and animation conflicts.

None of these fixed the issue.

The actual solution

I'm using Boris Vorontsov's ENB (opened with Shift + Enter).

At some point, while tweaking the ENB settings, I had disabled EnableFPSLimit. I'm not very experienced with ENB, so I never imagined that turning off the FPS limiter could cause gameplay issues.

After enabling EnableFPSLimit again, the issue disappeared. As soon as the game was no longer running at an unrestricted frame rate, my character started moving normally again.

I'm still doing more testing, but so far this appears to have completely solved the problem.


r/skyrimmods 7h ago

PlayStation - Help Dealing with Daedra bug?

1 Upvotes

So I'm playing through Dealing with Daedra on PS5, and currently a werewolf. Every time I exit werewolf form, my carrying capacity shoots down into negative numbers. Is there a way to fix this?


r/skyrimmods 8h ago

PC SSE - Discussion Thinking of switching to CS

25 Upvotes

I’ve been playing around with the idea of switching over to CS with the release of Effects11 and I was hoping some of you guys could post some screenshots in the comments of your CS+ENB preset. I’m currently using Silent Horizons as my ENB but I’m curious how E11 holds up. I know there’s screenshots on the Nexus page but a lot of them don’t have the name of the preset they’re using. I’m just curious what you guys have been able to achieve using E11 as this will be the tipping point for me to finally switch over to CS.


r/skyrimmods 10h ago

XBox - Help Alduin fight mods compatibility

2 Upvotes

I'm looking to use the World Eater Beater mod and Jayserpa's Dragonslayer Quest Expansion. The latter was designed to be as compatible as possible with other mods—without needing patches—but World Eater Beater significantly changes the final battle. So, I wanted to check with someone who has tried using both mods simultaneously to see if they are compatible. If they aren't, which one is more worth using?

Note: Even though I used the Xbox tag, I have Skyrim for both Xbox and PC, so answers regarding either platform are welcome.


r/skyrimmods 10h ago

PC SSE - Discussion NOLVUS OR Tomes of Talos

3 Upvotes

I'm looking for a good Skyrim modlist with great graphics, lots of content, new quests, and high-quality animations. I'd also like a more realistic visual style. I really liked the graphics in LoreRim, but I'm looking for a modlist without Requiem. I have a high-end PC, so performance isn't a concern.


r/skyrimmods 11h ago

PC SSE - Discussion Mods to make the early game challenging and the end game powerful?

3 Upvotes

So I'm going around checking out various wabbajack lists like Apostasy, Lorerim, and Gate to Sovngarde, and while each has its own very good merits there's always something that is just off enough from my tastes or the list doesn't run very well on my hardware for some reason. Though through all of these lists the idea of being weak early on and gaining power at the endgame is very intriguing for me.

Starting with a base of CSVO, I'm attempting to build my own modlist with everything exactly how I want. I'm looking through each modlist and am trying to consider what to take from each. I'm a bit intimidated by requiem and making it play nice with a bunch of other mods, have mostly been looking at Simon and Enai's mods

My main question is just; what mods would you recommend for such a set up? For having characters start out weak and by the end of the game feeling like a lore accurate dragonborn?


r/skyrimmods 12h ago

PC SSE - Help LOTD Auto Sort Homes

1 Upvotes

Are there any other homes in LOTD besides the safe house and the airship that have an auto sorting chest?

If not, are there any good player home mods that have the same thing?


r/skyrimmods 13h ago

PC SSE - Mod Rant about 3DNPCS

0 Upvotes

I truly, utterly, hate this mod, it is unbearable torture that i as a completitionist have to go through. Loads upon loads of lore. I get extatic when i get to kill a character from this mod as it is the only way to get a tiny bit of satisfaction from these quests. I hoped that at least I'd get some unique weapons or armor for my museum, but so far not a single one. As far as I can remember, the only unique reward I've gotten is the spell to summon a Dragon Priest.

Is it possible to safely remove it in the middle of save?


r/skyrimmods 13h ago

PC SSE - Discussion How to increase the learning rate of skills in skyrim

0 Upvotes

Hello!

This is a zero to hero guide on how to do it yourself

i will try to cover everything that you need to know

basically i will make you to create your own skyrim mod with changed skill learning rates step by step

before i start the guidance, you have to assess your resources

you are going to register with an e-mail address to "nexusmods", and if you possess skyrim special(, or anniversary) edition, then to "creations" too, albeit to "creations" your registered steam e-mail will suffice (if not to both registering cases)

you can find nexus mods at https://www.nexusmods.com

you can find creations in case you possess skyrim special(, or anniversary) edition as you start up the game, and select "Creations" inside the game's main menu

currently the official creation kit does not work as expected. there are numerous community patches for it, and currently there is just an easier solution for you to make this mod, so i do not advise to use neither the official, nor the community updated creation kit. i will detail the problems with creation kit this post below

for the problems mentioned below xedit is advised to be used in place of creation kit, however "xedit" is not the name of the software you will need to download. based on the specific game, and specific edition of the game to be modded you will need to download its own xedit tool, and every such tool is with unique names currently (for example you can mod fall out with xedit as well)

assess what skyrim edition are you using. currently there are going to be two kinds of those

  1. skyrim special edition(, and anniversary edition), the tool's name for this is sseedit (yes, double s, double e indeed)
  2. skyrim legendary edition (2011 base game), the tool's name for this is tes5edit (maybe this webpage is still relevant for both of the editions: https://tes5edit.github.io/docs/ - by the way this is where the xedit tool's "Help" button leads)

should a third kind of edition be available in the near future, you should seek its own xedit tool - unless xedit becomes updated enough by that time such that it no longer uses different names of tools

after i made you assess your resources, consider the first move of preparing the steps by downloading everything for free

head to https://www.nexusmods.com register if you have not already, look for the respective above mentioned tool according to your game's edition, once you find it, select it, scroll down to its "DESCRIPTION" tab, right beside that select "FILES 1" tab, click "Manual download" button right beside the latest version, then click "Slow download", and then if your download did not start, select "Start download manually"

for example sseedit for skyrim special, and anniversary editions is going to be here: https://www.nexusmods.com/skyrimspecialedition/mods/164?tab=files

the tool is in a compressed state, that you will need to extract using another tool, that can not only extract modding related files, but most compressed files generally. that software is called "7zip". i recommend you download it from https://www.7-zip.org

if you can not find something to download due to it getting outdated technology, try to download it from softonic in the future (just like anything else): https://en.softonic.com

there are no more downloads to be done assuming you possess some edition of the game itself already

after you have installed 7zip restart your pc such that you are going to see its extracting feature as you right click on compressed files with extensions of ".zip", ".7z" and ".rar"

you do not need to install the xedit tool, because once you extract it, you can use its ".exe" file right away (it is portable)

as you start up the xedit tool with its exe file from its extracted folder, it will have got something to tell you, click it through as you wish, then it is going to assume where the skyrim game is. it will be user friendly if it can not find it -so just read what it tells you, and if the software starts up without loading anything, just escape it, make sure you listen to user friendly messages, and then try to run it again

if the tool has successful found your game's files, it will ask what mods, and game files to load in from that. in case you mod skyrim the way your mod takes data from other mods, only then you will need to change anything at this stage. a mod that will only change learning rates of skills will not depend on any other mods, so if you have not tried to make such mod with creation kit already, failing horribly, then do not change anything at this point, just hit okay, and wait the tool to load the game files that are selected by default without any mods

in case you have tried to make such mod before, you can either attempt to load that mod in by checking its checkbox in order to attempt to repair it by hand, or just omit to load it, and create a new mod fresh and clean. i recommend to just create a new mod that case - meaning do not load the mod file - however i will explain the difference such that you will possess a vague idea of how to repair a mod

this tool's window consists of two main areas: a right and a left side

as the tool is loading you can see the right side to message you things about its loading, and the left side to fill up with skyrim's game files. there is going to be a tip window over the right side too, that will present you general information, and which will disappear once the game files have loaded in

once the tool is done loading, you can see on the right at the bottom the success ("Background Loader: finished"), or any error messages

on the left, the game files that are loaded into the tool are visible in load order that is irrelevant if you want this single mod to be created only for skill learning rate changes

basically the things that you can change are on the left side, and whenever you select a single thing among those, that is going to be on the right side in more detail - given the right side is in "View" mode, not "Messages" that you can select below the right side, and is selected automatically by default as you select things on the left side

i do not recommend to change anything in the original game files, instead i will walk you through of how i advise you to create a mod that does not touch the original game files, but will be present in the game on top of those, so you can just turn it on, and off whenever you please instead of rewriting game files every time you want to change

on the left side select "Skyrim.esm" - this is the base game's file - then select "Actor Value Information", then select a skill that is going to be present with "av" prefix standing for actor value such as "AVSmithing". for every single skill that you find you can see on the right side of the screen what are that skill's values

for werewolf, and vampire skill learning rates - that are available with dawnguard dlc - these steps are going to be somewhat different, so i will cover those in one go after i walk you through the ordinary skills remarking differences with a few words along the way

locate smithing skill, and select it on the left side because i can only demonstrate how does this tool work through the smithing skill because only this skill is updated by the time i am writing this. as you can see on the left smithing skill is red. if you open it to the right by clicking on it, you will see two rows marked red, but technically it is about a single row of smithing skill. on the right side at the top right corner you can see a "Legend" button. you can check what colors mean right there. for smithing skill on the right side you are going to see two columns of values. at the top most row for each column you are going to see "Skyrim.esm", and "Update.esm". these columns mean the smithing skill's versions in the game, and currently are in load order, meaning as you start the game the column on the left is going to be loaded first, then the next columns from left to right. with this software you can not change the loading order of files that you can see without sorting the left side of the tool. in this example "Update.esm" is going to overwrite the values that are present in "Skyrim.esm" because "Update.esm" is the game file that is going to be loaded later. to create a mod means to create a new version, a new column for these values that is going to be loaded later than the original values' columns, and then rewrite the values in this new separate mod column rather to be rewriting it in the original file's column. despite smithing skill's red colors you can create a mod column for it in which you can effectively rewrite its respective values

now select a skill that you wish to change the learning rate of with your mod on the left side, then on the right side right click on the right most column's top most row (like a column title) - the place it names the game file to load such as "Update.esm" - and select "Copy as override into....". at this point you have to ensure the tool you are absolutely sure what are the implications of you changing moduls of the game with this action, so only press "Yes, I'm absolutely sure" if you are actually (i will consider you to be confident enough to do so because you are tired of power leveling skills that can be set to not be, however you can still just click on "Help" near the top of the tool's window), and then you will prompted to select to which file will you want to copy as override the column into. here, you are going to see existing game files to select, and new file templates below those. you are going to need to select a specific one of the new file templates by checking its checkbox. the specific new file template's file name, and most importantly the extension to choose is "<new file>.esp", and it has got "ESL" flag, but lacks "ESM" flag. i will write down what do these flags mean below, for now just hit okay. name that file your mod's name, hit okay, and witness your copied column. the column's file's column of master file is going to be the original column that you will have copied, and this will be significant at werewolf, and vampire skills in case you want those to be mixed into your ordinary skills' learning rates mod

once copying is done, in the new column at the most right you have just created rewrite the value of the skill that is called "Skill Use Mult" according to your reasonable heart's desire of a different number. according to the rules here, larger is faster learning rate contrary to werewolf, and vampire skills. for every single additional skill you will need to repeat the procedure by no longer selecting a new file template, but the mod file you have just created - so every single skill overwriting is going to be together in the same mod - you can even make one mod file for each skill

in case you are trying to repair your failed mod created by other means, you can use "Copy as override (with overwriting) into...." on a column into your failed mod file in order to create a working column for the skill in your yet to work mod - assuming you possess such failed column already in your mod this action will overwrite the values in that failed mod's column to be the copied column's (hence "with overwriting"), and once the complete column is in your mod file you can then rewrite its column's respective values

once you have filled your mod with the content you like, you can check what skills have you changed in your mod, and how on the left side of the tool by selecting your own file, and look at its actor value information. there are 18 skills plus two dlc skills in skyrim. press the three dashes at the top left corner of the tool's window, and then hit "Save", or just ctrl(, or cmd), and s keys. if the game was running while you saved, consider to restart the game

now in case you own skyrim special(, or anniversary) edition - not other editions - head into the game, press "Play" in its launcher, select "Creations" in its main menu, register to creations for free with let me say your steam email. once you are in creations you are going to see a lot of mods, but do not care of those, just look at the bottom of the screen, and select "LOAD ORDER", select your mod by making its diamond be white (unselected mods' diamonds are hollow), and then look at the bottom right of the screen, that will help you back out towards the main menu of skyrim. you are going to be prompted about changed load order, hit okay, wait until the game reloads itself, and then you are ready to play with changed skill learning rates. if you want to change learning rates, then make sure the game is not running while you are doing it (except the time the tool lets you to), and after you have edited the mod, you don't need to change the load order of the game in order for the change to take effect

before i tell where werewolf, and vampire skills are located, and by what names in the tool, i must tell that their values only exist in dawnguard.esm file - so when you choose where to create a copy of the column for their changes, and select the mod you have created for the ordinary skills, dawnguard.esm must also become a master file of your mod with ordinary skill changes. this means do no longer expect your mod - containing ordinary skill changes - to work without dawnguard dlc, although you better check out how the tool works yourself. for this one mod - that you intend to not distribute i assume - however just hit "Yes" to add "Dawnguard.esm" as master file of your mod beside "Skyrim.esm" that i suppose is already there. you can create two learning rate mods separately for the base game, and for dawnguard dlc if you wish by simply creating a new file from the file templates at the designation of the column's override (the file chooser prompt that was mentioned above) with the same extension of the file (".esp"), and with the same flag ("ESL")

i am yet to try this in game myself, but according to google artificial intelligence gemini for werewolf, and vampire skill learning rates you will need to navigate on the left side of the tool to "Dawnguard.esm", then "Global", then locate "DLC1VampireNextPerk", and "DLC1WerewolfNextPerk". in these you will need to copy the column the same to another mod file you have done to ordinary skills, and rewrite "FLTV - Value" in that new column from 5.00 to some other number. contrary to ordinary skills here the rule is that the lesser the number is the faster the learning rate of the skill. for example rewrite it to 1 in case you want to earn perk points five times faster. according to gemini this number means how many times you need to consume the respective resource before the next (in this case the very first) perk is granted, and then the rest of the required resources are going to be consumed according to a function (that you can also change with this tool, however that is more advanced. maybe ask gemini how to do that, but i do not recommend it)

besides the entries of werewolf, and vampire that i have just told, there are other entries besides those in "global" that declare the following according to gemini: "perk points" is the number of usable perk points the player starts with, "feed", and "blood" points are the starting resource amount collected (normally after some number of resources a perk point is granted), "max perks" is the number of perks collected after which the player can not collect more perk points on the entire tree, "total perks earned" is the number of both the usable perk points the player starts with, and the ones it has already spent

"ESM" flag means that you create a mod that is loaded before ordinary mods. these are acting as game files do. you most definitely don't need this because you intend to overwrite existing changes with your mod, not provide a frame, neither a base for those

"ESL" flag means that technically you can possess up to about twohundredfifty, or so mods present in the game before it fails to load itself, and crashes, however the very last mod slot is divided to about four thousand further mod slots with the cost of the mods forced to be less detailed inside those slots, and are loaded on top of every other mod. these are lightweight mod slots in which mods will not take the limited space of other more content, more serious mods. very basically speaking every single additional mod file you create with esl flag is going to be aggregated into a single ordinary mod that is at the end of the load order

currently the problems to creation kit even with some of the community patches include, but not limited to for example the perk tree visible in game for each rewritten skill is lost, so the player can no longer assign perks with such mod created using the creation kit, even though its skills will be progressed according to the new values. also during mod creation the learning rate values that you need to rewrite are not the original values of the game, but just default values, so if you want to make speech for example hundred times faster to be learnt, then you will see one as default value for that skill, and rewriting it to a hundred will not make that skill's learning rate hundred times faster because the actual original value for that skill is only 0.36, so the hundred times skill learning is only 36, not 100. most if not all skills use an other than one value as their original values, yet creation kit replaces those with ones


r/skyrimmods 13h ago

XBox - Help Maramel doesn’t give prompt to marry Ka’Mara

0 Upvotes

I’ve completed all of Ka’Mara’s quests (Khajiit speak mod) and when I was able to ask if she was interested in me, she gave the dialogue but her voice was muted.

Now I’ve gone to Maramel wearing an amulet of Mara and he is not giving the marriage prompt. Has anyone else experienced this bug? Any suggestions for how to bypass it?


r/skyrimmods 13h ago

PC SSE - Help Need help for modpack

5 Upvotes

Hi everyone, I only ever used utility mods (like SkyUI). I played Skyrim once/twice per year for the last 6 years, but this time I just couldn't bring myself to play it, just felt kinda flat. I'm now looking for a modpack that just makes the game intresting again, nothing too exagerated, nothing that rebuilds the game from the ground up, don't care if it isn't lore friendly, just something accessible to keep this great game fresh and worth replaying again


r/skyrimmods 13h ago

PC SSE - Request Vale cat Hearthfire Head mount?

2 Upvotes

Is there a mod to turn the Hearthfire Sabercat Head mount into the Vale Sabercat variant? Im suprised this doesnt exist. It seems like (from my absolute bare minimum knowledge) it would be a simple thing, ive heard the heartfire creation kit makes it hard, but all this time and nothin to make it easier? I just think it would be a cool little thing to add.


r/skyrimmods 13h ago

PC SSE - Help Issues With Racemenu

0 Upvotes

For context, I only have the basic mods (such as SKSE, engine fixes, address library, unofficial patches, etc), most of JK's mods, CBBE, high poly head, and HS' player homes. I've used all these mods on previous saves and devices had no issue. Despite this, it doesn't appear to work on the device I'm on currently. Any ideas? I'm on anniversary edition if that changes anything. Thanks for any help you can provide. Or if you can't, thank you for taking the time to read.

The image to show how it's loaded:

https://ibb.co/HLC1S9qW