The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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 This topic has been pinned, so it's probably important
Ilja 22 Oct, 2016 @ 6:16am
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Skyrim SE: Guides and Resources (17.05.2021)
This post gathers community guides and tutorials under one page. We had a similar pinned topic called Player spreadsheet - Player and Modding Resources in Skyrim Steam discussions. This topic aims to grow similar with that.

I will be adding tutorial posts, videos, guides and other information about how to mod the game, solve bugs and pass problems. Skyrim SE is a new release, so it will take some time for us to measure what is relevant for this version and gather it here.

This post is a community effort. Contributions are welcome.

Table of contents
  1. Game type
  2. Dealing with game updates
  3. Modding the game
    • Load order basics and LOOT
    • Skyrim Workshop
    • Skyrim Nexus
    • Bethesda Workshop (comments will close 2021)
    • SKSE
    • Mod Managers
    • Tools
  4. Bugs and fixes
    • Unofficial Skyrim Special Edition Patch
    • Bug fixing mods
  5. Looking for help
    • How to set file extensions visible?
    • Mod scripts and save files
    • Crashing online after December 2017 update
    • CTD after Bethesda logo
    • Esbern Voice Fix
    • Papyrus logs
    • Requesting help from the forum
    • How to validate game files?
    • Making Skyrim vanilla again
  6. Collected guides
  7. Links and resources

1. Game type
Skyrim is a single player game, made by Bethesda Game Studios and released by Bethesda. The original game was released 2011. Remastered Skyrim Special Edition (Skyrim SE) will be released October 28th 2016.

As a single player game, it is not under Valve Anti-Cheat System (VAC) observation. Modding the game from third party sites is allowed.

Skyrim SE is a 64bit edition from Skyrim. It includes all three gameplay DLCs Dawnguard, Hearthfire and Dragonborn.

Game does not have native multiplayer option. It also does not have a monthly charge.

Game is free for all PC players, who already have the full game, Skyrim + 3 gameplay DLCs (Dawnguard, Hearthfire and Dragonborn), in their Steam accounts prior of the release. The official High Resolution DLC is not required.

Skyrim SE is a separate item in your game inventory. It does not replace or connect to your original Skyrim installation. It has it's own set of achievements, which will not be ported over from original Skyrim installation.

Note! Unlike with previous version, modding the game will disable achievements from the game.

2. Dealing with game updates and SKSE64
Updates to game can change the runtime. If this happens, then Script Extender will not run, until it has gained an update for new version for the game runtime. This feature is intentional and made to protect players.

How to delay the update?
You can do this by using Steam settings and SKSE64 launcehr.
  1. Go to your Steam Library view.
  2. Right click the game with your mouse.
  3. Properties > Upadtes.
  4. Set Automatic updates option to Only update this game when I launch it.
  5. Running game through SKSE launcher will not update the game with this setting active. Running the game through default launcher will update the game.

It is always possible that Steam will decide to update the game anyway, as part of it's own update schedule. This would be very rare. You can protect your game from that, or accidental click to default launcher by using following mod for the game.

Mod will automatically create an executable backup, when you run it. These executable backups are stored in to your <Installation path>\steamapps\common\Fallout 4\auto_backup_executable folder.

If you need to use the backup:
  • Copy the existing executable file in to location outside of the main Fallout 4 folder.
  • Copy the previous executable version from auto_backup_executable folder to your Fallout 4 folder.

3. Modding the game
  1. Load order basics and LOOT
    Skyrim determines which records come into play via it's load order. This is the order in which your files are being loaded by the game. It is visible from your default Skyrim launcher Data Files view. The very top of your load order should look as presented below. All other mods should load after these files.

    Note that Skyrim.esm and Update.esm are not visible in the Data Files view. They will be visible, if you are using a mod manager to mod the game.
    • Skyrim.esm
    • Update.esm
    • Dawnguard.esm
    • HearthFires.esm
    • Dragonborn.esm

    Skyrim uses the following file extensions and distribution types.
    • ESM: Elder Scrolls Master file. These files are the original master files that come with the game. They can also be modded files (xxx.esm), made by mod authors. ESM files should always be loaded at the top of the load order.

    • ESP: Elder Scrolls Plugin file. These files are standard mod files for Skyrim. These files are not made as master files and will form a majority from the file list of any modded game. It is important to note that some mods may still treat ESP files as masters, if mod author has used resources from that mod to his/her work in Creation Kit. Mods designed especially for that purpose are usually ESM files, but this is not always the case.

    • ESL: Elder Srolls Light Plugin file. These files were added to game by Creation Club addon. They are semi-independent files in the load order, using unique index position in the load order. As such they do not claim load order index position and do not directly calculate the maximum amount of loaded plugins for your game. See cfs111's post about this matter for more information.

    • BSA: Bethesda Softworks Archive. This file (and it's new variation BSA2) includes packed resource files for Skyrim and Skyrim SE. These resources include scripts, meshes and textures to your game. In standard installation, BSA files do not have a load order. They are loaded in the same order as the respective ESM/ESP file, if they have a matching name. Having examplefile.esp in your load order would load resources from examplefile.bsa, if such file is present.

    • Loose files: These files are resource files, which are distributed separately to a Bethesda Softworks Archive file. They will win all conflicts against other files and can physically overwrite files from your Skyrim folder. These files include scripts, textures and meshes for your game. Loose files do not have respective ESP / ESM files to place them in the load order. Thus precedence follows the order of installation - older files are overwritten by newer ones. Make sure to pay attention to mod author notes and instructions about compatibility and installation order. This is also true, when using a mod manager.

    More information about ESL-files.


    Skyrim has a third party tool to sort your load order. This tool is called Load Order Optimization Tool (LOOT). It reads through the records in ESP files and determines the load order from these. Also see the section: Requesting help from the forum in this post.

    LOOT detects Skyrim Special Edition, starting from version 0.10.0, released 06.11.2016.

    LOOT
    https://loot.github.io/

    1. When you open LOOT it will first check for master list and version updates. This does not sort your load order yet.

    2. Click "Sort Plugins" button. It appears as a 3 lines in top right corner of LOOT window. This will now sort your load order.

    3. After LOOT is done, the "Sort Plugins" changes to text button saying "APPLY". Click the button to accept changes made to your load order.

    It is importan to to understand that load order also determines the load order for resources in Bethesda Softworks Archives (BSA). Sorting the load order only according to records might not caused the required outcome. See more from this forum thread:

  2. Skyrim Workshop
    Skyrim Special Edition does not have Steam Workshop support.

  3. Skyrim Nexus
    Skyrim Nexus is a free third party distribution site and community. It is part of Nexus Mods site. Mods in this site vary. Grand majority of them follows the ESM/ESP+BSA system. Mods can also include DLL-files, loose files and modding applications.

    Using Nexus is free and they do not send any sort of e-mail advertisements, or distribute your information to advertisement companies.They rely on volunteer paid premium membership accounts and site advertisements. Nexus has it's own file scanning system to keep their mods safe for users. They are also strict on the quality of site advertisements and have option to report all advertisements that it's users find problematic for them.

    Nexus is well moderated, to greatly benefit for us all. It is strongly recommended that new users will fully read their Terms of Service (Nexus ToS), before signing in. When you do sign in, just scroll past optional paid accounts and register without them, or pick one to show support of the site. Account will never change it's type without user consent.

    You can configure your account settings to see the content you are interested and rule out all that you are not.

    Nexus has it's own section for mods that are made compatible with Skyrim SE.

    Skyrim Nexus - Mods and Community
    http://www.nexusmods.com/skyrimspecialedition/?

  4. Bethesda Workshop
    Bethesda has it's own Workshop for Skyrim SE mods. It is mostly guided for supported consoles. Site has an open form age gate.

    Bethesda Workshop for Skyrim SE
    https://mods.bethesda.net/#en/workshop/skyrim

    IMPORTANT!
    Bethesda will close their forum during summer/autumn of 2021. This also affects on mod support. Direct mod support at BethNet will end, when forums and comments to mods are getting removed. Otherwise systems will remain as usual.
    https://bethesda.net/en/article/3nf1F08LHgUEmSt7EqA9ru/bethesda-net-forums-to-be-sunset

  5. SKSE
    Skyrim Script Extender (SKSE) adds to Skyrim scripting resources. Several Skyrim mods require this extension, which has it's own launcher for the game. SKSE does not conflict with how Steam handles Skyrim data.

    SKSE64 and Gamepass version of the game
    • Gamepass version of Skyrim SE does NOT support SKSE64 at this time, if ever. We will keep you up to date, if something changes.

    SKSE
    http://skse.silverlock.org/

    https://youtu.be/TTNy9Qr2sOc

    We are following the progress in this forum here.

    [Community] SKSE64
    http://gtm.you1.cn/app/489830/discussions/0/135512931359623985/

    SKSE64 Installation guide by Avrie
    http://gtm.you1.cn/sharedfiles/filedetails/?id=1197413219

  6. Mod Managers
    Currently supported mod manager for Skyrim SE are Mod Organizer 2 and Vortex.

  7. Tools

4. Bugs and fixes

5. Looking for help
  1. How to set file extensions visible?
    First thing to do is to set your file extensions visible in Windows. This is important, because forum regulars will be asking after specific files. These files may share same names, but not extensions.
    -> Windows 10 in File Explorer > View Tab to the right are check boxes for File Extensions and Hidden Files.

  2. Mod scripts and save files
    Skyrim bakes script data to save files. There is currently no fully safe and reliable method to remove script data from these files. Save Scritp Cleaner will remove obsolete entries from the game, but they will not properly clear out script data from save files. This means that Papyrus script system will keep checking after these scripts, causing errors and stack dumps.

    Do not remove any scripted mods from ongoing game. Do not remove mods that are not subjects to Skyrim vanilla levelled lists and/or respawn system. If you have to do so, then either load a save prior from installing such mods, or start a new game. We can not help you in any problems you may face, if you decide to do otherwise.

  3. Crashing online after December 2017 update
    This is a known problem with both Skyrim SE and Fallout 4, related to Creation Club.

    The Elder Scrolls V: Skyrim Support
    http://help.bethesda.net/app/answers/detail/a_id/40902/~/why-am-i-crashing-after-the-most-recent-update-for-the-elder-scrolls-v%3A-skyrim

  4. CTD after Bethesda logo
    This crash happens, because one or more of your mods is missing a file set as a master for it. LOOT and TES5Edit(xEdit) can tell you what is missing. Until these tools are updated for Skyrim SE, make sure to read descriptions and requirements for mods you have recently installed. Either remove the mod causing problems, or provide the missing master for it.

    Note. Basics of the guide are up to date, but tool data is pending. SE information will be included to it, when SE is released and tools are updated.

    http://gtm.you1.cn/sharedfiles/filedetails/?id=375836621

  5. Esbern Voice Fix
    The game has a problem with quest character called Esbern. Problem with the character halts the progress in the main game.

    If you encounter this issue, then do to following.
    1. Go to: Documents\My Games\<Skyrim SE>
    2. Remove the file: Skyrim.ini
    3. Open the default launcher and let the game reconfigure. This will create a new Skyrim.ini file you, with correct Voice information.

    Do not try to use console commands to get past this problem. Command will not properly fix the problem and will only bug out character later in the game.

  6. Papyrus logs
    We do not usually need your Papyrus log, unless especially asked for by us, or mod author. Players often mistaken it as a crash log. It is not. The log rarely even records the script that was ran before game crashing to desktop. It does record all the events and not just errors, so it can easily lead player to wrong conclusions.

    Papyrus logs are mostly useful only to mod authors, when troubleshooting behaviour of their own mods. It rarely tells them what exactly happened, but it does display if the important scripts were ran, failed, or stuck and spamming the Papyrus.

    You need to provide to log for mod author, if he/she especially asks for it either in pinned post/mod description or replying to your question. You can activate the log by following these instructions.

    Activate it only for the time you are creating the log and disable it after that.

    To your skyrim.ini in either Documents > My Games > Skyrim (NMM, Workshop) or in your ...Mod Organizer\profiles\<ProfileName>. Set following as 1. Replace them to 0, after log has been made.

    bEnableLogging=1
    bEnableTrace=1
    bLoadDebugInformation=1


    These logs can be found from Documents\My Games\<Skyrim SE>\Logs. The one marked with "0" is the most recent one.

  7. Requesting help from the forum
    • Provide your load order. You can get it from LOOT menu, top right corner marked with three dots. You can paste it directly to forum, use pastebin or Modwatch to allow us to see what is happening.

    • Provide ingame screenshot, if needed and possible. You can get the in game with [F12]. Use Share link from your Screenshot gallery and post it directly to forum. This will open a thumbnail view for us to preview and direct link to your image.

    • Provide your hardware information, if you are suffering from hardware related problems.

    • If you expect black screens, game periodically dropping out or similar problems, make sure that your anti virus or other third party application does not interfere with your game, or that Windows User Account Control is not blocking it from running.

      Programs Which May Interfere with Steam Steam support
      https://support.steampowered.com/kb_article.php?ref=9828-SFLZ-9289&l=english

  8. How to validate game files?
    If you encounter problems and suspect that your game files are broken, then reinstalling the game is rarely needed. Try to validate your game files with cleared appcache folder first.

    [SSE] How to verify integrity of game cache
    http://gtm.you1.cn/app/489830/discussions/0/1843493219431033688/

  9. Making Skyrim vanilla again.
    If nothing else helps, try to make a clean reinstall for Skryim SE.

    Resetting SkyrimSE to Vanilla or A Clean Reinstall by grimus
    http://gtm.you1.cn/app/489830/discussions/0/312265589446940121/

6. Collected guides
About jargon and acronyms:
http://gtm.you1.cn/sharedfiles/filedetails/?id=400267363

7. Links and resources
Last edited by Ilja; 17 May, 2021 @ 12:06pm
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Showing 1-15 of 626 comments
Ilja 22 Oct, 2016 @ 6:16am 
Changes
  • 17.05.2021
    - Added: Link and information about Bethesda closing their forum and direct mod comment support on BethNet
  • 13.03.2021
    - Added: Section 5; SKSE64 and Gamepass version of the game are not compatible with each other at this time, if ever.
  • 10.06.2020
    - Fixed: Obsolete entry from Table of Content. Full update will be coming this summer.
  • 28.12.2019
    - Fixed: USSEP Version history link had changed. Thank's for smr1957 from notification.
    - Fixed: Skyrim LE sister thread name to current one.
    - Added: Link to Community thread "About load order and resource priorities"
  • 27.03.2019
    - Updated the post and removed obsolete information
  • 03.09.2018
    - Added new section: Dealing with game updates and SKSE64
  • 18.05.2018
    - Added: HELPFUL LINKS AND REFERENCES by smr1957
  • 14.04.2018
    - Added Mod Organizer 2 | Official Series by GamerPoets
  • 21.02.2018
    - Added: Crashing online after December 2017 update
  • 19.02.2018
    - Fixed: MO2 version information and download link. Link was still pointing to Nexus redirect (RD).
    - Added: Vortex information, download link to Vortex and link to Gopher's tutorial videos.
  • 09.01.2018
    - Added: Gopher's tutorial video about SKSE64
  • 25.12.2017
    - Added: Link to Mod Organizer 2.1.0
    - Updated: Mod Organizer 2 information
  • 11.11.2017
    - Updated: SKSE64 information.
    - Added: SKSE64 Installation Guide by Avrie.
  • 12.09.2017
    - Updated: SKSE64 information.
  • 01.08.2017
    - Fixed: Wrong link and broken link.
  • 17.01.2017
    - Added: Direct link to change log in reply #1
    - Changed: Small list of little big mods to [SSE] Recommended fixes and adjustments
    - Added Link to [Community] SKSE64 news thread.
  • 13.12.2016
    - Changed: Added SSE version about verifying integrity of game cache. Replaced the old LE version from the guide.
  • 06.11.2016
    - Updated: LOOT information. LOOT now detects Skyrim SE.
  • 31.10.2016
    - Updated from old: Resetting SkyrimSE to Vanilla or A Clean Reinstall by grimus
    - Added: Wrye Bash and associated tools for SSE by avrie05
  • 29.10.2016
    - Added: Link to SSEEdit (xEdit)
    - Added: Section "Tools"
    - Added: Gopher's NMM tutorial series
  • 28.10.2016
    - Added: Link to LOOT snapshots
    - Added: How to validate game files?
    - Added: Links to Unofficial Skyrim Special Edition Patch and it's version history.
    - Added: Small list of little big mods as a placeholder. I will make a new thread for SE.
    - Changed: Moved Dangerous mods list to Bugs and fixes.
    - Added: New section "Bugs and Fixes"
    - Removed: Obsolete introductions. Game is now released.
  • 27.10.2016
    - Added: CAN I RUN IT-Mega Thread by OutcastPaladin
  • 26.10.2016
    - Added: Link to Skyrim Special Edition Nexus
    - Added: Link to new Nexus Mod Manager download page for Skyrim SE.
    - Added: Masterlist : Dangerous, Outdated and Superseded Mods by Nazenn
    - Added: Mods and patches
    -New layout. Tested with Opera, Firefox, Chrome and Steam. Please tell me, if it messes up something.
  • 25.10.2016
    - Added: Notes about Nexus Mod Manager and Mod Organizer.
    - Changed: Wrye Bash is now the recommended mod manager for Skyrim SE release.
  • 24.10.2016
    - Added: Bethesda 1 week announcement.
  • 22.10.2016
    - Fixed: Bbunch of grammar fixes, spotted by Bomb Bloke. Thanks.
    - Initial release
Last edited by Ilja; 17 May, 2021 @ 12:07pm
jancawa55 22 Oct, 2016 @ 7:02am 
good work Ilja, now if they will only read it.
Ilja 22 Oct, 2016 @ 7:09am 
Originally posted by jancawa55:
good work Ilja, now if they will only read it.

Player spreadsheet was originally just that: a link that we spread around Skyrim forum. Peoples will read it, when it get posted and updated.

I expect to update this a lot, when modding tools and sites are getting new updates.
MageThis 22 Oct, 2016 @ 9:30am 
Originally posted by Ilja:
Originally posted by jancawa55:
good work Ilja, now if they will only read it.

Player spreadsheet was originally just that: a link that we spread around Skyrim forum. Peoples will read it, when it get posted and updated.

I expect to update this a lot, when modding tools and sites are getting new updates.


I'm with Avrie on the "Player Spreadsheet" because many associated "spreadsheet" with "Excel" or accounting/math and it just turns their bright lights OFF. Tough enough to get the darlings to google or even read pinned threads without the TITLE quenching their thirst for knowledge.
MageThis 22 Oct, 2016 @ 9:32am 
Sorry, same with your "Remastered" thread. If they do bother to look many miss it due to no "SE" in title (or Special Edition) as you so clearly have in this excellent thread.
Ilja 22 Oct, 2016 @ 10:41am 
Yeah. I tried to use here what I learned from my past mistakes.
Claiming the reply #1 was one of those things.
Sand 22 Oct, 2016 @ 12:38pm 
What is this? I thought all DLCs were merged with the main game and they were no longer using BSAs?
Ilja 22 Oct, 2016 @ 3:09pm 
Originally posted by KN:
What is this? I thought all DLCs were merged with the main game and they were no longer using BSAs?

I don't have access to release. This is what I gathered from discussion in Discord, when I prepared the SE release of my original post in Skyrim forum. According our discussion, DLC data files were untouched and most changes were made to binaries.

Do you have a source for that? Something I missed?

What comes to BSAs, they are still being used. The current form is BSA2, but I do not yet know if this will be the case in Skyrim SE.

In any case, mod authors will be using BSAs, in what ever form. Creation Kit does not handle resources and distributing all as loose files would be a horrible mess.
Sand 22 Oct, 2016 @ 5:12pm 
Originally posted by Ilja:
Originally posted by KN:
What is this? I thought all DLCs were merged with the main game and they were no longer using BSAs?

I don't have access to release. This is what I gathered from discussion in Discord, when I prepared the SE release of my original post in Skyrim forum. According our discussion, DLC data files were untouched and most changes were made to binaries.

Do you have a source for that? Something I missed?

What comes to BSAs, they are still being used. The current form is BSA2, but I do not yet know if this will be the case in Skyrim SE.

In any case, mod authors will be using BSAs, in what ever form. Creation Kit does not handle resources and distributing all as loose files would be a horrible mess.
You're right, I misread a post! It's only the BSAs that are combined. I'm so disappointed now! They really should have combined them to improve stability and just have a cleaner game.
Nazenn 22 Oct, 2016 @ 7:55pm 
Originally posted by KN:
You're right, I misread a post! It's only the BSAs that are combined. I'm so disappointed now! They really should have combined them to improve stability and just have a cleaner game.
That would result in the FormIDs changing and breaking litterally EVERY mod that uses the DLCs at all resulting in them likely having to be remade from scratch.
Also merging the DLCs together won't help with stability if the DLCs still have bugs, similarly to the way that merging mod files together won't make them more stable if they have bugs individually.
Ilja 23 Oct, 2016 @ 2:19am 
Nazenn shared this in to another thread. Thank you for that. Arthmoor's explanation helped a lot.

[Skyrim SE] Things to know when converting standard mods to SSE - AFK Mods
http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
Last edited by Ilja; 23 Oct, 2016 @ 2:19am
Mormacil 23 Oct, 2016 @ 6:24am 
Not half as bad as I feared.
Ilja 24 Oct, 2016 @ 3:10am 
  • 24.10.2016
    - Added: Bethesda 1 week announcement.
Ilja 25 Oct, 2016 @ 3:15am 
  • 25.10.2016
    - Added: Notes about Nexus Mod Manager and Mod Organizer.
    - Changed: Wrye Bash is now the recommended mod manager for Skyrim SE release.
Nazenn 25 Oct, 2016 @ 3:20am 
At some stage I'll try and get around to writing up a proper Wrye Bash tutorial thats Beginner Friendly. There's some around, but they mostly talk about Oblivion Mods and referance oblivion mod managers as far as comparisons so it may be confusing for Skyrim players.
Keep in mind, it will result in needing some extra fiddling as Wrye Bash doesn't support FOMODs, so if NMM updates that will be the recommended Beginner option. But for those of us familar with MO and who understand more about how to set up a mod and how its meant to be structured, Wrye Bash will be the more advanced option.
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