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Skyrim notes

Collected notes for playing and modding Skyrim.

Taking Screenshots

  • tm (Toggle Menu) will hide all the HUD components, including the console menu. Type the command again blindly afterwards to restore the UI.
  • tfc (Toggle Free Camera) will let you move the camera anywhere. Key: Movement keys to move, left/right mouse buttons to move up and down.
  • tfc 1 Pauses the game with the free camera.
  • sucsm <value> (Set UFO Camera Speed Multiplier) Camera speed. 1=slow, higher values go faster.
  • fov <angle> (Field of View) Default: 65. Lower values = zoom in, higher = zoom out.
  • csb (Clear Screen Blood) Remove the blood on-screen effect.
  • set gamehour to <hour> changes the time, with <hour> between 0 and 23.
  • fw <formid> (Force Weather) temporarily changes the weather.

More here: https://steamcommunity.com/sharedfiles/filedetails/?id=134522361

Managing mods with Vortex

Profiles

Profiles are an awesome tool: they can completely separate mods, savegames and the like, to be able to switch between playthroughs that use different sets of mods. Also a great way to test if mods work together: Duplicate a profile to a new one, deploy with the mods, run the game to try them out. The original profile can stay unchanged.

Tagging

In my Vortex mods list, I rename mods to add custom tags. This makes it a lot easier to work with a large list of mods, and easily filter them by criteria.

NOTE: I have taken the habit of also adding the date I enabled a mod. This way it's easy to find a save game that was made prior to enabling the mod, if needed.

General tags

  • [NoSKSE] and [SKSE] - Whether SKSE (Skyrim Script Extender) is required.
  • [SKUP] - Needs to be updated when the game is updated (SKSE, Address lib, ...).
  • [NewGame] - Requires a new game, cannot be enabled mid-save.
  • [BodySlide] - Includes BodySlide files.
  • [ReadNotes] - Important info available in the Vortex mod notes.
  • [EnvX] - Where X is a number: Environment mod sets.
  • [Options] - Mod has options that can be set in the FOMOD installer.
  • [Dependencies] - Mod has dependencies with other mods.
  • [ENBDependent] - Mod is tied to specific ENB presets, or requires ENB.
  • [WorldEdits] - Contains world edits (changing locations, adding things).
  • [Craftable] and [NonCraftable] - For armors and weapons.
  • [F], [M] and [F/M] - For armors, sets which sexes are supported by the armor.
  • [QuestRequired] - For items that require a quest to be completed.
  • [Skyforge] - For items that can only be crafted at the Skyforge.
  • [Console]- Requires console commands to be run to use.
  • [Hearthfire] - Adds/chages things related to the Hearthfire system.

Specific mod dependency tags

  • [RaceMenu]- Requires the Race Menu mod.
  • [SkyUI] - Requires or uses the SkyUI mod.
  • [AddressLib] - Mod requires the Address Library mod.
  • [CBBE] - Requires the CBBE (Calient's Beautiful Bodies Enhancer) mod.
  • [USSEP] - Requires the USSEP (Unoffical Skyrim Special Edition Patch) mod.
  • [WACCF] - Requires the WACCF (Weapons Armor Clothing and Clutter Fixes) mod.
  • [CLLF] - Requires the CLLF (Containers and Leveled Lists Fixes) mod.
  • [ACE] - Requires the ACE (Armor and Clothing Extension) mod.

SKSE/Non SKSE mods

These tags make it very easy to create a mods profile that does not use SKSE, simply by enabling all mods tagged [NoSKSE] in Vortex. All SKSE-dependent mods can inversely easily be listed by searching for the [SKSE] tag.

Environment sets

An environment set refers to a collection of mods that are used together for adjusting the environment, from the weather to the flora. Since they are typically mutually exclusive, this makes it handy to keep track of which mods must/should be used together. Mods that can be used with several get multiple environment tags.

For example, [Env1] for Obsidian Weathers and [Env2] for Cathedral Weathers. Searching for either tag directly shows which mods need to be enabled for it.

Example in my mods list:

  • Blended Roads [Env1] [Env2]
  • Nordic Snow [Env1]
  • Obsidian Weathers [Env1]
  • Cathedral - Weathers [Env2]
  • Cathedral - Landscapes [Env2]

Light plugins, ESPFE, ESL and co

Skyrim has a hardwired limit of 256 plugins (the .esp or .esm files). However, smaller plugins which only do a limited number of edits in the game world can be flagged as "Light" plugins. In this case, they do not take up a space towards the plugin limit. Many of the plugins on Nexusmods are already flagged as light.

To check how many plugins are in the load order that are not flagged as light, do the following:

  1. Go to the plugins list.
  2. Select all plugins (CTRL+A).
  3. Note how many plugins there are in total (bottom right).
  4. In the Flags column, filter by "Light".
  5. Subtract the amount of light plugins from the total.

As long as this number stays below 256, all is good. Beyond this, manual adjustments are needed: Converting plugins that could be light to light plugins in xEdit, or even merge mods. This needs separate tutorials however.

Exporting the Vortex mods list

This can only be done with a Vortex extension. At the time of writing (december 2021), there is only one extension that does this: ModlistBackup.

To install it, do the following:

  1. Open Vortex
  2. Go to "Extensions"
  3. Click "Find more"
  4. Search for "Modlist"
  5. Install the mod from the list
  6. Restart Vortex
  7. Go to "Mods"
  8. Click on the "Modlist" button
  9. Choose "Modlist backup only this game"

This creates a JSON file with a list of all mods. However, this list only contains the original mod names - not the ones renamed and tagged in Vortex.

To add the custom name to the JSON, a small hack is needed:

  1. Close Vortex
  2. Open the folder %AppData%\Vortex\plugins
  3. Find the extension folder, e.g. Vortex Extension Update - Modlist Backup v0.3.2
  4. Open the file index.js in a text editor
  5. Search for transformModFormat
  6. Insert the following line after name: mod.attributes.modName,:
  7. displayName: (typeof(mod.attributes.customFileName) !== undefined ? mod.attributes.customFileName : ''),
  8. Start Vortex again, export the list.

To get even more data per mod, this can be used:

const transformModFormat = (mod) => ({
    name: mod.attributes.modName,
    displayName: getSafe_1.default(mod.attributes, ['customFileName'], ''),
    version: mod.attributes.version,
    modVersion: getSafe_1.default(mod.attributes, ['modVersion'], ''),
    installTime: getSafe_1.default(mod.attributes, ['installTime'], ''),
    category: getSafe_1.default(mod.attributes, ['category'], ''),
    pictureURL: getSafe_1.default(mod.attributes, ['pictureUrl'], ''),
    fileType: getSafe_1.default(mod.attributes, ['fileType'], ''),
    game: mod.attributes.downloadGame,
    modId: mod.attributes.modId,
    fileId: mod.attributes.fileId,
    source: mod.attributes.source,
});

ENB handling

Installing

Download ENB binaries for Skyrim: ENB.

At minimum, the following files need to be added to the Skyrim installation folder:

  • d3d11.dll
  • d3dcompiler_46e.dll
  • enblocal.ini
  • enbseries.ini

The enbseries.ini is the main file in which adjustments are made. ENB presets typically overwrite this file with their own settings, and may add additional files as well.

Ingame usage

  1. Start Skyrim. An ENB note should be displayed right at the start in the top left corner. On first load, building the shaders may take a while, during which the screen stays black. Simply stay patient, the menu will load once this has been done.
  2. Load a game.
  3. Press the console key (typically ~), to make it easier to navigate the ENB menus.
  4. Press SHIFT+Enter to open the ENB menu (default - may be changed in enblocal.ini under the [INPUT] section.
  5. Make any adjustments as required.

Mod notes

Race Menu

Mid-save script cleanup

I had to disable Race Menu mid-game at some point, because of the Anniversary Edition update. While the game still loaded correctly, saving caused an instant CTD. This was caused by leftover Race Menu scripts in the save game. I managed to solve this issue by using ReSaver from FallrimTools. I searched for RaceMenu in the tool, and simply removed everything from the search results. Using this cleaned save, I was able to continue playing.

Creation Kit

Installation

To get the creation kit for the Special Edition, log in to the bethesda.net website, and download the launcher. The kit can only be installed from the launcher.

Once installed, it can be launched from the CreationKit.exe in the game folder.

Configuration

Go to the game folder, there should be a CreationKit.ini file there, along with the excecutable. Open this to make some necessary adjustments.

Add the following under [GENERAL]:

bAllowMultipleMasterFiles=1
bAllowMultipleMasterLoads=1

Add the following under [Archive]:

SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0

Add the following under [MESSAGES]:

bBlockMessageBoxes=1

Note: This will prevent the message popups on initialization. They can be safely ignored.

Creating a new mod

To create a new mod, do not select an active file in the open dialog.

Making changes to an existing mod

  • Create a new mod
  • Duplicate the item to modify (to keep the original intact)
  • Do any necessary changes
  • Save to a new mod
  • Load the new mod after the original mod

Making an item craftable

Use case: A mod adds items, but they are not craftable. They can be easily made craftable.

  • Open the source mod without making it active
  • Create a copy of the item, to leave the original intact
  • In case of armor, also copy the matching Armor Addon item
  • Remove any enchantments and scripts from the item
  • Edit the item as necessary
  • Save as a new mod file

Drawback: If the original mod is updated and item stats change, for example, the changes must be made in the crafting mod as well.

Editing textures

Lexicon

  • BodySlide: Software used with the CBBE body to apply custom body settings to armors and outfits in the games, including those added by mods.
  • OutfitStudio: See BodySlide.
  • Hearthfire: System integrated in Skyrim that allows custom building of player homes from blueprints and scavenged materials.
  • Skyrim SE: "Skyrim Special Edition"
  • Skyrim AE: Skyrim Anniversary Edition"
  • SSE: See Skyrim SE
  • MO / MO2: "Mod Organizer" - Mod manager software to install and manage mods. See also Vortex.
  • HDT: SKSE plugin that adds improved physics support for the player and NPCs.
  • XPM: More detailed skeleton for the player and NPCs, to allow improved movements and animations.
  • XP32 Skeleton: See XPM.
  • CBP: SKSE plugin that adds Breast, Butt and Belly physics support for the player and NPCs.
  • Vanilla: Used to denote anything in its original form - for example, Vanilla Skyrim means Skyrim without any mods.
  • Vortex: Mod manager software to install and manage mods hosted on nexusmods.com. See also MO.
  • SKSE: "Skyrim Script Extender" - Software that adds new functionality to Skyrim, which can then used by mods.
  • MCM: "Mod Configuration Menu" - Adds a menu in the Skyrim main menu in which mods can add their settings to easily edit these while playing.
  • Navmesh: Technique used in the game to tell NPCs where they can walk. "Navmeshed" locations means that NPCs will have no trouble getting around.
  • SPID: SKSE plugin that makes it possible to distribute items (clothing, armor, etc) to all NPCs, also those added by mods.
  • RaceMenu: Mod that improves on Skyrim's character creation menu, with many more customization options.
  • FNIS: "Fores New Idles" - Software that allows adding new animations to the player and NPC characters (new movements - think dancing for example).
  • Patch (Mod): Fixes compatibility issues between two mods that edit the same items or locations.
  • SkyUI: Mod that improves some aspects of the game UI, like the inventory. Adds search capability and more.
  • Replacer: Does not add something new, but replaces something existing in the game (for example, an armor replacer will replace an existing armor).
  • UNP: Body mod - Replaces the female body with an improved version.
  • CBBE: Body mod - Replaces the female body with an improved version.
  • USSEP: "Unofficial Skyrim Special Edition Patch" - Collection of bug fixes for Skyrim.
  • ENB: Visual enhancer - Software that can enhance the Skyrim graphics engine. Better lighting, and visual effects overall. Also see Particle light.
  • ENB preset: Configuration files for ENB, to achieve a specific visual style.
  • Particle Light: Lighting technique that allows natural looking light sources. Superior to the vanilla lights.
  • Parallax: Technique that allows adding more 3D depth to flat textures. Wikipedia
  • DDS: Specialized texture file that also contains Mipmaps.
  • Normal map: Relief, topography or bump map. A separate texture file that contains the elevation information, as companion to the visual texture file.
  • Mipmaps: Different sized versions of a texture used depending on the player's distance from the textured object. Since an object far away does not need the full sized texture, a smaller version is used. Mipmaps are typcially generated automatically an directly integrated into the DDS file.
  • Alpha channel: Also called specular layer. This does not actually give the texture transparency, it determines how glossy it is. The more opaque the layer is (=no transparency), the glossier the result is. Not using an alpha layer will cause the texture to have the maximum glossiness.

DDS Files

Required tool to open and save DDS files in Photoshop (requires an Nvidia Graphics Card, and Nvidia account):

https://developer.nvidia.com/nvidia-texture-tools-exporter

Structure of a texture:

  • TextureName.dds - The base texture file
  • TextureName_n.dds - The normal map

Warning: Since DDS files are not lossless, opening and saving it reduces the quality each time. It is best to use the original files if available.

Generating normal maps from textures

  • Use a flattened, grayscale image of the source texture
  • In Photoshop, go to Filters > 3D > Generate normal map
  • Choose "Cube" as view for a good preview

Specular layer

In Photoshop, the firstmost layer is used as alpha channel for the texture's specular aspect (its glossyness). It can stay invisible, it just needs to be there.

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Collected notes for playing and modding Skyrim.

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