You’re almost there!

If you’ve made it this far, you survived the worst of it. The remainder of the actual guide exists on this page and is pretty much as simple as following instructions. You’ll be done in no time!

Reminder

If you didn’t follow instructions on the previous page, run Merge Plugins Hide now!

LOOT Rules

LOOT, or Load Order Optimization Tool, is a utility designed to help users maintain a working load order for their mod list. For the plugins listed in this section, add the .esp to the group specified, and add any Load After rules indicated.

New to LOOT? There’s a great introduction video available by GamerPoets!

Arthmoor’s Villages Group

Landscape Group

Merge Patches Group

NPC Retexture Group

Conflict Resolution Group

Leveled List Modifiers Group

Other Adjustments

Note

The mods in this section need to stay in the groups they are in by default. The only change necessary is the specified Load After rules.

Running LOOT

You are now ready to actually sort your load order. In the top right of the LOOT window, there should be an icon that looks like a horizontal bar graph which should display “Sort Plugins” if you mouse over it. Click this icon to begin the sorting process.

After several seconds, it should update the window with the calculated load order and an Apply button should appear in the menu at the top of LOOT. Press Apply, and then close out of LOOT to continue.

This process has sorted our mods to be loaded in the order recommended by the LOOT master list, along with our necessary adjustments, but this doesn’t handle the order that the plugins themselves require. To fix this, we need to do a small adjustment in SSEEdit.

  1. Open SSEEdit through Mod Organizer 2 and click OK.
  2. Select all ESMs/ESPs.
  3. Right click on any selected ESM/ESP and select Sort Masters from the menu.
  4. Once processing has finished, click the X in the upper right-hand corner, uncheck Backup plugins, and click OK to exit SSEEdit.

FNIS (Fores New Idles in Skyrim)

Fores New Idles in Skyrim, or FNIS, allows the implementation of new skeleton and animation designs not possible through the default engine. This involves the use of a patcher called GenerateFNIS_for_Users.exe which creates the .hkx files which match the Skyrim skeleton and animation configuration. Perform the following steps to generate these files:

  1. Ensure that your Overwrite folder is empty.
  2. Select the FNIS executable from the selection box and click Run.
  3. In the Available Patches section at the bottom of the window, check the boxes for the following patches:
    • GENDER Specific Animations
    • SKELETON Arm Fix
    • tktk1’s TK Dodge/Ultimate Combat
  4. Click the Update FNIS Behavior button and wait for a message to appear in the status window stating “X animations for Y mods successfully included.” During the generation process, it is normal for the window to flash or disappear numerous times.
  5. Click Exit.

If everything went as expected, several files and folders will have been placed in the Overwrite folder in Mod Organizer. Create a new mod from these files and folders called FNIS Output and activate it.

For reference, the FNIS Output folder should contain the following:

  • meshes folder containing new hkx behaviour files.
  • scripts folder containing 3 compiled scripts for version tracking.
  • tools folder containing logs.

Time for a Quick Test!

At this point, you should be able to start Skyrim and test a few things. Just as a sanity check, you will be testing Stunning Statues of Skyrim.

  1. Start Skyrim using the SKSE launch option.
  2. From the main menu, open the console.
  3. Type coc and then the appropriate cell IDs from the list below to visit each of the shrines.
    • Azura: ShrineOfAzuraExterior01
    • Malacath: FallowstoneCaveEnd
    • Mehrunes Dagon: Mehrunes01
    • Dibella: MarkarthTempleofDibella
    • Meridia: KilkreathRuinsExterior03
    • Talos: MarkarthShrineofTalos
    • College: WinterholdCollegeExterior

If Skyrim crashes, you did something wrong with Stunning Statues of Skyrim.

Wrye Bash

Wrye Bash is a tool that can be used to install and manage mods, but for our purposes, it can be used to merge leveled lists and entire mods together. The resulting patch is called a “Bashed Patch” and is created by following the instructions below.

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled for this step.

Note

Do not run LOOT past this point. If you have to re-run LOOT for an update, disable all mods created during the Finishing Line step first!

  1. Ensure that your Overwrite folder is empty.
  2. Select Wrye Bash from the executable selection box and click Run.
  3. Ensure that the following Bash tags have been set by selecting them in the mod list and right-clicking in the main window under the section labelled bash tags:

     


     
  4. Scroll the the bottom of the mod list, and right-click on Bashed Patch, 0.esp.
  5. Select Rebuild Patch.
  6. From the patch dialog, check everything except Import Cells and Import Sounds.
  7. Select Tweak Settings from the left pane and adjust the following options:
    • Right-click AI: Max Actors and select 50.
    • Right-click Arrow: Speed and select 1.4.
    • Check Combat: Projectile Dodge Fix.
    • Right-click Combat: Max Actors and select 30.
    • Right-click Crime: Alarm Distance and select 1200.
    • Right-click Timescale and select 15.
  8. Ensure that the items listed above are checked, and click Build Patch.
  9. When a dialog appears prompting you to activate the patch, click Yes.
  10. Click the X at the top-right of the window to exit Wrye Bash.

The created bashed patch, Bashed Patch, 0.esp will be automatically put in the Overwrite directory. Create a mod from it called Bashed Patch and activate it.

Mator SMASH

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled for this step.

  1. Ensure that your Overwrite folder is empty.
  2. Run Mator SMASH from the executable dropdown.
  3. Select Skyrim SE and click OK.
  4. In the popup window, select OK.
  5. Select everything from Update.esm all the way through Bashed Patch, 0.esp.
  6. Right-click and select Add to patch.
  7. In the dialog, enter Smashed Patch in both fields.
  8. Ensure that everything from Update.esm through Bashed Patch, 0.esp is still selected.
  9. Right-click, select Smash Settings → Smash → Smash.all.
  10. Individually select the following ESPs, and set them to Smash.ForceAll using the method above:
    • Landscape Fixes For Grass Mods.esp
    • MLU.esp
    • PrvtI_HeavyArmory.esp
    • CLARALUX SSE.esp
    • Ordinator – Perks of Skyrim.esp
    • CLARALUX Patches Merged.esp
    • Landscape Fixes For Grass Patches Merged.esp
    • LOTD Patches Merged.esp
    • MLU Patches Merged.esp
    • Animals Merged.esp
    • RealisticWaterTwo.esp
    • OMEGA CACO Patches Merged.esp
    • NPC Retexture Merge SSE.esp
    • ELE Merged.esp
    • LOTD Plus Consistency Patches Merged.esp
    • Lexy’s LoTD SE OMEGA – Conflict Resolution.esp
    • OMEGA NPC Retexture – Conflict Resolution.esp
    • Bashed Patch, 0.esp
  11. Click the hammer icon in the toolbar to build the patch.
  12. Once the build process completes, exit Smash.
  13. Create and activate a mod from the files in your Overwrite folder called Smashed Patch.

Lexy’s LOTD SE OMEGA – SMASH Override

custom custom custom 

This mod fixes some issue created by SMASH.

customMain Files — Lexy's LOTD SE OMEGA - SMASH Override

zEdit

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled for this step.

  1. Ensure that your Overwrite directory is empty.
  2. Select zEdit from the executable dropdown and hit Run.
  3. Select Skyrim SE from the dropdown and click Start Session.
  4. Press the OK button at the bottom of the load order list.
  5. Once zEdit has finished loading, right-click in the left panel and select Manage Patchers from the popup menu.
  6. Select Know Your Enemy's Armor Patcher from the left-hand menu.
  7. Make sure the Patch armor descriptions? option is set to false.
  8. Select ENB Light Patcher from the left-hand menu.
  9. Make sure the Candlelight Divisor and Torchlight Divisor boxes are both set to 3.
  10. Select NPC Visual Transfer from the left-hand menu.
  11. Add NPC Retexture Merge SSE.esp, RSChildren.esp, RS Children Patches Merged.esp and OMEGA NPC Retexture - Conflict Resolution.esp to the textbox in the right-hand pane.
  12. Select Build Patches from the left-hand menu.
  13. Uncheck everything except Know your armor patcher.
  14. Click the Build button next to know_your_armor_patch.esp.
  15. Wait until a message appears that reads 1 patch plugins built successfully, then click the X.
  16. Select Manage Patchers from the popup menu for a second time.
  17. Uncheck everything except Know Your Enemy Patcher.
  18. Click the Build button next to know_your_enemy_patch.esp.
  19. Wait until a message appears that reads 1 patch plugins built successfully, then click the X.
  20. Select Manage Patchers from the popup menu for a third time.
  21. Uncheck everything except ENB Light Patcher.
  22. Click the Build button next to ENBLight Patch.esp.
  23. Wait until a message appears that reads 1 patch plugins built successfully, then click the X.
  24. Select Manage Patchers from the popup menu for a fourth and final time.
  25. Uncheck everything except all of the options under zPatch.
  26. Click the Build button next to zPatch.esp.
  27. Wait until a message appears that reads 1 patch plugins built successfully, then click the X.
  28. Close zEdit, and click Save when prompted to save or discard the built patches. Ensure that know_your_armor_patch.esp, know_your_enemy_patch.esp, ENBLight Patch.esp, and zPatch.esp are all listed.
  29. Create and activate a mod from the files in your Overwrite directory called zEdit Output.

zMerge Relinker

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled for this step.

  1. Select zEdit from the executable dropdown and hit Run.
  2. Select zMerge from the dropdown and click Start Session.
  3. Press the button labeled Relink Scripts.
  4. Wait for it to finish, then exit zMerge.
  5. You should now have a mod called Relinker Output. If the mod doesn’t appear, refresh your modlist.
  6. Activate the newly created mod.

xLODGEN

Note

Enable SSE-Terrain-Tamriel.esm for this step only!

Note

This step takes some time to run. On many systems, it takes upwards of two hours. Please ensure you have sufficient time set aside to allow it to complete.

  1. Select xLODGEN from the executable dropdown and hit Run.
  2. In the Select Worldspace(s) box, check everything.
  3. Make sure only Terrain LOD is checked.
  4. Select LOD4 and set the following options:
    • Quality: 10
    • Build Diffuse Size: 1024
    • Build Normal Size: 512
    • Format: BC7 Quick
    • Protect Borders: Checked
  5. Select LOD8 and set the following options:
    • Quality: 15
    • Build Diffuse Size: 512
    • Build Normal Size: 256
    • Format: BC7 Quick
    • Optimize Unseen: on
  6. Select LOD16 and set the following options:
    • Quality: 15
    • Build Diffuse Size: 512
    • Build Normal Size: 256
    • Format: BC7 Quick
    • Optimize Unseen: on
  7. Select LOD32 and set the following options:
    • Quality: 20
    • Build Diffuse Size: 512
    • Build Normal Size: 256
    • Format: BC7 Quick
    • Optimize Unseen: 550
  8. Set Default Size: Diffuse and Normal to 128.
  9. Ensure that Bake normal-maps is checked.
  10. Ensure that Occlusion is unchecked.
  11. Click Generate.
  12. Once the generation finishes, exit xLODGEN, navigate to where you created the SSELODGen_Output directory, and copy it to your MO2 mods directory.
  13. Refresh your modlist in MO2, and activate the newly created SSELODGen_Output mod.
  14. Deactivate SSE-Terrain-Tamriel.esm at this point. It is only needed for xLODGEN operation.
Note

For roads to show correctly on the map, you must now move both A Quality World Map and Better Falskaar and Wyrmstooth Map With Roads underneath xLODGEN Output in the left pane of MO2.

DynDOLOD – Dynamic Distant LOD Generation

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled for this step.

Note

If you aren’t familiar with DynDOLOD, Gamerpoets has a tutorial video that is well worth watching. It can be viewed here.

Setting Up DynDOLOD for Ultra Trees

  1. Navigate to wherever you installed DynDOLOD, and go to Edit Scripts\DynDOLOD\cache.
  2. Delete all files except becauseofreasons.txt.
  3. Go up one level to the Edit Scripts\DynDOLOD directory and open the DynDOLOD_SSE.ini file.
  4. Change the line TreeLOD=1 to TreeLOD=0.

TexGen64

  1. Navigate to your MO2 mods directory and create a new directory called TexGen Output.
  2. Select TexGen64 from the MO2 executable dropdown and hit Run.
  3. In the popup window, navigate to your MO2 mods directory and select the TexGen Output directory you created in step 1.
  4. Change LOD Texture Size to 1024.
  5. Click Start and allow TextGen to run.
  6. Once it has finished, click Exit to exit TexGen.
  7. Activate the newly created TexGen Output mod.

DynDOLOD64

  1. Navigate to your MO2 mods directory and create a new directory called DynDOLOD Output.
  2. Select DynDOLOD from the MO2 executable dropdown and hit Run.
  3. In the popup window, navigate to your MO2 mods directory and select the DynDOLOD Output directory you created in step 1.
  4. Right-click in the top-left selection box and click Select All.
  5. Below the preset buttons, check the boxes marked Candles and FXGlow.
  6. In the options panel, check the boxes marked Generate static LOD, Generate DynDOLOD, Windows, High, Fake lights in child worlds, and Create texture atlas.
  7. Change Max tile size to 1024.
  8. Click the High preset button.
  9. Click OK to begin LOD generation.
  10. Once generation has completed, select Save & Exit to close the window, then click OK to exit DynDOLOD.
  11. Activate the newly created DynDOLOD Output mod.
  12. In the Plugins tab, manually place DynDOLOD.esm after Wyrmstooth.esp.

xLODGEN – Occlusion Generation

Note

Ensure that SSE-Terrain-Tamriel.esm is disabled for this step.

  1. Check everything in the Select Worldspace(s) to generate LOD.
  2. Make sure only Occlusion is checked.
  3. Click Generate.
  4. Once xLODGEN has finished, create and activate a mod from the Overwrite folder contents called xLODGEN - Occlusion Output.