Sadly or gladly... that is the way of modding in Skyrim. The process can take days and then testing out days to see nothing is broken. Most likely something will... and then it's back to the drawing board.
Inter's result is one of many trial and error runs like most of us are doing.
this is my entire loadorder, too bad it doesnt auto-link every mod... when i have some extra time, im gonna link everything to nexus link.
(also, there are LoversLab mods in there. )
What the Skyrim modding scene needs is a way to automate exact duplicate mod loads and configs. This would help us test and debug a standard mod load while attaining a stable load as and help neophytes get a greatly improved experience with an expertly modded game. Has this been done already? Does MO facilitate it?
Yes that guide is subject to a lot of user errors and isn't automated in any way. I know you were trying to give some help. STEP is a poor substitute for mod/config duplication.
As it is now, comprehensive modding of Skyrim is out of reach of %99+ of people. Even if we think we have a good mod load that has taken many hours to create, there's no way to know for sure without playtesting it for many hours. Then bugs can show that only an experienced modder may (or may not) be able to track down and fix.
A community built mod load could however be successfully built, tested, diagnosed and fixed and then enjoyed by many more people. MO and NMM both need this ability. Perhaps during the install process, a series of check boxes for each mod to install would be adequate for giving credit to each mod developer.
It would be quite advanced to do something like that for TES of FO3/NV i think. Especially since it's not just load order and which mods they used together that matters for stability, you also have to take into account .ini settings, and of course also if they used Wrye Bash or not to create a bashed patch.
At its current state, the best you could possibly hope for is someone sharing their own mod load order, mod files and all, and hope that they did the work of checking for conflicts, sorting out the order properly etc.
But obviously, modders aren't too keen on that idea for quite a few reasons. There was a bit of a shitstorm when a massive pack like that was made for Oblivion, the author obviously didn't bother asking each and every modder for permission.
It would be quite advanced to do something like that for TES of FO3/NV i think. Especially since it's not just load order and which mods they used together that matters for stability, you also have to take into account .ini settings, and of course also if they used Wrye Bash or not to create a bashed patch.
Yes, part of the duplication process would be to copy ini settings and any bashed patch. Since both aren't a mod that's easy to just copy. The goal should be exact duplication, or as close as possible save for a few user-specific settings like resolution, mouse sensitivity, volume, etc.. Load order is a given - duplicate it, otherwise the whole process would not work at all.
Ok so I never played this game (yeah, blame me...).
Anyway it is on Steam sale for 3,74 €. Should I get the base version of the Legendary Edition for 10,19€? Is the additional content worth the premium? I heard it is recommended to use mods anyway, so maybe the base version is enough?
“The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion.”
- Albert Camus
The additional content is a good bunch of hours of story/characters/locations, so I would say it's worth it. But I understand people here manage to integrate the yarr DLC with the legit base game
Ok so I never played this game (yeah, blame me...).
Soon banned
But like mentioned already, you can just buy the main game only and download the DLCs from other sources. As they are just plugin files that you (de)activate in the games launcher
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