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Step by Step How to guide to using the Skyrim Creation kit to create mods for beginners
Hi and welcome to my first hub on the Skyrim Creation Kit. This is the tool that Bethesda used to create the game and is also used by all the modders who make all the wonderful mods that we all love to use. Mods add so much to the existing game and allow us to explore new lands, wear new clothing, and wield new weapons among many other things. They also fix bugs and enhance or overhaul every aspect of the game.
I have just recently taken up modding in Skyrim and thought I would share my experiences beginner to beginner. There are many excellent guides out there, but they are written by experts and people who are very familiar with the tool and have forgotten what it is like to be unfamiliar with the tool. I will begin at the very start with:
- How to install the Creation kit
- Navigating around the kit, covering what all the various windows do, before finally,
- How to start creating a mod yourself
How to install the Skyrim Creation Kit
The first step is to install the Creation kit itself.
- Log into Steam and navigate to Library and select Tools
- Scroll down to Skyrim Creation Kit, right click and select Install Game
Steam will download the Creation Kit and add a short cut to it on your desktop. You are now ready to launch it and start learning how to create mods of your own.
Introduction to the Skyrim Creation Kit
Now that we have the Creation Kit, open it and you will see the following:
As you can see, it is made up of a number of separate windows called views.
- The first is the Creation Kit itself which has the menus and a number of buttons. The majority of these buttons are not needed for a beginner, so we will largely leave these alone at the moment
- The Object Window is where all the objects that you can add to mods are stored. You can see that the left hand tree has all of the categories of objects and the right hand panel has the objects that are stored in a category. You will use this window a lot while creating mods
- The Render Window renders your mod so that you can see how it will look in game. You can move around inside the window and also zoom in and out (we will cover this in more detail shortly)
- The last window is the Cell View. This lists all the cells in Skyrim as well as any that you create for your mods. This will also list all the objects that you have added to your mods on the right hand side
The basics of creating a simple Skyrim mod using the Creation Kit
Now that you have a rudimentary understanding of what all the views do, it is time to start creating your first mod. To begin:
- Click File and then Data
- Select Skyrim and then OK
If you have already created a mod, the process will be slightly different
- Once again select File and Data
- Choose Skyrim and your mod
- Double Right Click and the mods status will change to Active Plug-in
The Creation Kit will now load the Skyrim.esm file. This may take some time, depending on your system’s speed. You will get a warning, click Yes to all to suppress it.
Now, the Creation kit has loaded all the objects from the main Skyrim.esm file. We are now going to add an object so that we can practise movement and manipulation of objects in the render window. Before we do that, we need to create our own cells for our mod. To do this:
- Click on the Cell View window and select UnownedCell on the left hand side
- Right click on it and select Duplicate Cell
- UnownedCellDUPLICATE001 * will appear in the list
- Click on it and rename it. Ensure that the name doesn’t contain any spaces
- Edit it and select Interior Data
- Change the name to something more appropriate
- Select all the objects in the right hand pane and delete them
Note:you will have to click on another cell and back onto your new cell to see the changes
Now that we have an empty cell, it is time to add a new object to it.
Double click on your new cell so that the Creation Kit knows this is where you want the objects to be placed
- Click on the Object Window and open WorldObjects and then Static, followed by Dungeons and finally Imperial and Small Room
- Drag the object ImpRoomWall01 to the Render Window
How to move about in the Render Window in the Skyrim Creation Kit
The first thing you will need to learn is how to move around in the Render Window. The controls chosen by Bethesda are different to most anything you have used before and will take a while to get used to. I suggest practising moving around until you are used to it before building your first mod. This will save you a lot of annoyance later on. To move around the Render Window:
- To move left, right, up and down (panning), hold down the mouse wheel and move in the direction you want
- Zooming in and out is simple enough; just use the mouse wheel as you do in many other games or applications
- Finally, to rotate the view, hold down the Shift key and move the mouse
Once you are totally happy, it is time to move to the next step, adding more objects into the cell that makes up your mod
How to add objects to your mod’s cell in the Skyrim Creation Kit
Now that we are happy moving around in the Render Window, it is time to add additional objects to your mod. Before we do this, we need to select two buttons to make connecting the objects together easier. On the Creation Kit, select the two buttons shown to the right, the Snap to Grid and Snap to Angle buttons.
One final suggestion which saves a lot of time when you are new to the Creation Kit is to use the Preview ObjectWindow. To turn this on, go to View and select Preview Window. This will allow you to see what an object looks like without having to drag it into the Render Window and then deciding you don’t like it or it is the wrong piece.
Now, we come to adding objects into the cell. This is one of the trickiest parts to learn and it took me quite a while to get to the point where I was able to do this quickly and easily. There are in fact two ways to do it, which you choose is up to personal preference. First, I will illustrate the frustration that this can cause. Drag NorRmSmWallFront01 into the Render Window. Now, drag and drop a second one into the window. You can see how this will look below.
The two walls are in totally different positions. You could move the pieces so that they are together, but believe me that is frustrating and very time consuming. So my advice to you is to never add objects like this it will drive you crazy and you will waste a lot of time and energy lining things up. The first way to add objects so that they are lined up is:
- Select the first object. Press Control D to duplicate it. Another object will appear in the Cell View. The second object is on top of the first. You can then drag it and click it easily into place next to the first wall.
- The second method is to drag the object from the Object Window as before, but drag it on top of the original object. This method is less accurate than the first and I would recommend using only the first method for now.
Should you want a different object to the first (for example a Corner piece) select the duplicate and press Control F. This will allow you to replace the object with another. Go ahead and make your third wall piece NorRmSmCorIn01.
- To ensure that you have no gaps between the objects, zoom in and out and also rotate your objects to check for gaps.
- To rotate a piece, simply select it and press and hold the right mouse button. When it is rotated so that the piece fits, let go of the button
Add another corner so that you have two wall pieces and two corners like this.
Now, we can duplicate this whole wall to make the other wall of the room. To do this, drag a box around it by holding down the left mouse button. You will see the selection boxes (the blue, green and red lines) displayed for all four pieces.
Press Control D to duplicate them and drag them off to the left. Rotate them so that they look like mine below.
Now add two side walls (NorRmSmWallSide01), one to either end using the same method as we did above. Now select the four pieces we created before (either drag a box around them or press Control and select them to create our group once more)
- Drag them until they click into the two wall pieces we just created
To fill the room up, add two NorRmSmMid01 (floor tiles)
Now that we have created a basic room, it is time to save it and play test it.
- Click on File and then choose Save
- Give your new mod a name
- Before leaving the Creation Kit, note down what you called your mod in the Cell View window. You will use this in game when testing
- Launch Skyrim and click on Data and enable your new mod, then click OK
Once Skyrim is open
- Click on the Tilde key (normally under the escape key) and the console will open
- Type in coc followed by the name you gave your mod in the Cell View window. My mod is called Robsroom, so I typed in coc Robsroom
Coc stands for centre on cell in case you were curious! Now we have created our first mod, go ahead and wander around your new room, checking for any seams or graphical glitches that you will need to fix. Once you are happy with your room quit Skyrim and enjoy having finished your very first simple mod!
Conclusion
In this hub, I have covered the very basics of using the Skyrim Creation Kit. As a learner myself, I found that the videos and tutorials I was following skipped too quickly past the very basics. There are a number of small hurdles you need to get over to be able to efficiently use and enjoy the kit. These are:
- Moving around the Render Window
- Placing new objects in the Render Window so that they can be connected to existing objects quickly and easily
Once we have a familiarity with both of these concepts, we looked at the various windows that make up the Creation Kit:
The Creation Kit itself, with the menus and buttons you will need to use to create mods
- Objects are listed in categories in the Object Window
- Cells are listed in the Cell Window
- Your mod is shown in 3D in the Render Window
Finally, we created a small Nordic room and tested it in game to ensure that we had created a perfectly formed room. I hope that you enjoyed this hub and it has helped you to better understand the Creation Kit. It is a very powerful tool, if you look at Skyrim Nexus Mods and check out some of the wonderful mods created using it, you can see just how far this tool can take you. I have a hub on getting the most out of this website which can be found here:
Thanks for reading and happy modding!
How familiar with the Skyrim Creation Kit were you before you read my hub
- is there a way to edit and rewrite the original story?
- I want to make a mod where you can make people naked that is what.
- Hey (:Your description is awesome and helped me a lot. Just tried it for the first time but if I drag the ImpRoomWall01 into the Render Window it does not show any texture for some reason. Its just black, do you know what I can do?
- Hi, thanks for this very clear tutorial !At the end you said that the command is coc + name of the plug-in, but is it not coc + name of the cell ? The first didn't work for me, while the second worked perfectly ;)Thanks again !
After 80 hours of playing vanilla Fallout 4, I’ve decided that it’s time for mods. Here’s how you can join me.
Before we get started with the instructions, I want to point out that modding Fallout 4 is simple, but it will get easier as time goes on. Publisher Bethesda has yet to release its official modding tools for its latest open-world hit. We should get that next year along with Steam Workshop support. Steam Workshop is how Valve enables developers and the community to instantly plug add-ons into games natively through Steam. This enables players to click the “subscribe” button on a workshop page in Steam to instantly add mods. But even when that happens for Fallout 4, the process I’m about to go over should always work.
Let’s get to it:
Installing mods
Finding and downloading mods
- First, you’ll need to find mods that you want to use with Fallout 4.
- The most trusted site right now is Nexus Mods.
- Pick a mod like Lowered Weapons, and click on the “Files” tab.
- Click the “download manually” link.
- Save the file to your desktop or a Fallout 4 mods folder.
Above: Nexus Mods is a great resource.
Extracting and installing mods
- Go to the folder you downloaded the mods to.
- Use a program like WinRAR to extract the downloaded files into a new folder.
- Use the “Extract to …” option to ensure that files don’t get lost or disorganized.
- Go into the new folder and copy the applicable files.
- Generally, you’ll want to copy the entire folder (Meshes in the Lowered Weapons example).
- Find your Fallout 4 install location, which is typically: C:Program Files (x86)Steamsteamappscommon
- Paste the copied folder into Fallout 4’s “Data” folder.
- If it asks you to replace or merge files, hit “yes.”
Editing the .ini file
- Finally, you need to edit the .ini file to teach Fallout 4 to look for mods.
- Find the .ini file, which is almost always here: C:Users*USERNAME*Documentsmy gamesFallout4
- Right click on Fallout4.ini and select Edit.
- Hit CTRL+F and search the file for this: “sResourceDataDirsFinal=STRINGS”
- In the case of Lowered Weapons, add “, MESHES” to the end of that line.
- It should now read: “sResourceDataDirsFinal=STRINGS, MESHES”
- Go to file and Save As and replace the current .ini file.
- Keep in mind that it won’t always be “, MESHES” that you’ll need to add. It depends on the name of the file that you add to Fallout 4’s Data folder.
Now, all you have to do is boot up the game and enjoy. Let us know if you have any issues.
Posted bySystem Halt6 months ago
Archived
THIS TUTORIAL HAS BEEN REVISED. THE METHOD TO IMPLEMENT MODS HAS CHANGED. PLEASE REFER TO THE NEW METHOD TO INSTALL YOUR MODS BELOW. CREDIT GIVEN DOWN IN THE UPDATED SECTION.
So I’ve seen this topic come up a few times here, with never any really definitive answers on it. So I figured I would share my methods(no longer simply my methods) for modding this great game. This is a LONG read, so I apologize in advance, I just wanted to attempt to be as thorough as possible.
(There is a list of mods that I have verified working on ps3, as well as a list of some that do not work, at the end of this tutorial. In addition, there are important notes regarding mods. And finally, if requested, I can upload my mod collection to a file sharing service for everyone. Will take time, and depends on the interest, I guess.)
I currently have about 30+ mods running on my game, (don't do this) (and a whole ton more that I’m not using but do work) and am currently level 41 with little to no issues other than increased load times and the usual lag that comes with vanilla Skyrim.
We’ll go ahead and discuss load times now, I feel this is the most important. I can give you my experience but keep this in mind:
I’m running my entire game off of a USB stick. That means the disk(game folders), internal game data, well as installed DLC. So the whole enchilada. ( I have 3 data folders for swapping and testing, 2 on usb, 1 on HD)
My load time ( with 30 mods) is as follows:
From the xmb to the press start screen: 3 minutes
From pressing continue to the initial game load : 1 minute 40 seconds.
Fast traveling or other normal in-game loading(doors) : Near normal load times in most cases (an occasional long load here and there, never more than 35-40 seconds)
You will see my own mod setup below, but I’ll tell you now I’m running a few big ones in there, Climates of Tamriel, The Hairstyler, Ordinator Perk Overhaul (which is fucking awesome). So I don’t feel this is too bad.
But I’m also not an impatient man, so I’ll tell you this: More mods = longer load.
Example: With simply Climates of Tamriel, Breezehome, UFO, Cinematic FireFX, More money mod = no noticeable load time change. The complexity and size of mod increases this. Much faster running off the HD.
AN IMPORTANT MESSAGE REGARDING SAVE SIZE, AND DIRTY SAVES:
This game suffers from what I like to call Bethesda syndrome. Like Fallout 3 and NV, after a while your save file will get bigger and bigger. At some point, so big that the game starts to get laggy. To the point of unplayability. Keep this in mind. Upon hitting the 10mb save file mark, you may experience issues such as long loads, stuttering, and extremely low frame rates. This happens REGARDLESS OF WHETHER YOU HAVE MODS OR NOT Please keep this in mind. I believe This Link (link also at bottom) has a method to reduce your save file size, but you must have a copy of skyrim for the pc. Also, if you are using the Breezehome mod, you must un-install it (using the instructions in the mod, which is the book on the pedestal near the front door) before attempting the method to reduce your save file size. If you do not un-install the house mod properly, it will break breezehome. Do not attempt this if using Ordinator or the Breezehome mod, it'll break your game. Do not attempt this with any mod that makes big or permanent changes (perk tree, heavily modded vanilla homes, or permanent stat changers) you have been warned.
Also, keep a clean save nearby at all times. When you load mods and then save your game, some of that data regarding the mods is also saved in your game. When you remove the mods later for whatever reason, the remnants in your save can cause issues in your game. Always test your mods from a fresh save, and keep a backup, CLEAN save with no mods loaded to fall back on or at least a save with the mods you know for sure you are keeping. It will save you headaches later.
First things first. I will freely admit I do not know the first thing about properly modding these games for the console. I’m fairly certain to do it properly would involve the creation of new EDAT files, which I don’t know how to do. But thanks to an awesome user here, we now have an edat and method to implement these mods properly!!
Disclaimer: All mods have been created by their respective owners. I DO NOT take credit for any of this, as I simply found how to pack loose mods for ps3 use. I am not responsible for damage to your console in any way, shape or form. Use this knowledge at your own risk. I have had no issues with mine, playing this way for months. But if your console happens to open a portal to hell, explodes, or tries to steal your girlfriend, I AM NOT RESPONSIBLE.
This information has been compiled from a combination of various forum sources I found online, and my own experimentation. In addition, some mods in my collection were obtained from forum posts of others regarding ps3 skyrim mods and some youtube links. I will give credit where I can.
CREDIT: I would like to thank /u/MikoGames08, who was generous enough to share this information (and file) with me, and also allow me to share it with you.
So now that is out of the way, here we go. You will need the following:
- PS3 with CFW (obviously)
- Multiman or homebrew with file manager of some type
- NEW!! REQUIREDTHIS FILE RIGHT HERE MODS.EDAT (This is the edat that we are going to use to load the mods. Credit to /u/MikoGames08 for sharing the file and knowledge needed on this.)
- Skyrim Legendary Edition (I am using US version), with all 3 DLC’s installed (You must have at least Dawnguard installed for this method to work. Some mods may require resources from Dragonborn and Hearthfire, so I suggest installing all 3)
- A PC ( I think any pc will do, this isn’t super intensive work)
- WinRAR or 7zip (I’m giving more than one choice here, don’t hate!)
- BSAopt ver. 1.63 (to pack loose files into BSA for PS3 use. This specific version is the only one I found to work properly) (OPTIONAL but RECOMMENDED)
- Creation Kit (To create dummy .esp files to use with Texture packs) (OPTIONAL)
- A nexus account, or similar place to acquire PC Skyrim mods
- A lot of patience.
Mods that are older work the best, but some of the newer ones will work as well. Mods must be in the format of an .esp or .esm file with an accompanying BSA file (if it needs one, some don’t). LOOSE FOLDER MODS WILL WORK (I've been told), but I like to pack them. That is what BSAopt is for, and we will get to that shortly.
WHERE THE MODS GO (UPDATED):
To install:
Copy the MODS.EDAT to a safe place on a USB stick, and insert into the slot closest to the drive (right slot), (or FTP if you have the knowledge), and using MMCM (Multiman) File Manager, navigate to the directory where your Skyrim Legendary DLC is located.
Navigate to dev_hdd0/game/ The game has 2 ID’s in this folder. The first, BLUS30778CACHE, is for the main game data files (This is the games install data, not the dlc) The second folder, BLUS31202, is where the DLC for the game is located, and this is where the mods are going to go. Navigate to USRDIR/NPDRM/. WE ARE GOING TO COPY THE MODS.EDAT HERE AND CREATE A NEW FOLDER CALLED MODS LIKE THIS:
And there you have it! :)
This section is split into examples: Simple, and Complex. Tutorial links consist of the mod link, and screenshots for visual aid.
SIMPLE: esp and bsa ready to go
We are using Automatic Item Storage for this example.
Extract the zip or rar file of this mod somewhere you will be able to find it (folder on the desktop maybe?) or you can go ahead and extract to a USB for transfer to the PS3. This mod is a simple example because it already comes as an .esp and .bsa file.
The mods will go into the MODS/DATA/ folder, as indicated above.
Simply copy the 2 mod files (.esp and .bsa) from your USB into this directory. That’s it. Start your game. Upon loading your game you should be greeted by a message regarding the magical auto storage fish. If so, SUCCESS.
COMPLEX (2 Examples):
Example 1: Mod with an .esp and LOOSE Files
A note on this: folders like fomod and screenshots can be ignored as they are for mod managers and irrelevant. Folders to pack are going to be:
- Textures
- Meshes
- Sounds
- Voices
- Scripts
- Seq
I'm sure I'm probably missing something, but that's the gist of it. And if the mod doesn't have any of the above, then don't worry, it doesn't need it.
We are using Dovahbit of Caerbannog for our example.
WARNING: Dovahbit is not compatible with follower mods such as UFO or AFT. You must use DovaHare, found on the same page.
Method: Download and extract BSAopt to a folder you will find easy to work with. Do not touch any of the settings, it should work as-is. The only setting you may want to play with is the compression level. For larger mods, (over 100 mb) I have set the level to 5 with no issues. This is a setting you can experiment with.
Now extract the mod files. In the extraction window, navigate to the BSAopt folder you installed BSAopt to.
Here you will see 2 folders, one titled “in”, and the other “out”. Extract the loose folders to the “in” folder in BSAopt. Extract the .esp file to an easy location to access later.
Start the BSAopt program. Choose the executable for your system, 32bit or 64 and run it. You will be greeted by this:
If you did this correctly, you should already see folder structures in the BSAopt window:
If not, then click the Browse button near the top, navigate to the “in” folder, and click use folder at the bottom:
Next, click the browse button at the bottom of the app window, and type in a name for the BSA file. THE BSA FILE NAME MUST EXACTLY MATCH THE NAME OF THE .ESP FILE. So Dovahbit.bsa, to match the Dovahbit.esp file you already have.
After doing this, click Pack. Wait for it to finish, and once done, the BSA file you created will be in the “out” folder.
Next, simply follow the same installation method from the simple example above. Place the 2 files for Dovahbit (bsa and esp) in the MODS/DATA folder with your other mods. Fire up your game. Done.
Tip: Dovahbit can be found in Farengar’s section of Dragons Reach.
Tip: Don't forget to clean out the 'in' folder before extracting and preparing your next mod. Things get screwy when you accidentally combine folders from different mods.
Example 2:
Loose files with NO ESP (these are mostly texture replacers.) This requires Creation Kit or a way to make esp files.
Simply take the loose files, extract them into BSAopt “in” folder, same as above. Click browse below, and give it a filename that is simple but easy to identify.
We will use CBBE for this example (This is not recommended, as this pack puts excessive strain on the system, causing freeze ups and crashes. It is possible to use with the low textures, but there are less resource intensive mods to achieve the same effect. This is simply to prove it works. For custom bodies and armor, see the section of working mods at the end of this tutorial)
Extract the CBBE files to a folder of your choice to work from. The next steps will apply to any mod similar to this, as this mod comes with multiple install options and you will have to choose how you want to build it. (Always read the mod’s nexus page for important information regarding use, requirements, and conflicts. It will save you headaches later if you REALLY get into doing this)
This is what you should see where you extracted the folders:
This mod requires the slim section to work, so open that folder. Inside should be 2 folders: textures, and meshes. These are the ones you want. Copy these 2 folders to the “in” folder of BSAopt.
Next, choose whether you want the curvy textures as well. If so, then open the curvy folder, and copy the 2 folders inside (yep, textures and meshes) to the BSAopt “in” folder, and YES, OVERWRITE THE PREVIOUS FILES WHEN ASKED.
Finally, pick any other of the features you want, and repeat the process, overwriting when necessary. The Texture Quality folder has 3 subfolders, low, med, and high. If you so choose, copy the corresponding slim or curvy folder within your desired quality folder to the “in” folder, but only choose 1! This is why it is important to read the mod instructions, because you can’t just pack this whole mod up and expect it to work, there is a method.
Set your preferred compression level and pack your files. I packed these at 5, because I assumed that extreme compression would cause texture issues. This is only my personal speculation, your mileage may vary.
Now we move to Creation Kit: (This is SUPER SIMPLE): Open Creation Kit. If it throws an error (Mine does) Just click yes to all and it will go away. Click on File, then Data:
Click Ok, then click File, Save. Name your save file EXACTLY THE SAME AS THE FILE YOU PACKED EARLIER (so for CBBEPS3.BSA, you would save in creation kit as CBBEPS3) Save it. That’s it. Find the .esp file you just saved, pair it with the BSA you packed, and install it via the same method as before. BOOM, textures replaced.
Final Notes:
Some mods for Skyrim require a certain load order to prevent conflicts. While there is no “Loot” or mod manager for the PS3, we have limited control over the load order. But the general consensus online that I found regarding this is that the load order is determined on the console by the order in which you copy your mods into the folder. It has to do with file write dates I suppose. To my knowledge this hasn’t been verified, but it is the current theory (Don’t quote me I could be totally wrong about this)
A quick note before the list:
Mods that require SKSE,SKYUI, or any external program that requires an .exe or .dll file currently do not work. This is not extremely limiting, as there are over 50,000 mods on Nexus, but it is good to keep in mind. ( I believe the Elite Electronics guys figured out how to implement parts of SKSE, but it’s beyond my current experience)
Mods that have their own custom voices are a mixed bag. Most of the time the mod will work, but the voices won’t. An example of this is the Jesus follower mod. He’s there, but he won’t talk. No fun with silent Jesus. Others, like Dreamborne Isles (Yes, it works on PS3) work, but no voices. Turn on all subtitles in the options to read the dialogue instead.
I am currently experimenting with converting the sound files to be compatible and hopefully readable on the ps3, but I don’t have anything substantial to share, so no custom voices for now.
One more thing on follower mods: Older ones are best. Unfortunately, no Recorder or Inigo for us, as those are so intense that they lock up the system upon trying to enter the area they reside in. Beware of follower mods that claim hundreds of lines of new dialogue, as you won’t be able to hear it anyway.
Body and CBBE armor replacers have neck seam issues that require texture editing to fix. But it’s not that bad (to me anyway).
THIS LIST IS IN NO WAY COMPLETE
Mods I’m running together (My setup):
Better Embers (Ready to go)
Cinematic FireFX (Ready to go)
Climates of Tamriel (Ready to go. Makes you want to just stare at the sky. I use interiors and nights lvl2 as well)
Conjuration Madness (Ready to go. Want to summon a dragon? Now you can! A few select spells do not work.)
Dovahbit (Pack via tutorial above, use Dovahare for UFO compatibility)
Breezehome Fully Upgradeable (Ready to go, amazing house)
ELFX – Weathers (Ready to go. Lighting effects, kinda redundant with CoT above, but meh….)
Extra Encounters Reborn (Ready to go, I use the all versions download. All seems to work)
Automatic Item Storage (Ready to go. It’s a magical fish!)
Amulet of Homecoming (Ready to go)
FCO – Follower Commentary Overhaul (Ready to go)
Killer Keos Skimpy CBBE V2-V3 Armor Replacer (Must Pack loose files into bsa)
Guard Dialogue Overhaul (Ready to go)
3D Load Screens (Ready to go. A few are glitched. Does not affect gameplay.)
The Hairstyler (Ready to go. A good portion are glitched/do not work, but there are enough that do that I decided to include it here. I use it.)
Move it Dammit (Ready to go. Now followers actually get the fuck out of your way. Highly Recommended)
No skill limit (Ready to go)
Possessive Corpses (You must pack the script before using) – A note on this one: This mod has not been proven to reduce ps3 save sizes, but does link weapons to corpses to reduce clutter. I'm running this as a test.
QaxeWinterholdRebuild (Ready to go. Enable subtitles for the dialogue. In instances where quests don't initiate, try talking to the character again to get it going. I have completed this on my PS3.)
Rings of Power (Ready to go)
URWL (Ready to go)
Nora Strongheart (Follower, Ready to go)
Merchant Medallion (Ready to go. Summon a merchant anywhere)
UFO (Ready to go. Try the compatibility version)
More gold (Ready to go)
Redspire Manor (Must pack files before use. Oh, and I'm in love with this house.)
Monsters Reborn (Ready to go. Makes higher level questing still challenging)
Ordinator (Ready to go.)
Reverse Crafting (Ready to go. Melt down all those junk weapons you keep picking up)
Sylvia (Ready to go. Follower)
I apologize in advance for the lack of links. A quick google search of 'Name skyrim mod' should bring up the appropriate Nexus page.
Purity (Weather The water glitches on occasion)
Pure Weather (Looks Great)
Alchemist Pocket Garden (Player Home May require packing first)
Carriage and Ferry Travel Overhaul (Pack first, works but no custom voices)
Jango Mountable Sabrecat (Works fine, but he was goofy looking. Riding glitches sometimes)
More Foliage Whiterun (This adds a shit ton of trees to Whiterun. Simple script but does increase load times for Whiterun. May cause excessive stuttering depending on load.)
Helgen Reborn (Pack if necessary. Works, no voices. Not Fully Tested)
Simple NPC Outfit Manager (Change anyones clothes through dialogue options. Warning: With UFO it is possible to 'cheat' by giving your follower badass armor through this mod, and removing it from them afterwards. UFO dialogue option 'You could dress better'. May produce unexpected results.)
Empowered Magic (Minor magic perk overhaul. I used this before Ordinator)
How To Download Skyrim Mods
Character Creation Overhaul (Only lightly tested, may cause game breaking glitches, needs more testing)
Dreamborne Isle (May need packing. Voices do not work. Subtitles recommended. Not fully tested)
Lively Followers (May conflict with UFO)
Open Cities (This one actually worked, I was surprised. Exiting a building inside the city will load the city separately like the vanilla game. But from anywhere in Skyrim, the city gates should open with no load screen.)
Random Alternate Start (Worked the 2 times I tried it. Mileage may vary)
Leveler's Tower (Unzip the resources to 'in' first, then unzip the loose folders from the esp zip into 'in', OVERWRITE WHEN ASKED. Pack at compression 5. May cause crashes, not fully tested)
Not Working:
INIGO - COMING SOON (MAYBE)
Recorder (Not at this time) Pixel 4d mod apk.
Heritage Mod (Upon creating your new character, you are stuck in 3rd person, and not in a good way either.)
Waffa's Skyrim mod pack (Some packed ready to go. Unsure if the DL link is still good.)
Older Resources (May not be relevant)
Skyrim Elite Edition -Elite Electronics (For information about their mod pack and how to use it if you so choose DL in the next link This mod overwrites files in the game disc folder itself as well. Make a backup of your GAME before trying)
Elite Electronics Download links (One final release of all their stuff. They no longer work on this)
Some Personal Screenshots
And I think that's it. 25,000 characters, my OCD wouldn't let me leave it alone, lol. I feel like this is at least a good start for anyone looking to try to mod this game.
This is my first ever tutorial on Reddit, so I hope it's comprehensive and helpful.
I will answer any questions that I can. If you feel I've left anything out, let me know.
Happy Modding.
I will continue to edit this as necessary. All suggestions are welcome!
How To Install Skyrim Mods Steam
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