Fkemman11 Posted March 11, 2018 Share Posted March 11, 2018 Mod tiers. Why would mod tiers help you ask? It would imo, help establish a better understanding of what mod fits where according to it's complexity. How it would work in theory is this: Lets say the bottom tier or 3rd tier is where you would find simple mods like texture replacers and a mod that changes stats on weapon and is stand alone and can presumably go anywhere in your load order. Second tier would be mods that maybe do something like add a player home where there are some new meshes, textures, an new npc or two, and some scripting for bathing or something that would need to go before some mods and after others(tricky). First tier would be something like a large quest mod with many stages or a new world space or partial conversion and would be an esm going near the top of your load order. I just put this together as an example and am not really sure what the best standard would be for classification. Do you think something like this would help people or just make things more complicated? Link to comment Share on other sites More sharing options...
Mudran Posted March 28, 2018 Share Posted March 28, 2018 Sounds interesting :) Link to comment Share on other sites More sharing options...
SkyGuy88 Posted May 11, 2018 Share Posted May 11, 2018 I do mod tiers. Esm'sBug fix modsCharacter AppearanceNew/Changed ItemsFollowersNew LocationsTexture OverhaulsWeather/Lightning modsGame changing modsSL mods that aren't esm'sAlternate StartNPC overhaul modsSkeletonFnisBatchedPatch Link to comment Share on other sites More sharing options...
kthompsen Posted May 28, 2018 Share Posted May 28, 2018 I already do it this way myself. I generally put environmental and texture stuff on the bottom (loading last), cities and architecture before that, weapons, gameplay on top, then nuts n bolts and patches type of stuff loaded the earliest, like where Master files are loaded. Link to comment Share on other sites More sharing options...
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