chazzranger Posted February 3, 2021 Share Posted February 3, 2021 About to start a fresh game with what appears to be a stable modlist. What's good protocol now for activating mods? If I'm confident it's stable, can I just fire up all the mods and go? Or will MCM explode? :laugh:Only got 160 plugins. Using Vortex if it matters. Link to comment Share on other sites More sharing options...
BinaryMessiah Posted February 4, 2021 Share Posted February 4, 2021 It's better to use MO2 as it's like Legos and you can drag and drop mods and click on them to see what's overriding what. I stopped using Vortex a long time ago. Make sure you sort with Loot and clean your mods. I don't recommend cleaning new lands like Falskaar or Bruma. Also check all messages in Loot to make sure you have all the compatibility patches you need and make a Bashed Patch. At 160 mods I wouldn't worry about merging or ESL flagging esps. Link to comment Share on other sites More sharing options...
FuryoftheStars Posted February 4, 2021 Share Posted February 4, 2021 (edited) Iâm just going to comment that Vortex vs MO2 is a completely personal preference. If you want, try both out and get the feel for which one you like better. Some like MO2 better, others like Vortex. Edited February 4, 2021 by FuryoftheStars Link to comment Share on other sites More sharing options...
Akulakha Posted February 5, 2021 Share Posted February 5, 2021 Yeah I personally prefer Vortex but that's just me. I have 832 plugins in my load order currently and atm my crashes mainly come from using too much memory or working my graphics card too hard but that mainly happens when I have programs on in the background. I got unofficial skyrim patch, engine fixes and bug fixes mods as part of my load order which helps to keep my game stable and running smoothly so I highly recommend downloading those. Also use LOOT to manage your load order: that's the most important thing. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 5, 2021 Share Posted February 5, 2021 About to start a fresh game with what appears to be a stable modlist. What's good protocol now for activating mods? If I'm confident it's stable, can I just fire up all the mods and go? Or will MCM explode? :laugh:Only got 160 plugins. Using Vortex if it matters.If you are confident that all your mods are stable, you can fire the game up with all of them active. Just make sure you are using Alternate Start Live Another Life so that you are in an area where you can just chill and let all those mods do their start up thing. If you are not going to use an alternate start mod but rather go through the opening Helgen sequence, only apply the mods needed to create your character. Everything else can probably be added to the game as early as getting your hands freed just inside Helgen Keep or just after exiting the Helgen cave. Link to comment Share on other sites More sharing options...
FuryoftheStars Posted February 5, 2021 Share Posted February 5, 2021 (edited) About to start a fresh game with what appears to be a stable modlist. What's good protocol now for activating mods? If I'm confident it's stable, can I just fire up all the mods and go? Or will MCM explode? :laugh:Only got 160 plugins. Using Vortex if it matters.If you are confident that all your mods are stable, you can fire the game up with all of them active. Just make sure you are using Alternate Start Live Another Life so that you are in an area where you can just chill and let all those mods do their start up thing. If you are not going to use an alternate start mod but rather go through the opening Helgen sequence, only apply the mods needed to create your character. Everything else can probably be added to the game as early as getting your hands freed just inside Helgen Keep or just after exiting the Helgen cave. Oh, I've never done this. :tongue: I've always just let it run through the initial start with them all loaded. Over 300 plugins for myself. *shrug* Edited February 5, 2021 by FuryoftheStars Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 5, 2021 Share Posted February 5, 2021 The opening sequence is pretty script heavy itself. Having a bunch of mods active, especially other script heavy mods, all trying to start up at the very beginning can have unintended side effects. Look up the various threads where people have experienced a wagon ride that wasn't very smooth or an out right halting of the opening sequences preventing players from being able to continue the game. Link to comment Share on other sites More sharing options...
FuryoftheStars Posted February 5, 2021 Share Posted February 5, 2021 Yes, I am aware of those things. Sorry, I'm not trying to say "you're wrong", cause I know you're right. I'm merely stating that I have never done that. I hadn't even considered that use of the Alt Life mod (I personally have never used it). I personally have encountered the bugged wagon ride (for which there is a patch mod for and works for me), and recently ran into the unable to move bug when entering the keep. Not 100% sure what caused that, cause repeated attempts at restarting did not fix it (I think I finally got past it with a console command to re-enable player controls), but subsequent playthroughs have not encountered the issue despite more mods being added to my load out (I think I was around 200 mods at the time I encountered this). I did remove some mods, though, so it's entirely possible a bugged mod or even a bad load order is what caused that for me. Link to comment Share on other sites More sharing options...
chazzranger Posted February 6, 2021 Author Share Posted February 6, 2021 About to start a fresh game with what appears to be a stable modlist. What's good protocol now for activating mods? If I'm confident it's stable, can I just fire up all the mods and go? Or will MCM explode? :laugh:Only got 160 plugins. Using Vortex if it matters.If you are confident that all your mods are stable, you can fire the game up with all of them active. Just make sure you are using Alternate Start Live Another Life so that you are in an area where you can just chill and let all those mods do their start up thing. If you are not going to use an alternate start mod but rather go through the opening Helgen sequence, only apply the mods needed to create your character. Everything else can probably be added to the game as early as getting your hands freed just inside Helgen Keep or just after exiting the Helgen cave. Thanks, exactly the answer I was hoping for! I have a clean unmodded save in the cave just before exiting Helgen into Skyrim. As long as I can just hang there and wait for the main mods to load up, that's perfect (some mods I prefer to add as I play, like when I hit certain levels or complete tasks that relate to the mod... adds bonus incentives to look forward to and adds more character-building) FWIW, after many many years of using NMM and MO2, I prefer Vortex :) Link to comment Share on other sites More sharing options...
leonardo2 Posted February 6, 2021 Share Posted February 6, 2021 It's better to use MO2 as it's like Legos and you can drag and drop mods and click on them to see what's overriding what. I stopped using Vortex a long time ago. Make sure you sort with Loot and clean your mods. I don't recommend cleaning new lands like Falskaar or Bruma. Also check all messages in Loot to make sure you have all the compatibility patches you need and make a Bashed Patch. At 160 mods I wouldn't worry about merging or ESL flagging esps.You can also do that in Wrye Bash, perhaps even better than MO2. I always use the mods I like from Arthmoor's huge mod collection since every mod he has created are synced with the bug fixes in USSEP. There are a few other mods I use and one of them is AFT (the original mod), a must-have-mod for me, along with RDO and of course my own mod. I also use the mods I listed below. https://www.nexusmods.com/skyrimspecialedition/mods/8889https://www.nexusmods.com/skyrimspecialedition/mods/23081 (main mod) - https://www.nexusmods.com/skyrimspecialedition/mods/23220 (mod patches) https://www.nexusmods.com/skyrimspecialedition/mods/667https://www.nexusmods.com/skyrimspecialedition/mods/5804https://www.nexusmods.com/skyrimspecialedition/mods/3057https://www.nexusmods.com/skyrimspecialedition/mods/245 Link to comment Share on other sites More sharing options...
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