Diana TES GotH is creating Modding Guides and Tutorials
Contact: Link to Diana TES GotH Nexus Profile. Diana TES Goth on Discord: Link to Diana TES GotH live chat discord server. Changelog: Allows you to view revisions Diana TES GotH has made to the guides and tutorials hosted by Nexus Wiki.
- 1 Overview
- 2 Current List of Guides and Tutorials
- 3 Installing Official Games and Addons
- 4 Install Utilities
- 5 Install a Mod Management Utility
- 6 Load Order PHILOSOPHY & GUIDE
- 7 References
Guides and Tutorials I am creating are structured for The Elder Scrolls Anthology PC games (Arena, Daggerfall, Morrowind, Oblivion, and Skyrim along with all their DLCs). I became even more excited about these games when I discovered the TES Renewal Project where other fans have created additional content that seek to merge the games together into a more modern gaming engine. (Morroblivion, Skyblivion, and Skywind). While many fans share their mod lists, they are not tailored for a beginning modder.
I strive to teach when creating my guides. I want users who follow my work to understand the "ins and outs" of what is actually involved in creating a stable modded game. This way the user can hopefully know how to set up a game with their own unique style of game play as opposed to following what someone else has put out there for them. I am more of an adventure/fantasy player, so I prefer graphic overhauls that add unique scenery and items to my game. Others prefer more realistic- survival and combat style overhauls. I try to blend a little of each with my setup to accommodate all users. But, wouldn't it be nice to know how to mod your own game your own way? Hopefully after following my guides and tutorials, a user will understand how to do this for themselves.
Most of my knowledge of modding was gathered from the STEP Wiki, STEP Forums, and chatting with some legendary mod authors and developers on Discord. Now, I'm hoping to "pay it forward" in a way with my instructional guides. So please, never hesitate to let me know where I should make improvements in my process. I want you all who are new to modding to leave with the experience of understanding how to mod your own games your own way and make them stable. I also look forward to learning more from our experienced modders who may catch something I have missed, or didn't fully understand myself. I still have to take breaks from editing my guides in order to research how best to perform certain tasks to keep my mods stable.
Current List of Guides and Tutorials
Installing Official Games and Addons
Disclaimer: READ the developer’s information provided before performing any installations. The instructions provided within my guides and tutorials are only suggestions that work for the majority of users. Not all users have the same system setup. I am not responsible or liable for users who do not install the recommended mods or utilites carefully and end up breaking their game, or if a user's system is not capable of handling the recommended mods or utilities and is damaged.
It is particularly important that new users begin with a clean installation of any game in order to be successful with their modding experience the first time through. It is recommended that you take the time to back up a clean installation to save time and effort in having to redownload and reinstall your game.
IMPORTANT: READ the developer’s information provided before performing any installations. It is the responsibility of the user to read all documentation provided by the developers to learn how to use the recommended utilities and mods.
Please make certain to install the free open source 7-Zip (or other compression software for .rar, .zip, or .7zip) as it is required to perform the extraction and compression of most downloaded files, including mods and utilities.
Each mod is preceded by one (or more) of these tags for easier management of the guide:
- CORE: This is a core part of the guide and is required to be installed.
- Off Site: This is not a Nexus Mods download. Registration may be required.
- TOOL: A modding utility to be used during your modding adventure.
- OPTIONAL: This is optional, it can be installed based on user preference.
- HQ: The mod is intended for users with higher-end systems looking for a High-Quality visual experience. (Note: This does not mean it should be avoided by low-end system users, but simply that the performance hit might not be worth the visual improvements.)
- EDIT: Mods that require special editing with xEdit or other modding utility. It is always best to double check with Mod Author before editing a mod in any way. Be aware that mod authors may not assist users who alter their original mod.
- MERGED: This mod can safely be merged to reduce the overall plugin count. Be aware that mod authors may not assist users who alter their original mod.
- BSA Extracted: This mod BSA(s) needs to be extracted using either a BSA extraction utility or MO 2's BSA extractor. Be aware that mod authors may not assist users who alter their original mod.
- • BAIN - Wrye Bash mod installer is known as BAIN (Bash Installers), and is presented on the Installers Tab. Definition quoted from the Wrye Bash General Readme.html provided with the download.
- • BSA - Bethesda Softworks Archive. Sort of like a .zip file, but specific to Bethsoft's games, and optimized (sort of) for their specific usage.
- • ESM - Elder Scrolls Master. Usually saved as a .esm file, which has the same format as a .esp file, only one bit (as in, one bit of a byte) is different.
- • ESP - Elder Scrolls Plugin. Most mods are ESPs, but some are ESMs. Their format is the same, but the game handles them slightly differently in some specific cases.
- • ESS - Elder Scrolls Save. Your saved games. This is loaded after all the ESPs and ESMs are loaded, so that its changes (like what items are in which containers) can override what the plugins say.
- • FormID - A unique ID assigned to each "record" of a plugin. Each object in the game is defined by a record, and each record has a FormID. A FormID is 32-bits, with the first 8 bits defining which ESM or ESP the record belongs to.
- • LO (Load Order) - The order that your mods (ESPs and ESMs) are loaded. When conflicts occur, the last loaded conflict "wins".
- • Loose File(s) - A resource file in the Data folder that's "loose", as in not packaged into a BSA.
- • MWSE, OBSE, SKSE - A script extender is an unofficial addon created for Bethesda's Gamebryo based games. It is designed to add to or enhance the available functions and features of the game and its engine. This may include fixing important bugs, removing limitations or allowing modders to interact with the game data in new ways when designing their mods. Definition quoted from Tool Setup: Script Extenders.
- • OMOD - Files that are specially packaged archives designed to work with Oblivion Mod Manager (OBMM).
- • Plugin - any .esp or .esm file.
- • Vanilla - A term referring to the game as distribute by Bethesda and Steam. This means no modifications have been done. Alludes to the "plainness" of the vanilla ice-cream flavor.
UNINSTALL OLD GAME FILES
- 1. Backup any data you may wish to save for reference or use later.
- 2. Deactivate all mods using your choice of mod manager.
- 3. Steam Users: Open Steam, right-click on the game title in your Library → Delete Local Content → Delete. Wait until the game has been uninstalled.
- 4. Navigate to C:\Users\YourUsername\AppData\Local\find any folders with the game title and delete them.
- 5. Navigate to C:\Users\YourUsername\Documents\My Games find any folders with the game title and delete them.
- 6. Uninstall your previous Mod Manager(s) and other installed game files from the Control Panel → Programs.
- 7. Browse to your game directories and delete all files and sub-directories that were not uninstalled by Steam or through the Control Panel Programs.
- 8. If you used any other mod manager, find and delete their mod directories.
- 9. If you previously used Wrye Bash, navigate to the game folder it created and delete it as well.
Notice: If you do not wish to lose previously installed mods make certain to back them up.
- 10. Install your game.
It is recommended to install games to a SSD, if available, and preferably on a separate drive/partition than the Operating System (i.e. instead of installing to the C: drive, install it to D: or E: etc.). If a separate drive/partition is unavailable, avoid installing Steam and games in "C:\Program Files" or "C:\Program Files (x86)" folders since Windows User Account Control [UAC] will cause issues with a modded game.
NOTICE: Make certain to disable Steam Overlay for all games. Steam Overlay is known to cause issues with modded setups.
Since User Account Control can prevent some tools from working correctly, it is recommended to edit the security settings of your game directories to give users full control. To do this:
- • Locate your game directory.
- • Right-click the folder and select Properties.
- • Go to the Security tab and click Edit...
- • Highlight Users (<username>\Users) in the top panel.
- • In the bottom panel, under the Allow column for Full Control, check the check box and click Apply.
- • Click OK and OK again.
Windows Folder Options
Use the following settings for Windows "Folder and Search Options" while modding your games. These settings can be reverted at any time.
Windows Folder Options should be adjusted as follows:
- • Check Show hidden files, folders, or drives.
- • Uncheck Hide extensions for known file types.
Some Windows systems or antivirus programs will block unrecognized downloads. Simply right click on the file, select properties, select unblock, select Apply and exit.
Personally, I prefer to manually download all my files as this allows me the opportunity perform my own virus scans. I also prefer to examine the content before I decide to install it. I do not recommend using the "Mod Manager Download" option. To save time and effort later, I keep a backup of all downloads. This ensures that if I have to reinstall a mod, it is available when I need it, even if a mod hosting site is down or undergoing maintenance. Also, some mod authors may at times decide to "hide" or remove their mods altogether. I never delete, even an older version, of a downloaded mod that I enjoy.
Working Data Folder
Suggested “Working Data Folder” structure for repackaging archives into “BAIN Simple Structure” for proper manual installation:
- Create a new folder on your desktop naming it Working Folder. Move any downloaded archives that need to be repackaged into this "Working Folder". Read the developer’s informational documents. Make any necessary changes to the folder structure and files that are recommended. Any documentation that is not relevant to the installation simply create a new folder with the name of the mod it represents and move this folder into the Docs folder.
Notice: Saving a mod’s documents is mandatory for the hard core modder as the hard core modder will be tweaking things and will need the information contained in the documents. The more casual modder may have no intention of doing any tweaking except what is covered in this guide. Therefore, the casual modder will not need these documents and if they are needed the mod can usually be downloaded again. Therefore, the casual modder can, at their own risk, delete document folders, text files .txt, screenshots .jpg, .bsl files, and any other files that is not an active part of the mod. Do not delete files such as .esp, .esm, meshes, scripts, textures, etc. Deleting files can also be helpful if your SSD is running out of space.
- When the files are structured properly, create a new folder and name it as the original file is named + add _BAIN at the end of the file name in order to distinguish that it has been repackaged properly.
This is a simple structure recommended for all mods. Wrye Bash and Mod Organizer have the ability to allow the user to structure the mod within the utility before performing the installation. It is therefore a personal preference to create a Working Folder to restructure and repackage mods. Take the time to learn the abilities of the mod manager chosen.
- Inside your Working Folder create a Data subfolder, inside the Data subfolder create a Docs subfolder and an OBSE (for Oblivion) or SKSE (for Skyrim) subfolder, and inside the OBSE (or SKSE) subfolder, create a Plugins subfolder:
- 1. Create a Data folder.
- 2. Create a Docs folder and move it into the Data folder.
- 3. Create an OBSE (or SKSE) folder.
- 4. Create a Plugins folder and move it into the OBSE (or SKSE) folder.
- 5. Move the OBSE (or SKSE) folder into the Data folder. See example below:
- 6. Download and extract any compressed mod files.
- 7. Repackage the files by placing each file in the appropriate folder. Always read the mod author's documentation for installation instructions.
- 8. Archive the new file structure. You can give it the same name as the original downloaded file, or a new name to distinguish it from the original downloaded file. For example, I add _BAIN to my filename so that I know I have repackaged my mods in the proper format for mod installation. See below:
It is recommended that you create a new folder for downloads and repackaged files:
- 1. Navigate to the directory the games are stored in (for most users this will be \Steam\steamapps\common).
- 2. Create a New Folder naming it Oblivion Mods (or Skyrim Mods). This will be where you will store your downloads and repackaged mods for future retrieval, if needed, saving time and effort later. This will also be where Wrye Bash will retain mod files. Wrye Bash mod files will be located in the \Oblivion Mods\Bash Installers (or \Skyrim Mods\Bash Installers).
Base Game Files
Backing Up Game Files
Archiving the Data Folder and installing it as the first mod in any mod manager will be beneficial to correct any issues that may arise from certain utilities not recognizing the unmanaged plugins and other vanilla data files.
To archive your Data folder with Windows:
- 1. Navigate to your Game\Data directory.
- 2. Select all folders and files.
- 3. Optional: De-select all files with a .bsa extension as these are simply already large archived files accessed by their respective plugins.
- 4. Right-Click and select "Add to archive…" naming it "GameTitle" Vanilla Assets. See example below:
- 5. Wait for the file to finish compressing, which may take a few minutes as it is a large file.
Applications and utilities that aid in gaming mod management.
Notice: Many utilities are game specific. These will be listed separately in the guide that they are best suited for. While a developer may claim their utility supports a variety of games, this does not mean it is suitable to use. For instance, as Mator himself states, a few of his utilities are not suitable for use with Oblivion.
|Name and Description||Download Filename||Additional Notes|
|4GB Patch by Daniel Pistelli
Fixes the 2GB limit on memory usage for 32-bit games. Alternate download: 4gb Ram Patcher
NOTE: GOG users will not need this file.
1. Download the 4gb Patch and extract the file.
|7-Zip is a file archiver with a high compression ratio.||• 7z1805.exe
|Select the .exe that applies to user system (either 32-bit x86 or 64-bit x64).|
|Bethesda Archive Extractor (BSA and BA2) Extracts BSA and BA2 archives. Updated for SSE.||BAE v0.10||Read developers description and documentation.|
|DirectX End-User Runtimes (June 2010) This download provides the DirectX end-user redistributable that developers can include with their product.||DirectX End-User Runtimes (June 2010)||Required for Oblivion Reloaded.|
Create a new folder named DirectX and extract the files to the new folder.
|GIMP GIMP is an acronym for GNU Image Manipulation Program. It is a freely distributed program for such tasks as photo retouching, image composition and image authoring.||Current Stable Version||The installer contains both 32-bit and 64-bit versions of GIMP, and will automatically use the appropriate one. To force install the 32-bit:|
|Gimp DDS plugin This is a plugin for GIMP version 2.x. It allows you to load and save images in DirectDraw Surface (DDS) format.||gimp-dds 3.0.1||Select 32-bit version.
Plugin install path: C:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins
|NifSkope NifSkope is a tool for opening and editing the NetImmerse file format (NIF). NIF is used by video games such as Morrowind, Oblivion, Skyrim, Fallout 3, Fallout: New Vegas, Civilization IV, and more.||NifSkope 2.0 Dev 7||Review NifSkope 2.0.dev7 (Updated: 2017-12-18) forum topic at AFK Mods.|
|Python 2.6.6 Release Python is a high-level programming language designed to be easy to read and simple to implement.||Windows x86 MSI Installer (2.6.6) (sig)||Review BeginnersGuide/Download.|
|Python File Format Interface PyFFI is a Python library for processing block structured files.||PyFFI-2.1.5.cb92090.win32.exe||Review TES Construction Set Wiki | Mif Optimization.|
|Visual C++ Redistributable for Visual Studio The Visual C++ Redistributable Packages install run-time components that are required to run C++ applications built using Visual Studio.||• Visual C++ 2013
||Required for Mod Organizer Legacy|
Required for Oblivion Reloaded
Install a Mod Management Utility
While mods can be installed manually, it is not recommended. A mod-management utility is HIGHLY RECOMMENDED in order to keep track of a complex modded setup. These utilities also make it exponentially simpler to deconstruct a modded install in order to update to a new version, and to update versions of the mods. This is impossible to do simply or efficiently (or even correctly) otherwise.
- Vortex is Nexus Mods Official mod management utility. Nexus Mods Wiki provides a Knowledge Base for Vortex Support.
Mod Organizer 2 is an excellent mod management utility for Morrowind, Oblivion, Skyrim LE, and Skyrim SE.
Also, since some "less-clever" Anti-virus software can mistake MO as malicious, it is important to ensure your AV packages are correctly set up to exclude MO, and its components, from being quarantined.
Related Documentation: ModOrganizer2/modorganizer GitHub Home page.
GamerPoets Useful Tips for Mod Organizer Users
Related Video: How to Use Mod Organizer 2 by GamperPoets
MOD MANAGER DOWNLOAD
Each mod on Nexus has a Files section, which is where mods are downloaded from. The MOD MANAGER DOWNLOAD option, if setup properly in the previous guide, will download the mod to M.O.’s Downloads directory. The archive will then be displayed in the Downloads Tab, which can be double-clicked to install the mod. Once installed the mod will appear at the bottom of the left pane where you can activate it by ticking the checkbox and then drag its position up and down to alter its priority. Load Order is covered a bit later.
This option is not only helpful for some but necessary if Mod Organizer and Nexus are having issues linking to each other. Selecting MANUAL DOWNLOAD will download the mods archive to your systems default location. From here there are two options:
- 1. Leave the archive where it is. From M.O.’s Toolbar select the Install from Archive icon. From the explorer navigate to the mod. Double-click it. One of M.O.’s various install options windows will open. Install the mod accordingly. I prefer to not use this method as it is easy to lose track of the archive and or accidentally delete it.
- 2. The preferred manual method is to navigate to where the archive was downloaded to. Drag and drop the archive into MO2’s Downloads tab. Not only will the archive appear here but a copy will be added to your Downloads directory just as if you used MOD MANAGER DOWNLOAD. This option can be applied to any mod archive on your system regardless where you downloaded it from.
Downloads Tab Note
If you delete a mod from the Downloads tab it will also be deleted from the Downloads directory. Deleting mod archives is not advised because many mods, at some point, may no longer exist due to their authors removing them. Delete mods with caution. If you can help it don’t delete them at all unless you are sure that you will never want to use them again.
This window opens when installing a mod for the first time that appears to be properly packaged for installation.
- - Cancel cancels the installation
- - OK is generally what you want to choose as it allows MO to seamlessly install the mod.
- - Manual opens additional installation options. Generally used if you are aware that a mod is packaged improperly; a folder is missing or the mod structure is incorrect. The window that you are presented with represents the archive's contents exactly how the author packaged them. From here you can:
- • Organize files and folders the same way that you would in windows explorer, by expanding the arrows then dragging and dropping items.
- • Deactivate a checkbox so that none of the files or folders within it will be installed. Useful is a mod is packaged with multiple options.
- • If you receive the error message No game data on top-level, right click the Data folder with the checkbox next to it and select Set data directory. The error message should change to a Looks good message.
- • The other right-click options allow you to undo the Set directory and to create a new one, or rather a new folder, to organize things into by dragging and dropping items.
- • At any point, select OK to install the mod or Cancel to cancel the process.
Improperly Packaged Mods
If installing a mod that M.O. detects as being packaged improperly the Install Mods window will open. This is the same window that opens when selecting the Manual option from the Quick Install window.
- -With these mods you will notice the No game data on top-level message. As previously mentioned right click the Data folder, the one with the checkbox, and select Set data directory. The error message should change to a Looks good message.
- -If it doesn't change expand all of the arrows and search for the proper top-level folder to Set data directory for. Select OK to install.
Mod Pages w/Multiple Archives & Updates
Some mod pages have multiple archives that can be installed. These could be full updates, hotfixes, optional resolutions, so on. The situation that I present here is if you have already installed your first mod from a particular page and now you plan to download and install another from same one. This scenario presents a few options.
- • At the Quick Install window select OK. The Mod Exists window will open. From here you can:
- 1. Merge: which is used the majority of the time. This option adds all of the contents from the additional archive to the existing mod from the same page merging the two together. If any files are duplicates, generally updates, the files being installed will overwrite the old ones. This also leaves personal changes that you have made to the mod intact. Think of this as an addition to a mod that is already installed.
- 2. Replace: generally not recommended unless you have a sound reason to do so. This option completely replaces the original mod with the new archives contents. Think of this as a clean wipe and reinstall.
- 3. Rename: allows you to rename the archive that you are currently installing, which allows archives from the same page to act as two separate mods.
- 4. Cancel cancels installation.
- Other game specific Nexus Mods downloads include Wrye Bash for Oblivion and for Skyrim 32 bit version.
- Wrye Bash provides documentation for user's that describes how to use the utility. Another great source of information is alt3rn1ty's Wrye Bash Pictorial Guide. Nexus Mods Wiki is also consistently being updated with Wrye Bash articles to inform users of various features of Wrye Bash.
Load Order PHILOSOPHY & GUIDE
- 1. Always thoroughly read mod descriptions and developer’s information provided to understand what each mod does and place it accordingly.
- 2. If a mod author specifies a section or a specific placement for a mod, follow it as much as possible. Take note of any incompatibilities and patches.
- 3. If multiple mods require a patch to work together, place the mods in the appropriate sections and then place the patch directly after the lowest mod it affects.
- 4. If multiple mods alter the same aspect of the game, the mod that is placed lowest in the LO will overwrite the mod above it.
- 5. Remember that the mod sections are only a guideline. Mods may move to different sections in order preserve the changes from other mods. Again, placement is what matters.
- 6. There are a lot of mods out there and it is easy to want them all. Instead, think critically about what mods are going to enhance the gaming experience and what would be purely fluff mods.
- 7. It is suggested to create themed LOs with meaningful playthroughs (such as Mage, Ranger, Druid, etc…). Have an experience and then have another on a new save with a new LO.
- 8. Only start your playthrough when you are finished installing and testing mods. It is not recommended to add, disable, or delete mods mid-playthrough as it can corrupt saves. The exceptions to this are texture and mesh mods, but always use caution.
Note: If you absolutely must add, disable, or delete Mods mid-playthrough, save the game in an interior cell beforehand. Once the changes are made wait in-game at least 24-72 hours.
- 9. Some mods allow you to choose between a 1k, 2k, or higher resolution. High-end computers can handle the 2k or higher resolution. Low-end computers should take the 1k or lower version.
- 10. Remember that mods are GIFTS to the community- don't take them for granted.
If you are enjoying a mod, please be sure to rate it so that the mod author knows you enjoyed it. Mod authors never intend to make mistakes, but it can happen and in worst cases it corrupts a save. Be kind and specific if you need to report a bug to them. Always, Always, ALWAYS be RESPECTFUL to mod authors when contacting them or commenting on their Mods. Empathize instead of Criticize and you will likely get better results.
Mod Sections and Definitions
Utilities, OBSE\SKSE Plugins, and Master Files
- 01 Utilities and OBSE\SKSE Plugins are third-party programs (or extensions thereof) that enhance Oblivion mod management and functionality.
- 01a General Utilities include tools used that allows you to manage, edit, and create content for The Elder Scrolls IV: Oblivion.
- 01b OBSE\SKSE and Plugins are mods that contain the OBSE\SKSE file structure including .dll and their related .ini files.
- 01c Non-OBSE\SKSE Utility Mods and Master Files include mods that contain a plugin (.esp or .esm), but may not include an OBSE\SKSE .dll file structure. Mods containing master files should usually be installed before all other mods. Master files should auto-load to the top of your Load Order.
- 02: Fixes and Unofficial Patches are standalone mods that are rarely affected by other Mods but enhance/overhaul large parts of the game with minimal or no overlap.
- 02a: General Mesh Fixes are the foundation mesh and texture mods that are intended to generally improve the overall visual effects. These mods may be overwritten.
- 03: User Interface are mods that edit non-gameplay features and\or on-screen visuals.
- 03a: Menus are mods that define the layout and style of the UI. This may include the HUD, remodeled textures, etc...
- 03b: Font Changes are specifically mods that change the Fonts or Font Colors.
- 04: Quest Alterations are mods that edit vanilla quests.
Gameplay Effects and Changes
- 05: Pure Craftable Items are mods that add items purely through the crafting menu.
- 06: Game Mechanics Changes are basic overhauls that don't require a lower position because other Mods might overwrite.
- 07: Level Progression Changes are mods that edit the way a Player levels perk will revert to.
- 08: Perk Overhauls are mods that edit perk point and perk trees.
- 09: Magic Additions and Overhauls are mods that add or modify magic spells or shout powers.
- 10: Item and Loot Leveled List are mods that change or add items and loot to the Leveled Lists.
- 11: Enemy NPC Leveled List are mods that change or add Enemy NPCs to the Leveled Lists.
- 12: Item Attributes and Effects are mods that change vanilla item attributes, enchantment.
Audio, Atmosphere, Weather and Non-interactive Visual Mods
- 13: Audio - Voice, Sound, and Music are mods that adds, modifies, or disables sound effects or music files.
- 14: Weather and Atmosphere are mods that adds, modifies, or overhauls the world space weather system or atmospheric visuals of the game.
- 15: Turf and Grass Mods are mods that add non-interactive grass and or flora to the world space.
- 16: Landscape and Grass Fixes are mods that removes or disables non-interactive grass and or flora in the world space.
Skin Mesh and Textures, Skeletons, Idles and Animations
- 17: Skin Mesh and Textures - Skeletons are mods that only adds or modifies the body mesh and or textures for NPCs/Player. This includes skeleton Mods. Skeletons are just meshes the bodies use and as such you should only have one type at any given time.
- 18: Idles and Animations are mods that modifies NPCs/Player Idle animations and/or combat animations.
General Mesh and Texture Fixes and Overhauls
- 19: General Mesh and Texture Fixes and Overhauls are mods that change any mesh and textures of the world space, creatures, objects, or visual effects.
- 20: NPC AI Mods are mods that adds, modifies, or disables NPCs AI.
- 21: NPC Immersion Mods are mods that alter the way we Role Play or have Immersion in the world.
- 22: NPC Facial Modifications and Presets are mods that adds, modifies, or Overhauls NPCs/Player Head meshes and or textures, Hair, beards, eyes, and Preset Player creation. Hair Colors. Makeup Colors, Skin Tones all fall under Racial Edits so be choosy when picking racial edit changes.
Other Uniquely Defined Mods
- 23: Interior Lighting and Interior Decorating are mods that alter lights in interior cells as well as adds, modifies, disables, or overhauls objects in interior cells. Note: depending on how the visuals look you might have to adjust lighting before or after item placement design. This means that ANY weather mod may need to be adjusted to load after it. Remember: sections and mods are not static!
- 24: Single Area Exterior Edits are mods that adds, modifies, disables, or Overhauls a specific area in the world space
- 25: Multiple Area Exterior Edits are mods that adds, modifies, disables, or Overhauls multiple areas in the world space.
- 26: Unique Items Added to Exterior/Interior Locations are mods that add unique items to interior or exterior locations without overhauling the landscape or navmesh.
- 27: NPC Combat AI Mechanics are mods that change the way NPCs interact and are affected in combat.
- 28: Unique Followers are mods that add unique followers to the world space without changing the world space.
- 29: Quest Mods and NPC Additions with Area Edits are mods that add new quests well as Mods that add multiple NPCs to the world space or interior cells.
- 30: Map Mods are mods that modifies or overhauls the map or its features.
- 31: Specialized Mods Lowest Order Specific are mods that require the lowest possible order due to specific zone edits or special fixes in the game.
- 32: Graphic Extenders and ENB are mods that enhances post processing effects to make games look better graphically.
Any questions or issues related to Diana TES Goth's guides and tutorials can be discussed in the Diana TES GotH discord server. Feedback and suggestions are encouraged.
Author's System Specs
* Processor: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz
* Motherboard: Alienware Aurora R6
* Ram: 64GB (4x16G) 2400MHz DDR4 Memory
* GPU: NVIDIA GeForce GTX 1080 Ti
* OS: Windows 10 Pro
* Games: NVMe THNSN5512GPUK NV 512 GB SSD
* Data and Backup: TOSHIBA DT01ACA200 2TB
* Processor: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz
* Motherboard: Alienware 17 R5
* Ram: 32GB (2x16GB) DDR4 2666MHz
* GPU: NVIDIA GeForce GTX 1070
* OS: Windows 10 Pro
* Games: SM961 NVMe SAMSUNG 512 GB SSD
* Data and Backup: HGST HTS721010A9E630 1TB
- Diana TES GotH Dev Team members:
- Ponyrider0 for hosting the The Morroblivion Community Help Desk and for creating the Morroblivion Unofficial Patches, Morroblivion mods, and Open Source software used in the production of this guide.
The following for providing information and sharing their own works freely to the modding community:
- Nexus Mods Gaming and Modding Community, with a special thank you to Pickysaurus and SirSalami for helping me migrate my guides and tutorials to the Nexus Mods Wiki.
- Tarshana of TarshGaming for her encouragement, support, advice, and permission to use her Logical Load Order PHILOSOPHY & GUIDE that was originally created by Doc Aalvarenga and later edited with the help of ISHFKD. I would also like to thank all of the TarshGaming team for sharing their knowledge and insights.
- STEP Wiki and Modding Community for teaching me the ins and outs of modding in general. Also, much appreciation goes out to the owner and moderators for allowing me to host the Morroblivion Overhaul guide on their forums and wiki.
- AFK Mods Gaming and Modding Community.
- The Assimilation Lab Gaming and Modding Community.
- TES Alliance Gaming and Modding Community.
- TESRenewal Project Community.
- ElminsterAU for the invaluable xEdit utility that makes it possible to create a stable modlist.
The following modding guide authors for sharing their modlists that inspired my own compilation:
- 1Mac and wellden for their guidance in the Nexus Forums related to modding guides and mods.
- Bevilex for Bevilex' modlist for Oblivion -Graphics
- DassiD for Guide: A modern Morrowind
- DonProtein of Sinitar Gaming for Oblivion Ultimate Modding Guide - Gameplay and Immersion
- Hishutup for the Mythic Dawn Oblivion Modding Guide
- Laiilaiiheii for his Oblivion Graphic Tutorials and Guides.
- mmclendon for Oblivion Vanilla Enhanced
The following STEP Contributors for their support and/or contributions:
- Pack Author DarkladyLexy, author of Lexy's: Legacy of The Dragonborn Special Edition who inspires me to maintain this guide as she does her own. Lexy's guide is truly impressive.
- Pack Author Darth_mathias, author of SRLE Extended: Legacy of The Dragonborn who is also an inspiration for maintaining his high quality guide.
- Pack Author jdsmith2816 for his contribution and patches for this guide.
- matortheeternal for sharing his utilities and settings.
- Mod Authors zilav, RoyBatterian, GrantSP and all my GamerPoets friends.
The following youtube personalities for their informative video guides and tutorials:
- Enigmas The Guy for Oblivion DarnUI and OBSE Mod Organizer Installation guide.
- Micahael of GamerPoets for his most excellent and instructional youtube tutorials. The entire GamerPoets community for all their support and for sharing their knowledge and insights.
- outdated TV for his Bevilex Modlist Full Video Guide.
- PredCaliber for Oblivion 2017 Ultimate Graphics Tutorial'
- Xuul for Oblivion | How to install mods.
- Yggdrasil Modding for his most excellent and instructional youtube tutorials.
And just as important:
- All mod authors whose mods are recommended in this guide.
- The authors of mods who granted permission for their mods to be shared with the TESRenewal Project Community.
- The Unofficial Elder Scrolls Pages for their collaborative source for all knowledge on the Elder Scrolls series of games.
- Bethesda Game Studios for the Official TES games and the TES Construction Sets for each.