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HOW TO: Load-Order



(A big thanks to @thefirebirdman @honorsbastion13 and @Poisd2Strike -These guys are knowledgeable and dedicated gentlemen that have provided a lot of excellent advice to many people on this thread. Think of them as load order moderators and take their advice seriously.)

Skyrim SE has brought the unfathomable power of mods to consoles, and players couldn't be more thrilled. However, many console players have extremely little experience (or none at all) when it comes to downloading mods.

This being the case, a plethora of players who are (relatively) new to downloading mods have encountered bugs, errors, glitches, and crashes that may be caused by a poor and unorganized mod load-order... and if you're reading this "how to" then there is a high likelihood that you are one of those players. BUT HAVE NO FEAR, in this thread I will be giving a quick explanation of what a load order is, how it works, and a general/optimal way to organize your load order.

(if you're just hear for the load order organization, just scroll down just a little)

What is a load order?:

If you thought "isn't it just the order in which your mods are loaded", then you were right... because that's exactly what a load order is... it's just the order that the game loads your mods. Every time you start/continue a game Skyrim loads all of your mods into that saved/new file. Your load-order determines in what order your mods are loaded into the game file.

How does your load-order work?:

Your game loads your mods from top to bottom in regards to your load order. I'll use a quick example to illustrate what this means and why it's important. Let's say you have 3 mods: mod 1 (the mod that is on the top of your load-order) is a weather mod, mod 2 is a mod that changes the visuals for the forsworn armor, and mod 3 (the mod that is on the bottom of your load-order) is another mod that changes the visuals for the forsworn armor. Using this example your game will load mod 1 first, then mod 2, and finally mod 3. Now keep in mind that mods are considered incompatible when they affect and try to change the same thing. So with our scenario your weather mod will load and function perfectly fine, but mod 2 and mod 3 will clash and be incompatible. Your game will overwrite mod 2 with mod 3, meaning that only the forsworn armor from mod 3 will be used. This was a crude example with a best case scenario outcome. In reality, it can be much more difficult to tell whether or not two mods will affect the same thing and be incompatible, there is also a good chance that many mods will cause bugs, errors, and crashes instead of simpley overwriting the previous mod if they are incompatible. Just keep in mind that if two mods affect the same exact thing in a similar way, then the mod that is lower on the load-order will take priority over the mod that is higher on the load-order.

What is a good general organization when it comes to load orders?:

One general rule of thumb is to organize your mods into "categories" and to place larger mods that affect more assets/aspects of the game ABOVE smaller mods within the same "category" that affect less assets/aspects of the game. Keeping that in mind, here is a general guide/list to organizing your mod load-order.


  1. ) Patches and bug fixes
  2. ) Big mods and overhauls that affect the entire game
  3. ) Quest mods (big or small)
  4. ) Environments/weather Overhauls
  5. ) Large add-ons that add cities/towns/land masses
  6. ) Adds buildings to current cities/towns
  7. ) Plants and foliage mods for the entire game
  8. ) Gameplay changes/tweaks/add-ons such as combat/magic/perks/etc
  9. ) Changes/add-ons to NPCs
  10. ) Visual/textural/atmospheric changes
  11. ) Sound/audio/FX alterations
  12. ) Sorting, menu, and player & NPC inventory
  13. ) Cheat items
  14. ) Character model replacements
  15. ) Weapons/armor/clothing add-ons/additions
  16. ) Crafting related mods
  17. ) Misc. items, as well as small scale foliage
  18. ) Weapon/armor/clothing alterations
  19. ) Specific mods that need to be loaded at the bottom as directed by the mod author
  20. ) Mods that remove graphical effects, like disabling godrays, to improve performance - this goes last to ensure that all mod added effects get disabled too.

(Thanks to @honorsbastion13 for adding 19 and 20)


@thefirebirdman @honorsbastion13 @Poisd2Strike and I are proud to present a comprehensive living library where you will be able to find the appropriate category for any mod we discuss in this thread. Keep in mind that this is a work in progress and will grow as we slowly (and manually) add more mods to it: https://www.dropbox.com/s/ouzi9f0dma00yhd/Skyrim%20Recommended%20Mod%20Load%20Order%20-%20Master.docx?dl=0

PRO-TIPS:

  • Just remember to keep in mind how your load order works when organizing your mods. Also, some mods need to go in a specefic area of your load-order regardless of the category it belongs to, but usually mod authors will mention this in their mod description if it is necessary.
  • Ones load order is a fickle thing that can get unorganized beyond belief very quickly if you don't regularly stay on top of it. this includes reordering mods when they update... because for some forsaken reason a mod is automatically placed at the bottom of your load-order when you download an update for it.

  • (By @Poisd2Strike) - The OP should probably be updated to include a small section directed primarily at Console players (like myself). I am not sure if the issue is also relevant to PC. Basically, a recommendation should be added to do a hard reset (complete shutdown) of your Console anytime you add or remove larger mods or mods that have a large impact. This could potentially help with issues of not being able to download a mod, getting a discolored face / body or pixelation and not seeing changes in-game even though a new mod has technically been installed.

    Also, if you have two mods (Mod A and Mod B) and Mod B depends on Mod A and both have available updates, Mod A should be updated first followed by Mod B. For example, last night I noticed an update was available for two mods I have (USSEP and Cutting Room Floor). Cutting Room Floor requires USSEP. So, USSEP should be updated before Cutting Room Floor.
    Although it is generally not a good idea to remove mods during a playthru, since data can be left behind in your save game file (which could lead to issues), some mods are safe to remove. However, before removing (aka deleting) a mod deemed 'safe to remove' the following process should ideally be followed: Disable the mod (don't delete it), Load the game without the mod enabled, Do some testing to make sure the game is stable, if stable then create a new save file (don't save over an existing save), lastly Delete the mod.

    Lastly, some information about potential bugs or known issues. I can give 4 examples that will likely impact many people, that I was not initially aware of myself:
    ---1.)Help!! I keep getting randomly attacked by guards and I don't have a bounty! - Deadly Civil Wars is known to cause this issue.
    ---2.)Help!! My female PC vampire's face doesn't look right! - Eyeliner is known to cause this issue. Move the slider all the way to the left.
    ---3.)Help!! I can sell items to merchants but don't get any gold! - A merchant having more that 30,000 gold is known to cause the issue.
    ---4.)Help!! I get these wierd 'seams' in water! - Although it might not be obvious, Project Hippie is known to be one of the causes for this.

If you have any questions regarding this list/guide or what category a specefic mod falls into, just ask and I or (hopefully) any other players/modders that know the answer will help you out.

P.S.A: BE COURTEOUS TO THOSE WHO ARE OFFERING YOU HELP. THIS THREAD IS NOT MEANT FOR PEOPLE TO DUMP THEIR ENTIRE LOAD-ORDER AND EXPECT OTHERS TO ORGANIZE IT FOR THEM WITH DOING LITTLE TO NO WORK AT ALL. THERE IS A 5-10 LIMIT ON THE NUMBER OF MODS YOU CAN REQUEST HELP WITH. ANY POST THAT IS INCONSISTENT WITH THIS IDEAL AND THE GOAL OF THIS DISCUSSION WILL BE FLAGGED FOR MODERATORS TO DELETE.

(I've seen many players who are eager to bring their consoles to its knees. Consoles are only so powerful, they do have a limit. If you download a lot of script heavy mods and a million graphic overhauls YOUR CONSOLE WILL SUFFER FROM TERRIBLE F.P.S AND CRASHES! No guide can help players who simply over do it.)



Thanks for creating this thread! I play Skyrim SE on XBox One and understand the logic behind how load order works. However, the biggest problem I have is deciding which category a specific mod would fall under. I will give a few examples.

  • SMIM which retextures many static objects - Category 2, Category 4 or Category 10? - My guess would be Category 2
  • Nordic Snow - retextures all snow - Category 2, Category 4 or Category 10? - My guess would be Category 10
  • Realistic Water Two - Category 2, Category 4 or Category 10? - My guess would be Category 10
  • Ordinator - perk overhaul - Category 2 or Category 8? - My guess would be Category 2
  • Rich Merchants of Skyrim - increase merchant money - Category 2, Category 9 or Category 12? My guess would be Category 12

While it might be obvious what category some mods fall under (Vivid Weathers, for example), many are somewhat ambiguous. Also, there does not appear to be a Category that would apply to Follower mods or Player House mods.



You are absolutely right, some mods are quite ambiguous and it can be difficult to figure out where they belong, but I have your back😜

• Due to the mod description of realistic water, I personally place it at the very bottom of category 6. (However if the mod description hadn't mentioned anything specefic about load order, I would have placed this in category 4, since water mods fall into the environmental mods category.)

• Due to the description and general size/nature of SMIM I place it quite high on my mod order: at the bottom of category 2.

•Nordic snow is an environmental change (all snow mods are environmental) so it goes into category 4. Given the rather large nature of most environmental/weather mods, Nordic snow is comparatively small-ish. I would keep it at/near the bottom of 4.

•Though Ordinator feels like an extremely large mod and it seems compelling to place it into category 2, you will want to keep this at the top of category 8.

•Rich merchants is indeed a category 12 mod. It affects their inventory by adjusting the amount of gold/septim they carry.


Follower mods go into 9, since followers are still just NPCs.

Home mods go near the bottom of 6.


I think that covers it😁 Let me know if there's anything else I can do to help.



Thank you, sir.



No problem bud. I just figured that this thread could help a lot of people.



I agree that putting them into categories, sometimes, feels a bit confusing due to perceived 'overlap'.
Also, there are 'conflicting' messages of where certain mods belong.

I just posted a, long, (but hopefully 'clean') thread about my Load Order: :)

https://beta-community.bethesda.net/topic/5870/loa...

One thing that had me pondering was RDO, (Relationshipe Dialogue Overhaul), as people who add NPCs add their own dialogue,
and perhaps RDO should be below this, though, with Sofia, I made sure she was under RDO so it would not potentially affect her.

Mods that have citizens running from 'this' and 'that' had me wondering as well.
Do mods like Immersive Citizens, who make people run-away from danger/conflict, do the same as: Run for your lives & When Vampires Attack? (same mod author for last two)
Would one overwrite the other, or are they even necessary?

Wet & Cold did not help with the above question either! ;)

Then magic... It seems Elemental destruction magic still works with earth blast, etc. - and does not conflict with Apocalypse.
But even Apocalypse and Ordinator, from the same author, has a compatibility patch to help them work together!

Also, housing mods... which add people - does this mess with RDO?

Armor that goes to all Imperials in Skyrim, and to yourself - Imperial Outfits - does it conflict with Civil War Equipment Organized.
And does this conflict with Diverse Guards! lol!

I'm almost finished modding - I would love to have RS Children, and some good face overhaul, that's not 'plastic'... but these authors are not posting, for the PC, their mods to Bethesda.net.
Perhaps I can download it from the Nexus and put it in the folder where my other mods are and load it through Bethesdas mod manager? (Really only want one place to manage mods.)

Thanks for your post!

If you can, have a glance at my list, linked above... Thank you



















Right, I understand what I'm reading.... sorta. I'm kinda lost in it.

Who knew mods could be this complicated when it came to load order? That or I should start thinking about bleaching my hair (No offense to all the natural blonds out there).

Anyway, if someone could please help me with my load order, it would be greatly appreciated. So I'll just post my mods down here and hope someone can help me out with this thing. Then I can go back to happily slaying dragons and Imperials.

Opening Scene Overhaul
Immersive Citizens
Wet and Cold
Holidays
Karthwasten
Darkwater Crossing
Whistling Mine
Ivarstead
Shor's Stone
Kynesgrove
Soljund's Sinkhole
Dragonborn Crafting Hall Special Edition
Skyfall Estate
Vampire Sucks: No Attacks in Towns
Become a Bard
Phendarix Magic Evolved
Ordinator - Perks of Skyrim
Rotmulaag - Meditations on the Words of Power
Super Simple Bathing
RS Children Overhaul
Lore and Gender Heights
Relationship Dialogue Overhaul
Undying Loyalty
Rich Merchants of Skyrim
Ring of increased Carry Weight
Unlimited Rings and Amulets
Phenderix the Demigod Artifact
Phenderix the Archmage Artifact
Perk Point Book
KS Hairdo's Lite
Ashara Followed Faces
Seraphim Body Replacer
Seraphim Body Replacer Extra's
Natural Eyes
Seraphim Vanilla Armor and Clothes
Lady Justice and Lady Templar
Kasai Eisen Armor
Gatoma Leera Armor
Siren Ritter Armor
Northborn Fur Hoods
Ashara "Dimonized Dress"
Ashara Princes of the Woods
Circlet under Hoods
Nocturnal's Clothes
Greenhouse+
Shezrie's Winstad Hearthfire Kitchen
Shezrie's Winstad Greenhouse
Shezrie's Lakeview Hearthfire Kitchen
Shezrie's Heljarchen Hearthfire Kitchen
Hearthfire Building Materials
Diamond Smithing
Amber Armor and Weapons
Gildergreen Regrown
Lampposts of Skyrim
Noble Dress

Any help would be most welcome~




That's a really good list but in my opinion, you're missing two categories.

19) Specific mods that need to be loaded at the bottom as directed by the mod author
20) Mods that remove graphical effects, like disabling godrays, to improve performance - this goes last to ensure that all mod added effects get disabled too.

@Poisd2Strike

  • SMIM: 10
  • Nordic Snow: 10
  • Realisitc Water: 10
  • Ordinator: 2
  • Rich Merchants: generally, it'll be in 8 or 9 due to it editing an NPC data value and you don't want that to get overridden by another mod.

For SMIM, go and check the original mod page and check the installation box. There are some specific mods that are named and where they should be installed before or after SMIM to get the best look. You mainly want to pay attention to what those mods do in general so you can get an idea of where other similar mods will get loaded in respect to SMIM. An example of this is Realistic Water TWO being loaded after SMIM.



@honorsbastion13 said:

That's a really good list but in my opinion, you're missing two categories.
19) Specific mods that need to be loaded at the bottom as directed by the mod author
20) Mods that remove graphical effects, like disabling godrays, to improve performance - this goes last to ensure that all mod added effects get disabled too.
@Poisd2Strike


  • SMIM: 10
  • Nordic Snow: 10
  • Realisitc Water: 10
  • Ordinator: 2
  • Rich Merchants: generally, it'll be in 8 or 9 due to it editing an NPC data value and you don't want that to get overridden by another mod.
For SMIM, go and check the original mod page and check the installation box. There are some specific mods that are named and where they should be installed before or after SMIM to get the best look. You mainly want to pay attention to what those mods do in general so you can get an idea of where other similar mods will get loaded in respect to SMIM. An example of this is Realistic Water TWO being loaded after SMIM.


@Poisd2Strike

Listen to honorsbastion13, his suggestions are solid, and I wrote mine when I was half asleep last night. The only 1 that is a little more dynamic is SMIM, seeing as its placement largely depends on the other mods you are running.


And to @honorsbastion13

I'll definitely add 19 and 20 to the list. But out of curiosity, why do you place Ordinator so high on the list? At its core it still is just a perk mod that adds several of powers and spells. I've always placed mine at the top among the other combat/magic/perk mods and have never encountered an issue with it.



Ordinator fits in fine with either the 2 or 8 category. I think its just a force of habit thing that I do, keeping it grouped with the other Overhaul type mods. Ordinator is fairly flexible in that manner so it works fine in either slot from experience.



Even following all these lists and posts on load order I can't get my game to function when I have more than a few mods active. and I don't even have most of the ones people are often saying cause issues



Hey guys, im a mod fanatic, being so, i have many mods. Although many guides exist on how to organize it, i cant wrap my mind around it even though it sounds simple because of all the categories that can intersect each other and what no so it just compels me to give up lol. Im going to leave my order below, and i hope someone here can help out please! crashing and conflict, along with parts of mods not working etc is really frustrating.

Campfire Complete Camping System
Frostfall Hypothermia Camping
iNeed Food, Water and Sleep
Treeslod_23
Realistic Ragdolls and Force
Move(Get out of my way)
Realistic AI Detection SE
Realistic Conversations
Marcos Integrated Leveled Lists
Longer Days: Realistic Timescale
Power Great swords
Belt-Fastened Quivers
Scarlet Vengeance (weapon)
The Gift of Akatosh (armor and weapon)
Great Swords of The Ancients
Dremora Wear Full Daedric Armor
Bandoleer: Bag and Pouches
Knight of Mo lag Ball Armor
Death Knight of Tamriel
Soul Eater Armor
Face Masks of Skyrim
Auroran Armory
Alternate Start- Live Another Life
Roman Imperial Armor Replacer
Horse Texture Replacer
Immersive Sounds - Compendium
Reverb and Ambiance Overhaul
Natural Eyes
Adorable Females
Lanterns of Skyrim
Torch Light Expanded
Spell Light Dynamic Shadows
Climates of Tamriel
Project Hippie
Rich Merchants of Skyrim
Dawnguard Map Markers
Ars Metallica
YOU DONT KNOW ME - No NPC Greetings
Spinning Main Menu Emblem
Aurora - Standing Stones of Skyrim
Hunters Reward Better Prices
Apocalypse - Magic of Skyrim
Imperious - Races of Skyrim
Thunderchild - Epic Shouts
Merchants In Inns
The Watchtowers
Supreme and Volumetric Fog
No Spinning Death Animation
Ordinator - Perks of Skyrim
GOLD to SEPTIM
HQ Septims
Whiterun Merchants Remastered
Lore and Gender Heights
Transparent and Refracting Icicles
Phendrix Magic Overhaul
Apocalypse - Ordinator Comparability
Nordic Snow
Remove Ice Floe Decals
Friends in Skyrim
Dead Body Collision Fix
Solthiem Creatures in Skyrim
Enhanced Blood Textures
Skyrim Scroll Crafting
Wildcat - Combat of Skyrim
No Snow Under the Roof
Better City Entrances
Disable Cinematic Kills
Diverse Dragons Collections
Blue Eyes for Elves
Better Docks
Cheat Room
Phendrix Magic Sounds for Skyrim
Diverse Guards Skyrim
RS Children Overhaul
Seekers Sight Realistic Retexture
Pilgrims Delight: High Hrothgar
Fallen Trees
Point The Way
Magical College of Winterhold
JKs Skyrim
DaggerCraftPackage
SMIM
No Edge Glow
Breezehome
Beast Skeletons
Hardcore Difficulty
True Storms
Wet and Cold
Morrowloot
Fur Armor Set
Immersive Citizens- AI Overhaul
Skyrim Graphical Overhaul
Animated Weapon Enchants
Conjuration Hand FX
bdo Shudad Armor v2
Real Mountains
Apachii Sky Hair SSE Main
Beautiful Mistress
Dremora Overhaul and Playable
Better Loot
Artorios the Abysswalker
Tundra Quagmire
Dwemer Goggles and Scouter
Realistic Water Two
Diamond Smiting Complete
Kissing - Immersive Lovers Communication
Colored Map Markers
Armor of Corruption
LeanWolfs Better Shaped Weapons












































































































@Dhaylen said:

Mods that have citizens running from 'this' and 'that' had me wondering as well. Do mods like Immersive Citizens, who make people run-away from danger/conflict, do the same as: Run for your lives & When Vampires Attack? (same mod author for last two)Would one overwrite the other, or are they even necessary?Wet & Cold did not help with the above question either! ;)

If you have Immersive Citizens, you probably don't need Run for Your Lives or When Vampires Attack. However, you can use Immersive Citizens with Wet and Cold but should probably disable the "Go Home" Feature in Wet and Cold.

@LukeKB said:

Follower mods go into 9, since followers are still just NPCs. Home mods go near the bottom of 6.

Thanks! Would you consider updating your OP to include after Category 6 (Player Homes) and after Category 9 (Followers)?

@honorsbastion13 said:

@Poisd2Strike SMIM: 10
Nordic Snow: 10
Realisitc Water: 10
Ordinator: 2
Rich Merchants: generally, it'll be in 8 or 9 due to it editing an NPC data value and you don't want that to get overridden by another mod.

Thanks, I really wasn't sure about Rich Merchants in particular.

I haven't played Skyrim, since patch 1.1 was released on Xbox One, due to the issues I have read about (Crashes, still missing NPC's). I don't have the patch myself. My character is only level 3, and I will most likely start a new game once a more stable patch is available. So for now at least, I am in the process of creating an MS Excel spreadsheet, researching mods and coming up with a list of mods I plan on using. The Spreadsheet will eventually include Mod Name, Category (for load order), Version, Last Update, Author, File Size, URL on Bethesda,net, Dependencies, Known Conflicts, etc. I am looking into several other mods and would appreciate some help in properly categorizing. Some of them are as follows:

  • Half-Breeds of Tamriel (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3075911) - Category 2 or Category 8? - My guess Category 2
  • Better Blessings (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3042054) - My guess Category 8
  • Better Horses (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3054051) - My guess Category 9
  • Merchant Death Prevention Project (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3014530) - My guess Category 9
  • BIG: More Kill Moves! (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3021456) - My guess Category 8
  • Perk Points and More Gold for Bounty Quests (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3032151) - My guess Category 8
  • Circlets under hoods (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3043076) - My guess Category 18
  • Equippable Tomes - Belt-Worn Books (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3012682) - Cat 16 or Cat 18 - My guess Cat 16
  • The Paarthurnax Dilemma (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/2940699) - My Guess Category 3
  • Opening Scene Overhaul (https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3015024) - My Guess Category 3


Please let me know if I put something in the wrong Category when you have some time. Thanks!




@vfrenchy:

There seems to be virtually no order to your mods at all.,. You should at least match them as closely as you can to the list then people will be much more likely and able to actually help you.,..,.



I'm writing In hopes someone may help me with my mod order:

•[XB1] Ashara paragon jewelry

•Better vanilla perks for Xbox

•reverse shout cooldown - Dawnguard(XB1)

•reverse shout cooldown - Dragonborn(XB1)

•reverse shout cooldown(XB1)

•apachii sky Hair SSE main XB1

•Succubus Armor

•increased follower limit(XB1) simple version 100 folowers

•better horses [Xbox one]

•skyrim sizes Lore

•Hateful wenches

•[XB1]Ashara skyrim characters as presets

•Deadly Wenches

•immersive citizens - AI overhaul

•[XB1] Ashara followers faces

•Sofía - the funny fully voiced vollower

•[Xb1] ashara erin and sienna followers

•adorable females

•natural Eyes

•cheat room (xb1)

•ks hairdos lite

•immersive wenches

•seraphim female body replacer extras

•seraphim female body replacer

•relationship dialogue overhaul - RDO

•(xb1) hearthfire building materials god chests

•the forgotten city

•unofficial skyrim special edition patch

•shezrie's old town

•Marco's integrated leveled lists (xb1)

This is not how I ordered them,I will do my best to organize them on my own until I can get help













@Tenshi_1998 said:

I'm writing In hopes someone may help me with my mod order:
•apachii sky Hair SSE main XB1
•Hateful wenches
•Deadly Wenches
•[XB1] Ashara followers faces
•adorable females
•natural Eyes
•ks hairdos lite
•immersive wenches
•seraphim female body replacer extras
•seraphim female body replacer
•the forgotten city
•unofficial skyrim special edition patch
•shezrie's old town

This is not how I ordered them,I will do my best to organize them on my own until I can get help

For the mods I left in the list immediately above, the order should probably be as follows:

  • Unofficial Patch
  • The Forgotten City
  • Shezrie's Old Hrodran Town
  • Immersive Wenches
  • Deadly Wenches
  • Hateful Wenches
  • Apachii Sky Hair SSE
  • KS Hairdos Lite
  • Adorable Females
  • Ashara's Followers
  • Seraphim Female Body Replacer
  • Seraphim Female Body Replacer Extras
  • Natural Eyes



Okay... this thread wasn't meant for people to simply dump their entire load order and expect others to sort through the mess for them... No, this thread was meant to teach people why they need to organize their load order and how they should organize it on their own.

Additional help is being offered for people with a few specefic mods that they may feel are a little ambiguous and difficult to find the correct placement for, NOT for people who haven't even tried to organize their mods on their own, who have given up on doing it themselves, nor for people who are simply to lazy to do it.

You have been given the tools to learn how to organize your load-order... just try to learn. The community and I will be eager to help those who show an effort and don't have a sense of entitlement.

Sorry for the rant... but I'm willing to bet some of the other members of the community here were hoping someone was going to say something.

@Poisd2Strike and @Dhaylen

I'll be getting to your questions soon, since those are actually reasonable requests/questions lol. However I'm probably going to get some shut-eye tonight. I'll try to find some time tomorrow to go through those mod's mod-descriptions to make sure I inform you guys of the proper category that they belong in and what not.



@LukeKB said:

@Poisd2Strike and @Dhaylen I'll be getting to your questions soon, since those are actually reasonable requests/questions lol. However I'm probably going to get some shut-eye tonight. I'll try to find some time tomorrow to go through those mod's mod-descriptions to make sure I inform you guys of the proper category that they belong in and what not.

Ok, whenever you have some free time is fine. I am hoping to gradually become more proficient at determining proper category. Incidentally, I installed the 1.1 patch (for Xbox One last night) and was able to play fine for 2 - 3 hours without any hiccups / freezes or CTDs. After that, I went to bed. I avoided updating mods which would force me to reorder them, since I think that is where some people have experienced issues. Once I start to get more familiar with mod placement in load order, I will download 1 or 2 new mods at a time and do a hard reset when necessary (example: SMIM, The Forgotten City, Vivi Weathers, Nordic Snow, etc.). I will also keep a list of my LKG (Last Known Good) load order. Thanks again for all your help!



I think modders should put what ir would catagorize as in their discription. SOme may think its pointless but some modders ask if we can give compatability feedback how do we do that if we dont know if its compatablity or load order?



@Poisd2Strike

  • Half-Breeds - 2, it looks like a major race overhaul so cat 2 makes more sense cat 8.
  • Better Blessings - 8
  • Better Horses - 8 or 9, depends on if you have other mods that affect horses as this one needs to load last out of all of them for it to work
  • Merchant Death Prevention Project - 9
  • BIG: More Kill Moves - 8
  • Perk Points and More Gold for Bounty Quests - 8
  • Circlets under hoods - 18
  • Equippable Tomes - 16
  • The Paarthurnax Dilemma - 3
  • Opening Scene Overhaul - 19 as directed by the mod author. However, if you use Alternate Start, this mod is incompatible with it.