r/skyrimmods

PSA: Limit your framerate!

Hi all.

Just a public service announcement - this is probably obvious to many, but it wasn't to me; a experienced skyrim modder since oldrim

So my FPS was garbage - and not in the "really low" type, but the "wild swings from 60, to 100, to 20" type.

I run a heavily modified setup, with CS, and i use stuff like ParallaxR/VRAMR/BendR/PGPPatcher and many other optimisations (largely unnecessary, as i run a high VRAM GPU). I Run with 2k Resolution, and 4k Shadows.

my FPS was wild because, largely draw call limitations - basically we're talking a fundamental limitation with the game engine and Direct X 11.

I had a eureka moment, though.

I thought "I notice the wild swings the most, but my average FPS is actually reasonably good" So i got my average FPS number (45fps) and force limited my FPS to this using Display Tweaks.

Now i have buttery smooth FPS at 45, no hitching, no wild swings. ACTUALLY SMOOTH AND CONSISTENT FPS.

Just thought i'd mention that here, as this problem was giving me major frustrations for an extremely long time.

Edit-

It's genuinely crazy how many people can misunderstand a simple post. This community is the pits at times, seriously.

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u/NotASockPuppet88 — 22 hours ago

do you guys redo your modlists when replaying?

I always wanted to just like reuse the last one i did but when i open the modmanager, i get so overwhelmed by not recognizing anything that i just start from scratch lmao. But honestly it'd be so much more efficient if i just worked on my last one.

If so, how do you guys do it? I always stop playing due to some error i had and by the time i go back i cant possibly fix that error lmao.

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u/gretchenich — 19 hours ago

Little Known Mod Review - The Dragon Bard

I recently began a Bard playthrough and discovered this mod, available at the following link:

https://www.nexusmods.com/skyrimspecialedition/mods/151231

The Dragon Bard adds several new craftable and playable instruments, including but not limited to a lyre, violin, and pan pipes, each with their own new animations. There is also a vocalize ability that allows one to sing beautiful, wordless notes. A player home in the Bards College in Solitude has a special workbench at which the instruments can be crafted.

While this is fun flavour for a Bard character there are also quests.

One of them involves playing an instrument at a series of places around Skyrim. Completing this quest earns you a song power as well that provides unique magical effects based on the instrument you have equipped.

The second involves following clues to find ancient musical scrolls containing music. For each one you find a new song is unlocked on a corresponding instrument. I quite enjoyed this quest as following the clues contained in a book to find the scrolls takes you all over Skyrim, and if you're an RP player like I am it's great to have an in-game reason to adventure like this. A book gives you hints as to where to find them, but doesn't hold your hand and lead you right to them. There's a real sense of accomplishment in finding them.

The mod author is herself a musician, and it shows. The attention paid to the selection of musical tracks is stellar, and the overall tone of the mod is immersive and fun.

It plays well alongside Become a Bard.

While I haven't fully completed the quests yet, I haven't found any real bugs.

I've been playing with Become a Bard and Ordinator along side this mod, and suddenly have fallen in love with the Speech perk tree. Not only does all of this add to the immersion of a Bard character, it also provides a real sense of musical accomplishment.

I'd love to see a patch at some point that allows the Vocalize power to count in Thunderchild's "Shout at the sky once a day" task, or an option added to sing the words of a shout. I'd also love to see some song-based spells added via an update or a companion mod; illusion and conjuration could be excellent schools to be expressed through song. Restoration also, especially spells like Aura of Might / Vigor from Triumvirate.

This mod, if expanded and more quests added, has the potential to be the Bard equivalent of what Undeath or Practical Necromancy are to necromancers.

I think this mod author hit it out of the park here, with a well-crafted mod that hits a fine niche in the modding community.

Give it a try if you decide to play a bard. You'll be glad you did.

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u/DambalaAyida — 20 hours ago

Vortex vs MO2: Electric Boogaloo (Whats up with Vortex's 'LOOT Messages'?)

Guys hear me out, I know this has been asked and answered atleast 254 times here and elsewhere; Ive read and viewed about 2/5th of them personally I think.

Some barely relevant context for why I'm here now and asking:
>!I'm returning from a ~6yr skyrim hiatus and previously had only used NMM for 'oldrim' before my old PC died and I couldnt be arsed resurrecting my install (till now - I actually got it working but also realised how ghetto and half finished everything about it is); during this 6yr hiatus I actually have used MO2 for FO4 and Vortex for BG3 and both seemed fairly usable all things considered.!<

From a decent bit of reading, sifting through conflicting information and playing around with the apps firsthand, I've made about 4 observations and 3 conclusions:

  1. The end-user functionality is almost identical between them - albeit slightly different to navigate and interact with; sorting, conflicts, updating, profiles - both can do all of these things with similar efficiency.

  2. Deployment Methods (as per the hyperlinked wiki) - this seems a pick your poison, Vortex *maybe* faster but MO2 keeps your data folders cleaner, the latter seems especially double edged as while its 'easier' to run and test vanilla its also 'harder' to interact with all your mods alongside the base game data e.g. for modding reasons (I'm an extremely amateur modder so this maybe a bad analysis). Though I believe one can 'uninstall' all their mods with vortex by swapping to a vanilla profile quite easily and quickly also(?).

  3. Collections - most Wabbajacks are made for MO2 but Vortex is 'best' (perhaps the only option) for Nexus Collections? I think? tbh I'd probably prefer to build my own list unless I find a *genuine* 'essentials only' collection I agree with; so not too fussed here.

  4. The Big One - essentially the only reason I felt the need to make a new post here and seek further advice at all - 'LOOT Messages'. Are these new? I've not seen anybody else mention this when talking about Vortex or 'which one to use'; yet it seems, to me, like the biggest difference in actual user offerings. For those who don't know wtf I'm talking about, if you double click an installed mod in the Plugins tab of Vortex and scroll down in the info box on the right hand side you get a bunch of options and a header titled "LOOT Messages (only updates on sort)" - under which you get small little recommendations of other mods to use or things to be aware of (perhaps also more but this much atleast is true from my limited testing). Naturally these notes aren't perfect: for SkyUI it tells me its "highly recommended" to use a 'SkyUI flashing savegames fix' mod- despite it not being needed in version 6.x of SkyUI (which I'm using), as per the nexus page for it. For Ordinator it 'highly recommends' getting "Bug Fixes SSE" and reading compatibility notes - as someone whos never played SSE before I wasn't aware of such a mod and appreciate being made aware of and recommended to it - especially since it leaves the ball in my court to actually look into and act upon this advice. On the top right of the Plugins tab there is even a cogwheel option to include these 'LOOT Messages' inline, for better or worse depending on ones needs and setup I suppose.... Does anyone know if these messages are any 'good'?

so tldr; does anyone have any experience or advice about these Vortex "LOOT Messages"? are they generally solid recommendations? are they a noob trab? have I missed or misunderstood anything else about the differences between mod managers?
cheers!

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u/stuyb — 1 day ago

2026 Content Guideline Refresher

Hey everyone!

Last year, we posted some quick revisions to our content guidelines. This post is meant to serve as a reminder of those content guidelines, as well as a notice that we've updated our rules to be more reflective of those guidelines. Specifically, the following:

  1. Paid content, commission posts, and bounties are still banned. We have added an official rule clarifying this in its own rule slot for emphasis. Paid mods are against Bethesda's TOS and we are not a marketplace. We are not responsible for how a person handles or utilizes their money, but money should not be spent or traded here. Posts offering to pay someone to set up their modlist for them would also fall under this category. Reviews of paid content still fit within our guidelines. See the new Rule #9.
  2. Do not use AI to troubleshoot. Do not encourage people to use AI to troubleshoot. No, it is not worth it just because it helped you that one time. Posts encouraging the use of things like Claude, Grok, or ChatGPT will be removed. These are not suitable replacements for hands-on advice. See the revised Rule #7.
  3. NSFW content is and always has been allowed on our subreddit. Unless that content would breach TOS in some way, NSFW content is fine to share or request here when properly flaired. Remember Rule #1 and Rule #3.

If you spot posts that seem outside of our existing content guidelines, please notify the moderation team via the report feature or our modmail. This is a subreddit for modding and modding enthusiasts; keeping it that way will always be our top priority. If there's something you feel should be brought to our attention, please contact us via modmail. Otherwise, please feel free to discuss these clarifications and any thoughts you have on our rules here.

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u/GNSasakiHaise — 1 day ago

Need advice for a best possible first Skyrim experience

Hey everyone,

I’m planning to play Skyrim for the first time and, realistically, it’ll probably also be my only full playthrough because I don’t have a lot of free time. Because of that, I want to make it the best experience possible right from the start and go with a modded setup focused on immersion and quality.

I don't know much about mod collections and kinda MCs are out there but I've been looking through Vortex and found “Next-Gen Graphics” and “SKSE and Behaviours Essentials.” From what I understand, one seems to be graphics/immersion focused and the other bug fixes, frameworks, and gameplay essentials? Not completely sure though.

My main question: Can I safely combine multiple collections like these, or combine collections with individual mods afterwards? Or would this cause issues?

What I’m looking for is basically:

  • Bug fixes / stability improvements (as much as recommended)
  • Graphics overhaul so the game looks great
  • Immersion improvements (i.e. AI Dialogues)
  • QoL stuff is totally fine (better UI, RaceMenu, etc.)

What I don’t want is major story/lore changes, new main questlines, total overhauls, or something like Nolvus where the experience becomes a completely different game.

Small note: I know some people will probably recommend doing a first playthrough completely vanilla for the “intended experience,” but I’ve already decided I want to go modded from the start. I’m mainly looking for recommendations that keep the original game/story intact while improving visuals, immersion, stability, and QoL.

So if anyone has recommendations for the “best first and probably only Skyrim playthrough” setup, I’d really appreciate it.

Thanks 😄

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u/Spare-Detective-5682 — 22 hours ago

Modlist recommondation

Hey guys, at first sorry if this question was asked 10361 times but im totally overwhelmed. I recently found Nolvus and it was insane to me about how much of a new game you can create with those modlists. But honestly to me personally i didnt liked it, it all felt so unbalanced and glued together and it was a little bit too much. Can you guys recommend me an modlist with features:

- Alternative levelling, i never liked the fact that enemies level with the player, i like games like gothic where there are easy enemies like wolves and hard ones like trolls and you have to become stronger to fight the stronger ones, where you are very weak in the beginning but with every level up you became feelable stronger
- maybe more magic
- maybe other skill system where you have to learn stuff like smithing before you can do it
- good balanced survival
- nsfw adult content lol

Thank you very much in advance you guys are insane

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u/taddl555 — 1 day ago

Is just below 800k reference count good?

So ive recently started ESMifiying any and all files that were safe to esm (largely new lands mods woth no patches) but I wanna know if just below 800k is good for me to not have to worry about death on combat related deadlocks (tge kind that happen when the game reaches rhe reference limit and then tries to fire 6 different scripts and cant do the ones for death items)

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u/FormerBoard7834 — 1 day ago
▲ 42 r/skyrimmods+2 crossposts

ShelbyWolf's Papyrus Extended - (AE SE)

I made an SKSE plugin that exposes native function that vanilla Papyrus doesn't provide🥺 — things like quest-scoped hit/attack events, werewolf state detection, moon phases, wind speed, and more. No more OnUpdate polling hacks🎉

If you make Skyrim mods, go take a look😀
nexusmods.com/skyrimspecialedition/mods/180421

>!✔️I do plan on adding more functions and other useful things in the future 😺!<

u/Shelby267 — 1 day ago

Mod Idea: Dragon sub-species

I'm suprised nobody did something like this before, but recently i thought how weird it is that we only have wyverns, and that nobody added other sub-species. We have so many mods trying to improve dragon's by adding new attacks, Elemental types, but no new species. And there are so many options:

*dragons *wyverns *drakes *sea dragons *dragon turtle *hydra *zmei *wyrm *arctic dragon *coatyl *aphiptere *basilisk *cockatrice *lindwurm *lung dragon *dragonette *feydragon

I know some of these would not fit into Skyrim because of skyrim's region, style of fantasy or gameplay limitation. However 5 or 6 of these classic's would fit right in.

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u/9YearOldPleb — 1 day ago

[Mod release] Left Hand Rings SKSE

Hey everyone,
I've just released a new SKSE plugin: Left Hand Rings SKSE.

This mod lets you wear rings on your left hand without relying on a hand-made set of duplicate left-hand ring records.

Instead, it builds the left-hand item at runtime from the actual ring in your inventory. That means vanilla rings, DLC rings, Creation Club rings, mod-added rings, retextured rings, mesh-replaced rings, and custom enchanted rings should all work without needing dedicated patches, as long as they behave like normal Skyrim rings.

There's also an optional balance setting if you want left-hand ring enchantments to be weaker while you're already wearing an enchanted right-hand ring. The Bond of Matrimony can also get its own separate left-hand slot.

Everything is configurable via .ini, with an optional MCM addon if you prefer changing settings in-game. I tried to keep it lightweight and compatible.

You can grab it here:
Left Hand Rings SKSE on Nexus

Would love to hear your thoughts or bug reports if you give it a try!

PS: No, I do not know why Bethesda gave us ten fingers and one ring slot.

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u/Chamele00n — 2 days ago

(MOD RELEASE) Underwater Skyrim- Dungeons and Dawnguard

I'm back on my bullshit 

(and by "bullshit" I mean "making mods that add underwater content, like sunken dungeons and hidden treasure and weird points of interest")

This one adds stuff to the Forgotten Vale, Dayspring Canyon, Japhet's Folly, Skuldafn, and various other small/interior worldspaces

It also makes Riften's canals even grosser and (very importantly) adds a broken oar to Broken Oar Grotto

Check it out here: https://www.nexusmods.com/skyrimspecialedition/mods/180482

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u/Yeah-But-Ironically — 2 days ago

What is that one modding tip that is so important, you're surprise nobody talks about it?

I mean those little things when you're trying to fix a bug or even when downloading a simple mod? I feel like so many things go by unnoticed or are things you sorta learn on your own because not a lot of info is there about.

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u/DreamyMountainFlower — 2 days ago

Rethinking Skyrim's Small Towns and Villages (My Custom Setup - Part 1)

Everyone seems to have a 100-mod setup for Whiterun, Solitude, or Riften. But the smaller towns and tiny villages are so often overlooked. Today, I want to share how I approached minor settlements in my load order. Hopefully, this gives you some inspiration or helps you find a hidden gem for your own game!

Full Video Showcase: If you want to see exactly how these combinations look in action with my graphics, audio, and NPC pathing, you can check out my full video overview here: [Video Link]

Quick note: Covering every small settlement made my video showcase way too long, so I’m splitting this into a two-part series. Seven settlements today, and the rest in the next post/video.

My Core Secret: Expanded Towns and Cities (ETaC)

Before jumping into specific towns, I want to highlight Expanded Towns and Cities SSE. While it might not be the most hyped mod on Nexus right now, it is an absolute masterpiece for this specific goal.

  • What it does: It adds new houses (especially for vanilla NPCs who were technically homeless), introduces new voiced NPCs, and perfectly blends with vanilla architecture.
  • The vibe: It introduces immersion elements like rats, squirrels, cats, and dogs depending on the location.
  • Tip: Grab the "Complete" version - it has vastly better patch compatibility.

1. Riverwood: Cozy, Detailed, but Still a Village

Like every playthrough, we start in Riverwood. My goal here was to make it feel like a fully realized, living community while keeping its rustic, cozy identity. I combined three mods to achieve this:

  • Ivy's Riverwood Overhaul (Core Aesthetics & Interiors) This serves as my main visual base. It bundles all of Ivy's individual mods (like the Windmill Apothecary, Shrine of Mara, Faendal’s house overhaul, and a simple starter home for the player). It heavily focuses on a cozy, warm atmosphere, and I let it handle all the interiors here.
  • Docks of Riverwood (Riverfront Expansion) Adds small docks, fishing spots, and a lovely area where locals gather to relax in the evenings. It makes the river feel alive.
  • Expanded Towns and Cities (Structural Expansion) ETaC steps in here to seamlessly add 6 new buildings and 9 new NPCs. It populates the area so naturally that Riverwood still strictly feels like a rural village, not a cluttered town.

2. Morthal: Spooky Swamps and Distinct Architecture

Morthal has a very specific, eerie atmosphere thanks to the surrounding marsh, a mysterious Jarl, and the looming threat of vampires.

  • Expanded Towns and Cities (Structural Expansion) ETaC steps in to flesh Morthal out into a proper town, adding 7 new houses, 14 new NPCs, a Temple of Stendarr, new shops, and well-integrated heavy fortifications around the perimeter.
  • Cities of the North - Morthal (Architecture) To make the town visually unique, COTN is an absolute must. The distinctive silhouettes of the buildings completely transform the settlement's look.
  • Snazzy Morthal AIO (Interiors) Handles the clutter and details inside key buildings. It adds immense immersion and comes with fantastic patch support.

Bonus Immersion Mods for Morthal:

  • Detailed Landscapes - Morthal Swamp AIO (BOS): Adds giant mushrooms and glowing exotic plants, giving the marshes a dark, magical fantasy vibe.
  • Denizens of Morthal: Expands dialogues for local residents, making them feel more alive and way more interesting as followers. (It also improves Erandur, which acts as a perfect bridge to Dawnstar).

3. Dawnstar: The Northern Whale-Bone Port

My setup for Dawnstar follows a similar logic but introduces some very unique aesthetic flavors.

  • Expanded Towns and Cities (Structural Expansion) Adds several new buildings and NPCs, including a Temple of Dibella, an East Empire Warehouse, and sturdy perimeter walls.
  • Cities of the North - Dawnstar (Architecture) Gives Dawnstar its distinct northern visual identity. The Jarl’s Longhouse and the local inn look especially spectacular with this mod.
  • Snazzy Dawnstar AIO (Interiors) Overhauls and adds great detail to several key interiors across the port.

Unique Additions & Technical Tweaks:

  • Nordic Dawnstar's Entrance Path: Decorates the city entrance with massive, ominous whale bones. It perfectly fits the vibe of a rugged, northern port town.
  • Dense Snowy Forests: Thickens the woods around Dawnstar. It completely changes how you perceive areas like the Saturalia Camp from the Anniversary Edition.
  • Technical Note: Both of these final mods had minor clipping issues with my core Dawnstar overhaul. I easily fixed this by doing a quick clean-up using the In-Game Patcher.

4. Karthwasten: Silver Mines and Architectural Identity

Next up is Karthwasten. Yes, the iconic standoff between the Silver-Blood mercenaries and locals is still here, but the town itself feels way more substantial now. I used a custom combo for this area:

  • Expanded Towns and Cities & The Great Town of Karthwasten SSE (The Combo) ETaC seamlessly introduces 5 new buildings to the area, while The Great Town handles the unique architecture. Both mods add plenty of new NPCs, making this small mining settlement feel like a fully functional community.
  • The Flavor Details: Huge shoutout to the Khajiit silversmith shop, which makes total sense for a town built around silver mines. Also, look out for a cat named "Sir Troll-Face McGrumpy Butt" hanging out inside The Grinning Goblin tavern!
  • Texture Note: Keep in mind that The Great Town of Karthwasten relies on your Solitude textures by default. If you prefer a more rustic look, there is a separate mod on Nexus that swaps them out for classic farmhouse textures.

5. Rorikstead: Farming, Mysteries, and Basalt Cliffs

For Rorikstead, I wanted to keep the overhauls relatively straightforward without using overly complex mod combos.

  • Expanded Towns and Cities (Core Expansion) ETaC does a fantastic job expanding this village without ruining its core rural identity. It drops 7 new houses, 11 new NPCs, new shops, and additional farms.
  • Rorikstead Basalt Cliffs (Visual Backdrop) I added this to give the flat landscape around Rorikstead some dramatic verticality.
  • Technical Note (Load Order conflict): This cliff mod has a minor landscape conflict with ETaC. Depending on your load order, one will clip into the other. I prioritized ETaC to keep the village terrain pristine, which means the hill near the Akatosh shrine has some minor issues - but it's a trade-off I'm totally fine with.
  • More to Say (Dialogue & Quests) Highly recommended. It expands NPC dialogues and adds a few neat little mini-quests that tie directly into Rorikstead's dark vanilla secrets.
  • Lund's Hamlet - An Overhaul (Bonus Location) I treat Lund’s Hut as an extension of Rorikstead. It's originally a very tragic vanilla spot, and this overhaul turns it into a beautiful, melancholic landmark.

6. Darkwater Crossing: Thermal Baths and Argonian Lore

For Darkwater Crossing, I didn’t even need to add any companion mods. Expanded Towns and Cities handles the whole area single-handedly.

  • The Expansion: It introduces 6 new buildings, 9 new NPCs, a general store, a cozy tavern, and extra farming plots.
  • Derkeethus Quest Integration: It adds a proper house for Derkeethus and a small narrative intro to his rescue quest.
  • Technical Note: This built-in intro turned out to be completely incompatible with the standalone mod Finding Derkeethus in my load order, so I ended up dropping the latter.
  • The Highlight: My absolute favorite part here is a beautiful, scenic thermal bath on the edge of the village. It even features a local bard trying to improve her health in the hot springs!

7. Kynesgrove: Kyne's Gateways

We finish today’s list in Kynesgrove, wrapping up the settlements covered by my core overhaul choice.

  • Expanded Towns and Cities (Core) Adds 6 new buildings and 8 new NPCs, expanding the mining village in a very logical, lore-friendly direction.
  • Skal's Kynesgrove (Visual Tweak) I recently added this very simple mod. It adds rustic town gates, extra lampposts, and a beautiful, minimalist shrine dedicated to Kyne. It pairs perfectly with ETaC.

Final Thoughts on Expanded Towns and Cities (ETaC)

To wrap things up, I honestly think ETaC is criminally underrated nowadays. Yes, it’s an older mod and can be technically tricky to patch depending on your load order, but the pros heavily outweigh the cons:

  1. It offers a pure vanilla-plus experience.
  2. All new NPCs are fully voiced.
  3. It expands the world logically, not just with empty decorative boxes. It actually gives homes to vanilla NPCs whom Bethesda left homeless, and adds missing functional infrastructure like local shops, taverns, and temples.

For the next part of this guide, I will be moving away from ETaC to look at minor settlements that use completely individual, standalone overhauls.

If you missed it at the top, you can watch the full video breakdown with gameplay footage here: [Video Link].

Let me know your thoughts! What overhauls do you run for these minor towns?

u/selezniov — 2 days ago

Anyone looking for a voice actor?

Hello! I am the Author and VA of the follower mod Aurian. I was wondering if anyone was in need of a voice actor for any of their projects? I am male and from southern England but can do a range of accents and styles. And yes I am in the Skyrim voice alliance discord, but thought I would offer my services here just in case.

This would be free of charge.

Cheers

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u/bubsy200 — 1 day ago

Does anyone know any good Morrowind mods?

Any mods that work well with Armors of the Velothi pt 1 & 2 and Journey to Baan Malur? Trying to get a morrowind late game playthough

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u/Just_Bicycle_3948 — 1 day ago

I have a confession that I'm still proud about but it's pretty unhinged (share yours!)

Several years ago a friend of mine wanted to pay Skyrim with me and my friend. She didn't know how to mod the game and so I said, not to worry! I will mod it for you. And so I did. I installed dozens of mods including skyrim together.

We started playing as a group of three, her husband was playing PS4 or something like that but was within hearing distance.

The game ran pretty well considering, it was the early skyrim together days... And well, there were bugs for sure and well... Hours went by and then we arrived near whiterun where the giant is and there's that ruined castle type of thing with the bandits, you know the one....

Well, the game bugged and it bugged HARD. All of a sudden there were countless of bandits running out into the overworld and then... I heard it... "WHAT THE FUCK!!!!!!!" Her husband said "WHAT WHAT???"

She yelled "THE FUCK THE FUCK WHY ARE THEY ALL NAKED!!?!? DO YOU SEE THAT??!??"

My friend and I were also seeing this and we could see her character kinda running away from the onslaught of bandits but also turning around and walking backwards then runnign away then looking back....

"THEY ARE NAKED! THEY ARE NAKED!"

We were dying of laughter, she had no idea i snuck in Shlongs of skyrim and set it on max settings.

"WHAT HAVE YOU DONE??? WHAT HAVE YOU DONE!???"

We're just trying our best to not die from the now dozens of bandits. Her husband runs to go see and starts laughing like an idiot. The shongs were on max setting btw.

The conversation afterwards was hilarious but it was my joke and her initiation into Skyrim mods. I know I probably shouldn't have but I did and she still enjoyed playing thereafter, she just didn't loot the bodies completely.

I randomly remembered this story 2 days ago while trying to fall back asleep at 3am and i was cracking up like an idiot. Do you have your own mod-related confession?

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u/Eriane — 2 days ago

Loot is not working with mo2, it gives me this message, what does it mean?

[info] Attempting to create a game handle for game type "The Elder Scrolls V: Skyrim Special Edition" with game path "C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition" and game local path "C:/Users/Default User.DESKTOP-UQGJ816/AppData/Local/ModOrganizer/Skyrim Special Edition/profiles/Default"

[info] Downloading latest masterlist file from https://raw.githubusercontent.com/loot/skyrimse/v0.29/masterlist.yaml to C:\Users\Default User.DESKTOP-UQGJ816\AppData\Local\LOOT\games\Skyrim Special Edition\masterlist.yaml

[error] Failed to parse condition "readable("../SkyrimSE.exe") and product_version("../SkyrimSE.exe", >=, "1.6.1130.0") and version("unofficial skyrim special edition patch.esp", <, "4.3.1")". Details: The parser did not consume the following input: " and product_version("../SkyrimSE.exe", >=, "1.6.1130.0") and version("unofficial skyrim special edition patch.esp", <, "4.3.1")"

[error] Loot failed. Exit code was: 0x1

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u/Ghengis56 — 1 day ago