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This mod adds unique lightsabers in the game that use Magicka to stay alight. Using these lightsabers in battle is incredibly cool and makes combat encounters in Skyrim quite memorable.

The weapons in Monster Hunter are massive and look extremely powerful. Wielding these weapons in Skyrim would be quite a tantalizing prospect indeed.

This is where the Monster Hunter for Skyrim mod comes into the picture. It adds a bunch of iconic weapons from the Monster Hunter series into Bethesda's iconic title that is quite a blast! The silver sword present in The Witcher series is easily one of the most iconic swords in pop culture. So, it was only a matter of time before modders would incorporate this sword into Skyrim as well. This simple mod gives players access to Geralt's patented silver blade.

It might not do much from a practical standpoint, but using this amazing sword in battle is a ton of fun regardless. World of Warcraft is one of the most popular MMOs ever made. The weapon designs present in this MMORPG are particularly notable, with the Warglaive of Azzinoth being one of the most iconic weapons in the entire game.

Fans of World of Warcraft can download a weapon mod for Skyrim Special Edition that adds this blade to the game. It's a great way to get the best of both worlds as players slice and dice their way through enemies while using this weapon. Any gamer wishing for more weapons without breaking the immersion of the game's established look should definitely go for this mod.

The creator of this mod has used the textures present in Skyrim to make these new axes, swords, and more. Hence, the new weapons introduced in this mod feel cohesive with the design of the game, which is quite a bonus for RPG players. Speaking of lore-friendly mods, one can't fail to mention the brilliant Lore Weapon Expansion mod as well. True to its name, this mod adds a bunch of weapons in the game that are carefully crafted to fit in with the established lore of The Elder Scrolls.

The creators of this mod used plenty of methods to make these weapons feel more well-integrated with the main game. They considered everything from the design of the previous games' weapons, to the extensive texts pertaining to relevant information in The Elder Scrolls universe. The end result is an impressive and natural-feeling expansion of Skyrim 's weapons. The final weapon mod on this list that deals with immersion is the aptly titled Immersive Weapons mod.

It should be no secret as to what this mod achieves in Skyrim. Most mod authors give different size options for thier textures, , 1k, 2k, 4k. The size chosen depends on a number of factors. The first being what is the object being retextured and what size is it in game. For instance, unless you are mainly setting up your game for screenshots, why on earth would anyone need 4k lockpicks?

For something so small in game under normal play you will not notice the difference between and 4k textures and your gpu will not work as hard to display them. Next thing to consider; can your system handle the size textures your using? My m would melt if I threw a bunch of 4k textures at it.

So most of my textures are 1k. But the most important thing is do you like it? This guide is not intended as a How to Mod guide like the one linked below it is intended to help folks who already mod have simple reference for setting up a base fully textured game. But use whatever size textures are best for your system. Nearly all files will be optional, for the ones that are necessary for the guide to function properly I will mark as such.

This guide is intended for use with Mod Organizer 2, if you use Vortex then you will be ok, but I am unable to help with it. This guide will assume that you already have MO2 installed. If not go my Modded Skyrim guide and follow section 2 to get MO2 installed to your system.

This item has been added to your Favorites. Created by. Category: Modding or Configuration. Languages: English. Guide Index. Screenshots - empty. Installing the Tools - probably not complete. Finally Textures!! Texture Overhauls - Complete for now. World Space - complete full. Worldspace - probably not complete. Appendix A. Appendix B. Converting Plugins to Form 44 - complete. Appendix C. Merging Plugins - complete.

Appendix D. Converting to Form 44 - complete. Appendix E. Running Nemesis - review. Appendix F. Converting Meshes and Textures from Oldrim - Complete. New update More work on section 8. An explanation of what dirty mods are follows.

Nazenn wrote this for oldrim but the information is the same for SSE. Mod's, and indeed even Bethesda's own files can run into problems with badly organised records. When a record is 'undeleted and disabled' it is actually fixed. It is the deleted records that haven't been fixed that UDRs are actually pointing towards] Similarly to the list's discussed above in the Wrye Bash section, the rest of Skyrim's data that isn't related to levelled lists is stored in individual records.

Lydia's record for example contains all information about what skills she has, what voice she uses, what she wears, even what her fighting style is and more. ITMs are when a file has a record that is percent identical to the record that its master has usually this master is Skyrim.

This can happen for a number of reasons. An edit that was reversed but not deleted, a record accidentally copied, or even an error in the Creation Kit. UDRs on the other hand are usually objects that exist in the master files, but have been deleted from the world in the modded file or, as above, in Bethesda's own files. This sort of problem is usually less accidental and more done from lack of knowledge, or from older modding practices. ITMs in mods can actually reverse changes in your other mods.

Say you have a mod that edits Lydia's fighting style so she now is a cowardly archer. If a mod that is lower in your load order has an ITM for Lydias record, it will accidentally be undo the changes. UDRs can have other, more serious repercussions. If a script, or another mod tries to reference an item that has been deleted, then the script, or other mod, may cease to function properly or throw off errors.

This is because it is constantly searching for the missing object so it can do what it is meant to do. ITMs are usually solved by just deleting the identical record, which removes the problem.

However, some mods, including some very popular ones such as Convenient Horses, require certain ITMs to function. This is because a feature of the mod may rely on being certain that a record is properly formatted, or has the correct data in it, and therefore the mod can't risk another mod changing it. Cleaning these ITMs will break the mod. You should instead report ITMs to the mod author via their comments or a personal message and ask them to confirm that it is necessary, or clean the mod file themself.

UDRs are solved a different way, actually by doing what their name suggests. This means that in game the script or mod can still find the item, which stops the errors, but because it is disabled you will not see any effects from it in your game which prevents the errors in game from happening.

Cleaning UDRs is usually safe and beneficial to your save game under most, if not all, circumstances. While having clean mods is always preferable to having unclean mods. Knowing what is a dirty mod, and knowing what 'dirty' edits are essential which makes that mod a clean mod is the core thing to keep in mind. Download and install SSEEdit. To start we are going to set up two versions of xEdit to do a couple of the routine uses automatically, standard xEdit and cleaning plugins.

Note: Only clean mods when you know it is safe to do so, either the mod author or someone who knows the game well says it is safe. In the Edit dialogue click the plus sign copy and paste the following quote box into the arguments box changing it to match your xEdit installation location then set them up to match the following Now let's clean the master files. Set MO2 to the xEdit Autoclean and click run.

In the Module Selection dialogue select Update. It will take awhile but when it finishes, in the right pane messages tab it will say Quick Clean mode finished and Background Loader: finished, exit xEdit.

Now in MO2 check your Overwrite folder, if anything is there delete it. Repeat step 5 for the remaining DLC. Note: When cleaned the old way Dawnguard needed to be cleaned twice plus some manual edits. With the autoquickclean xEdit automatically cleans and saves the plugins three times. The manual edits will still need to be made. Now, about those manual edits; Open the xEdit we called, well, xEdit. In the Module Selection dialogue select Dawnguard.

Once it loads; A. Under Dawnguard. Once the count down ends click the Yes I'm Sure button. If you already own The Elder Scrolls V: Skyrim and are thinking of trying Skyrim Special Edition, you may have questions about how the improved version of Bethesda's RPG will work in terms of mods, saved games, and most importantly, modded saved games. Here's what we know, and it's not all good news.

We'll update this post with any additional information we discover. You probably know this one, but just in case: if you own Skyrim and its expansions, you'll get Skyrim Special Edition for free, and you don't need to worry about Skyrim SE overwriting or replacing your original copy of Skyrim.

They are two completely separate games. If you have saved games and installed mods for Skyrim, you will still be able to play them with your original copy of Skyrim after the Special Edition appears.

If you've got saved games from the original Skyrim, you can use them with Skyrim SE. According to an email from Bethesda, it's just a matter of copying and pasting the files:. So, you'll be able to pick up in the Special Edition right where you left off in the original.



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