As of v1.2.0 nothing needs to be downloaded as all mods are compatible provided the load order requirements are met. You can still download v1.1.0 incase you want to endorse, but there's no need to install anything.
Thanks for your comments, I hope you enjoy the list.
Hello! I was looking for a modlist that makes the game harder after not being satisfied with Requiem, and your modlist seems perfect. But I'm not very experienced with mods, so I have some questions.
1. I have to download each mod one by one and the patch provided on this page, right?
2. Is this modlist compatible with the AE CC content? Should I use any patches?
3. If the answer to the last question is yes, do you think "Tamrielic Distribution" could work with this modlist?
4. Would it be possible to use a spell mod like Mysticism?
Sorry if I asked a stupid question, and I'll understand if you don't know the answers to the compatibility questions. Thanks for all the work!
Hey, happy to help. 1. Yes, though you only need the patch if you are using both Master of One and Blade and Blunt. 2. It should be mostly compatible, though I'm not sure off the top of my head. Worst thing to happen will be some CC creatures not getting resistances etc. You can always look for patches for mods you think might run into issues, but I'd just go ahead anyway. 3. That should work fine. If the new armors or weapons are missing keywords they might interact oddly with perks or resistances, but that is probably not going to be a problem. 4. Yes, mysticism will work fine, I use it myself.
Thank you so much for the reply! I only have one more question, which is probably the most important, but I ended up forgetting it. Does your modlist work with 1.6.1170? It probably does, but just to be sure.
Yes, I think it is good for all versions. Just double check you are getting the right version of each mod as you download them. Most mods don't care about version at all, but some (like address library) do.
Hello tjhm4, First, thank you for creating and sharing your modlist! I’m interested in using it alongside MCO (Modern Combat Overhaul), but I wanted to ask if your modlist has been tested for compatibility with MCO or if there are any specific adjustments you'd recommend for optimal performance.I appreciate your time and guidance, and I look forward to exploring your work!Best regards,
I don't use MCO myself, so I can't be totally sure, but I think it's basically fine. Some of Master of One's perks rely on directional power attacks, but theres a patch to remove that in MoO's optional downloads. Other than that I can't think of any problems.
By the way, have you ever considered giving these perks to NPCs as other mods do (à la NPCs Learn Perks)? Do you also have a suggestion for alchemy? Do you run Apothecary with this modlist?
I deliberately don't give perks to NPCs, for a few reasons, but the big one is that NPCs don't actually need perks. All their stats scale much more strongly with skill level that do the player's stats (e.g. the player gets 0.5% extra damage per level of one-handed, but NPCs get 2% per level). Giving NPCs perks too can break them very easily. To make enemies tougher the best option is just to increase their level, which can be done with the releveler.
Apothecary is great, and I use it with this list no problem. It's not on the list because it doesn't specifically pertain to the goals of the list, but I'd certainly recommend it.
So you don’t suggest any enemy overhaul like SRCEO or Lawless? Any insights on that? I would like to make encounters very tough but still balanced around a party of 3-4
I have used SRCEO and quite like it. It makes some boss NPCs far too high leveled, but there's a rebalancing patch for that. Overall I think SRCEO is good for variety, it doesn't make the game much harder, and so I use the releveler on top.
I've never used lawless, so can't comment. I have used OBIS and rogues'n'raiders and found both were excessive for my taste. That said, I never use followers so balance difficulty around a single player.
Hello tjhm4, I love your suite of mods that overhauls perks, standing stones, races, and many other systems. I always thought there was Enairim, Simonrim, and Requiem. Now we gotta add TJHrim to the mix!
I would appreciate it if you could clarify some doubts I had
So do we have an installation guide that talks about the load order of the mods, how to generate the zedit patch for NPC Stat Rescaler, and other best practices? I would appreciate some sort of article or atleast screenshots if possible that shows how to setup all of these mods in MO2.
I love exploring gameplay systems, and I'm trying Requiem now and loving the deleveled world experience where we need a lot of preparation and patience at low levels. We just can't rush to Bleak Falls Barrow at Level 1. Is it the same here?
With Requiem, if we install any other mod that adds New creatures/enemies/NPC’s/followers then we will need a Requiem patch to ensure they level properly and have the appropriate perks. With 'Champion's Resolve', what will happen if we install a mod like Interesting NPCs or Enai's Sacrosanct, for example? Will we need to patch them?
I love the classic Elder Scrolls "Use Skills to Improve them" system (I have been using it since Morrowind!) and dont enjoy mods that give out generic XP like Experience. I just feel it is not the Elder Scrolls way! Is it possible to use the classic levelling and also use all of your other mods like Master of One, Geometric Stat Growth etc?
Thanks for all of your work. I would love to try TJHrim soon!
Thanks for the kind words! In answer to your comments:
For load order, as per the mod page: Put Ambiance.esp at the end of your load order, put USSEP at the top. Nothing else matters. For the zEdit patchers the pages for those mods have pretty specific instructions.
Yes, like Requiem you can't go everywhere at level 1. The weakest draugr are level 16, so draugr barrows are off limits until about level 10. Overall its probably not quite as hardcore as requiem though.
Whether a dedicated patch is necessary will depend on the mod, but in most cases you just need to rebuild the patchers (for the rescaler, releveler etc) and you'll be good to go.
Yes, just remove experience, tribute, the uncapper and static skill leveling.
I have this question for a while.... Blade And Blunt changes the combat stat regeneration modifiers to Health-0.5% Magicka-1.5% Stamina-2.5%. However NPC Stat Rescaler also changes this value to Health-0% Magicka-1% and Stamina-5% which breaks the balance of Blade and blunt. Is this intended? Right now I use NPC stat rescaler to change base regen parameters to 0.5% of the vanilla base values and set the combat modifiers to 100% of base regen parameters. Which sets regen values to Health-0.5%, Magicka-1.5%, Stamina-2.5% for both in combat or out of combat situation.
There is another thing about the scaler; the health offset that is a flat amount of 50 health point added to every creature. This makes creatures like rabbit, wolf too powerful early game. Even a chicken gets 50+ health. This kinda breaks the immersion early game.
For chickens maybe this is immersion breaking (I don't attack them so have never noticed), but I like it for wolves. It makes your first few levels a real challenge because even wild animals can take you down. For me, this enhances immersion because level 1 characters should be puny. If you don't like this you can adjust this parameter, but even then the rescaler will cause level 1 NPCs (of playable races) to start at 100 health instead of vanilla's 50.
What I did was to set the health offset to 0 and set the health per level scaling to 1. This way high level enemies still get the health benefits since enemy releveler changes levels accordingly. This keeps low level mobs easy to kill but with high level enemies the bonus health is quite close to the 50 health offset. Maybe even higher for stronger enemies like dragon priest. As for weak enemies like wolves, I am thinking of changing the rules in enemy releveler.
Just a suggestion, but I think Exercise - Incremental Growth is a perfect add on for this mod list. For example, Master of One's enchanting skill Soul vessel requires health/magicka/stamina points to lvl up. Now normally geometric stat growth increases stats well. But the player can also benefit from those extra stats earned by Exercise at early game.
Thanks! The only reason it’s not on the list is because I worry it is too hard to tune if used on top of geometric stat growth. If you are enjoying it then it’s all fine though. I might try it on my next playthrough.
Dear Author, i really love the look of this to add to my own list, however i am just wondering what loot related mods you think would work best with this?
I normally use SRLEZ, though it can make gems too easy to come by in draugr tombs. To be honest I don't think vanilla loot is too bad. What are you looking for?
well, since this modlist is about progression, i was wanting something that would enable loot to progress too, so that i dont find good stuff right from the beginning, and feel like i have to "earn" better equipment. however having a look at SRLEZ makes me think its the one i should go with
SRLEZ makes loot static, but puts the good loot in big, dangerous dungeons. As such, you can't get in there until you are pretty advanced and so, yeah, I think the progression is good.
I used to, but don't any more as I find it makes bosses unpredictable in their difficulty. I do like the variety it adds between enemy types though. In my recent playthroughs I mostly stick close to vanilla and use Blade and Blunt + Precision.
To be honest I have no idea, but from some quick googling: most of the mods on this list only need address library because they need SPID and SPID needs address library. However, there is a VR version of SPID, and as long as you get that working most of these mods will work fine.
Hello dear author, i read the description of the guide and i may say you did a really really good job, do you know any modguide/list to build a foundation for this list? like engine fixes, bug fixes, stability etc... ?
Thanks for the kind words! I don't know a baseline list or guide I'm afraid. Any of the large popular lists should start with this though I'd think. My personal list is:
Unofficial patch, Bug fixes SSE, SSE engine fixes, SSE display tweaks, Scrambled Bugs, Actor limit fix, NPC AI process position fix, No animals report crimes, Equip enchant fix, Attack speed framework plus or comprehensive attack speed patch, Snowy surface fixes, No grass in caves, Landscape fixes for grass mods, Fixed mesh lighting, Assorted mesh fixes, Fuz Ro Doh, Dual casting fix, Reflection fix, and Light limit fix - LLF particle lights.
My game is super stable, so I think this works well. That said, my full load order is pretty light (<200 plugins, <300 mods overall).
It'll work totally fine with them. I use the first three myself - they used to be on the list, but I took them off because they are outside of the core focus of the list, not for any compatibility reasons.
Nothing bad will happen, but the effects of those mods will be missing. Without the rescaler enemies will be spongey and have infinite magicka. Without the releveler enemy difficulty will feel more inconsistent and unpredictable. What problem do you have with zEdit? I might be able to help.
Neither synthesis nor zEdit can create patches once there are more than 254 plugins that need patching. However, the rescaler and releveler only need to patch NPC/race/class mods which are typically a small-ish subset. With 500 mods you should be fine.
Have you tried using this: https://www.nexusmods.com/skyrimspecialedition/mods/35012
It will identify the subset of your mods that need patching, and then you can load just that subset. You might need to roll back to zEdit 0.6.5 for it to work.
252 comments
Thanks for your comments, I hope you enjoy the list.
1. I have to download each mod one by one and the patch provided on this page, right?
2. Is this modlist compatible with the AE CC content? Should I use any patches?
3. If the answer to the last question is yes, do you think "Tamrielic Distribution" could work with this modlist?
4. Would it be possible to use a spell mod like Mysticism?
Sorry if I asked a stupid question, and I'll understand if you don't know the answers to the compatibility questions. Thanks for all the work!
1. Yes, though you only need the patch if you are using both Master of One and Blade and Blunt.
2. It should be mostly compatible, though I'm not sure off the top of my head. Worst thing to happen will be some CC creatures not getting resistances etc. You can always look for patches for mods you think might run into issues, but I'd just go ahead anyway.
3. That should work fine. If the new armors or weapons are missing keywords they might interact oddly with perks or resistances, but that is probably not going to be a problem.
4. Yes, mysticism will work fine, I use it myself.
First, thank you for creating and sharing your modlist! I’m interested in using it alongside MCO (Modern Combat Overhaul), but I wanted to ask if your modlist has been tested for compatibility with MCO or if there are any specific adjustments you'd recommend for optimal performance.I appreciate your time and guidance, and I look forward to exploring your work!Best regards,
By the way, have you ever considered giving these perks to NPCs as other mods do (à la NPCs Learn Perks)? Do you also have a suggestion for alchemy? Do you run Apothecary with this modlist?
Apothecary is great, and I use it with this list no problem. It's not on the list because it doesn't specifically pertain to the goals of the list, but I'd certainly recommend it.
I've never used lawless, so can't comment. I have used OBIS and rogues'n'raiders and found both were excessive for my taste. That said, I never use followers so balance difficulty around a single player.
I love your suite of mods that overhauls perks, standing stones, races, and many other systems.
I always thought there was Enairim, Simonrim, and Requiem. Now we gotta add TJHrim to the mix!
I would appreciate it if you could clarify some doubts I had
Thanks for all of your work. I would love to try TJHrim soon!
Blade And Blunt changes the combat stat regeneration modifiers to Health-0.5% Magicka-1.5% Stamina-2.5%. However NPC Stat Rescaler also changes this value to Health-0% Magicka-1% and Stamina-5% which breaks the balance of Blade and blunt. Is this intended?
Right now I use NPC stat rescaler to change base regen parameters to 0.5% of the vanilla base values and set the combat modifiers to 100% of base regen parameters. Which sets regen values to Health-0.5%, Magicka-1.5%, Stamina-2.5% for both in combat or out of combat situation.
Thanks anyways for this awesome modlist. <3 💗
Unofficial patch, Bug fixes SSE, SSE engine fixes, SSE display tweaks, Scrambled Bugs, Actor limit fix, NPC AI process position fix, No animals report crimes, Equip enchant fix, Attack speed framework plus or comprehensive attack speed patch, Snowy surface fixes, No grass in caves, Landscape fixes for grass mods, Fixed mesh lighting, Assorted mesh fixes, Fuz Ro Doh, Dual casting fix, Reflection fix, and Light limit fix - LLF particle lights.
My game is super stable, so I think this works well. That said, my full load order is pretty light (<200 plugins, <300 mods overall).
How would it work with some of Simon’s other mods like Mysticism, Thaumaturgy, Apothecary and Artificer?
Neither synthesis nor zEdit can create patches once there are more than 254 plugins that need patching. However, the rescaler and releveler only need to patch NPC/race/class mods which are typically a small-ish subset. With 500 mods you should be fine.
It will identify the subset of your mods that need patching, and then you can load just that subset. You might need to roll back to zEdit 0.6.5 for it to work.