Due to declining health, I will no longer be creating or maintaining modding guides or tutorials. The following information may be outdated.
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. Morroblivion Overhaul - Appendix For installation and load order references, troubleshooting, etc...
- 1 Overview
- 2 Installing Official Games and Addons
- 3 Install Utilities
- 4 Install a Mod Management Utility
- 5 Load Order PHILOSOPHY & GUIDE
- 6 References
- 7 Current List of Guides and Tutorials
- 8 Credits
The Guides and Tutorials I create 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, a user will understand how to do this for themselves. GamerPoets has been my inspiration for this style of instruction since he began putting out his STEP guides on youtube. Ponyrider0 has inspired me to join the Patreon Community to share my creative works.
Most of my knowledge of modding was gathered from the STEP Wiki and Forums. Tarshana and her team at Tarsh Gaming have also provided me with a wealth of knowledge. 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.
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.
- Highly Suggested: This is optional, but very highly recommended to be included.
- 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 the 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.||Current Stable Version||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 a variety of applications.|
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.
Note: This plugin is not longer needed with GIMP 2.10.xx
|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.||Click on the Download Latest Version button.||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 Mod Organizer 2
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.
Nexus Wiki Section Headers and Definitions
01.1 Resources - Guides & Tutorials
Resources that provide a guide, tutorial, or general information about modding.
02. Bethesda Official Content
Official Games and Addons
03. Utilities - Tools
Utilities which allow you to create, edit, or manage mod-related files.
04. Script Extender Plugins
Script Extender expands scripting capabilities and adds additional functionality to the game.
05. Master Files and Utilities - Ingame
Master Files are mods containing ESMs (Elderscrolls Master Files). These must load before ESPs (Elderscrolls Plugin Files). Utilities - Ingame mods are plugins which have an ingame interface.
06. Fixes and Unofficial Patches
Mods which fix issues or bugs without adding new content. They are standalone mods that are rarely affected by other mods but enhance/overhaul large parts of the game with minimal or no overlap. These may include fixes which specifically address game stability or performance. :Earliest Mods: Plugins that need to load directly after the ESM files for whatever reason. -> :NPC Face Mods: Bash and deactivate to keep new faces with NPC altering mods later. -> Vanilla Fixes: Fixes for vanilla game bugs, everything else must be allowed to override these. -> :Unofficial Patches: A very large compilation of vanilla game fixes -> :DLC Shivering Isles: Official DLC and mods directly related to it.
07. Early Loaders
Mods that enhance/overhaul large parts of the game with minimal or no overlap. :Post UOP Fixes: Mods that directly edit fixes found in the UOP. -> :Non-English Language Fixes: Fixes for non-english versions of Oblivion. -> :VWalk Post-UOP Files -> :BSA Tricks: Dummy files which are used to activate BSA content. -> :Initial Fran's Files for FCOM
08. Gameplay - User Interface
Mods which add or modify user interface components. Oblivion's UI Menu has one of the most undesirable gaming UI that I ever played. It's a combination of wasted space, improper scaling, and inappropriate controls. Several mods are available that attempt to correct some of this. I will list my own preferences below, however, I recommend all users research what will best suit you. Remember, if you decide not to mimic my list, make certain it is compatible with mods you choose to install. Try to install only UI mods that are still being actively supported by either the author or the modding community.
- 08.1 Gameplay UI – CORE
Menus define the layout and style of the UI. This may include the HUD with remodeled textures, etc...
- 08.2 Gameplay UI – FONT CHANGES
Mods that alter vanilla fonts.
- 08.3 Gameplay UI – LOADING SCREEN
Mods that alter vanilla loading screens. Need to have the Graphics tag or they may be overwritten.
09. Base Mods
Contains several sub-categories (Weather, Water, Sounds, Lighting, and other Base Mods such as Audio Visual - Models & Textures, and rextured Items). Mods that can be overridden in part. Low priority mods. New Items, NPCs & creatures that are not overrides of other mods. 'Library' mods.
- 09.1 Audiovisual - Weather
Mods which add or modify weather. This may be moved to a lower category in either Gameplay - Immersion & Role-playing or Override Mods - Late Loaders if overwritten by lower mods.
- 09.2 Audiovisual - Water and Lava
Mods that retexture water and lava. This may be moved to a lower category in either Gameplay - Immersion & Role-playing or Override Mods - Late Loaders if overwritten by lower mods.
- 09.3 Audiovisual - Sounds & Music
Mods which add or modify sound effects, music, or voice. This may be moved to a lower category in either Gameplay - Immersion & Role-playing or Override Mods - Late Loaders if overwritten by lower mods.
- 09.4 Audiovisual - Lighting
Mods which add or modify lighting. This may be moved to a lower category in either Gameplay - Immersion & Role-playing or Override Mods - Late Loaders if overwritten by lower mods.
- 09.5 Audiovisual - Major Texture Packs
Mods that retexure a large portion of the games meshes and textures. Theese mods may be overwritten.
- 09.6 Audiovisual - LOD Resources
Mods that offer include LOD resources.
- 09.7 Audiovisual - Grass & Flora Overhaul
Mods that retexture both grass and flora.
- 09.8 Audiovisual - Tree Overhaul
Mods that retexture trees and shrubs.
- 09.9 Audiovisual - Landscape & Grass Fixes
Mods that fix landscape and grass anomolies. These may also include mods that claim to increase performance.
- 09.10 Audiovisual - Landscape
Mods that retextue landscape including dirt, rocks, roads, etc...
- 09.11 Audiovisual - Architecture
Mods that retexture buildings and other architecture.
- 09.12 Audiovisual - Caves & Dungeons
Mods that retxture caves, dungeons, forts, ruins, etc...
- 09.13 Audiovisual - Interiors
Mods that rexture inerior decorations.
- 09.14 Items - Tools & Clutter
Mods that retexture items that cannot be worn, ingested, or used as a weapon. Any new and unique items belong in a lower category in Gameplay - Quests & Locations.
- 09.15 Items - Ingestibles
Mods that retexture items you can eat or drink. Any new and unique items belong in a lower category in Gameplay - Quests & Locations.
- 09.16 Items - Armor, Clothing, & Accessories
Mods that retexture items that can be worn such as armor, clothing, jewelry, cloaks, and bags. Any equipment items that include body replacers belong in a lower catergory in Character Appearance - Equipment.
- 09.17 Items - Weapons
Mods that rtexture sticks you can stab, squish, or shoot people with. Any new and unique items belong in a lower category in Gameplay - Quests & Locations.
10. Load Order Independent Mods
These mods don't need to go anywhere, they're fully scripted, so load them early.
11. Late Loaders - Base Mods
Mods which are load order independent that need to be loaded after other base mods to avoid conflit. :Map Marker Tweaks: Load after OOO to override OOO initial map marker changes, otherwise let OOO remove starting default map markers. -> :Hotkeys: Load order independent. Use only one unless documentation says otherwise.
- 11.1 Audiovisual - Post-processing
Mods which perform post processing or include a post-processing preset. These are Graphic Extenders including ENB, ReShade, Sweet FX, TES Reloaded, ect...
12. Early Quest Add-Ons
Mods that add or alter quests in the game. :DLC 1: First group of official downloadable content and plugins directly tied to them. -> DLCHorseArmor.esp -> DLCOrrery.esp -> DLCVileLair.esp -> DLCMehrunesRazor.esp -> DLCSpellTomes.esp
13. Character Appearance
Mods that modify the appearance of characters or add new options for character creation.
- 13.1 Character Appearance - Body Mods
Mods that adjust body shapes or textures.
- 13.2 Character Appearance - Skeletons
Mods that add skeleton meshes for comaptibility with body replacers.
- 13.3 Character Appearance - Equipment
Mods that add items specific to new body replacer. :Items (Armor and Weapons): nest category which contains all "Items" headings. Wrye Bash tag all armor replacers need BASH: Graphics to keep their new look. Some items will need to go after overhaul or location altering mods to appear. ->
:Body Replacer Armour & Clothing: Stuff for use with body replacers. Wrye Bash tag all armor replacers need BASH: Graphics to keep their new look. -> :Not For Free Armor ->
:Horse Mods: Mods related to horses and some other types of mounts.
14. Pre Overhaul
Mods that need to be loaded before magjor overhaul mods to reduce conflict. :Only Name Changing Files:Tag with names and total compatibility. -> :DLC 2 -> DLCThievesDen.esp
Major Overhaul mods including: :FCOM, Fran's, OOO, MMM, etc -> Francesco's Leveled Creatures-Items Mod -> OOO; FCOM optional and related components; MMM and optional plugins -> OOO Full and Lite -> Post OOO -> MMM & FCOM -> FCOM/MMM optionals 1 -> FCOM/MMM optionals 2 -> MMM for non-FCOM installs -> OWC New Dimensions -> Tamriel Travellers -> FCOM\MMM optionals 3 -> Overhaul Compatibility -> Additional MMM OOO Patches -> Waalx Animals and Creatures -> Post Overhaul -> CNRP (Cyrodiil NPC Remodelling Project) -> :Creatures - New:Really needs Wrye Bash or a compatibility patch if using almost any overhaul.
- 15.1 Gameplay - Crafting
Mods that alter or add items purely through the crafting menu.
- 15.2 Gameplay - Economy & Item Balance
Mods that alter or change economy and item balance.
16. Morroblivion Mods
Morroblivion: Group for all morroblivion plugins. In the future, Skyblivion and Skywind may also be included in this group.
17. Gameplay - Quests & Stories
Mods which add or modify quests or stories. :Quests and Locations 1: All mods that add or change quests, player houses, add or change dungeons, add or change towns, villages, cities and/or landscape. -> Quests Early -> Quests Arena -> DLC 3 -> DLCBattlehornCastle.esp -> Quests and Locations 2 -> Immersive Environments
- 17.1 Locations - New Dungeons
Mods which add new areas where you can encounter and fight enemies.
- 17.2 Locations - New Lands
Mods which add completely new lands to explore.
- 17.3 Locations - New Player Homes
Mods which add new player homes.
- 17.4 Locations - New Structures & Landmarks
Mods which add new structures or landmarks. These may include ECTV (Expanded Cities, Hamlets, Town, Villages, etc...)
- 17.5 Gameplay - Immersion & Role-playing
Mods which specifically aid player immersion or role-playing. These may include weather, lighting, and other environmental and visual effect changes.
18. Gameplay - Quests & Locations
Mods which add new quests, locations and/or new inventory items to the game. :DLC 4 -> DLCFrostcrag.esp -> Knights.esp -> :ROM -> ROM Revised Oblivion Mod.esp -> :Quests and Locations 3 -> FCOM Compatibility Section:FCOM optional addon patches. -> :Quests and Locations 4
19. Locations - Overhauls
Mods which modify landscape locations ingame. :Landscape and City Overhauls -> Tamriel Worldspace Modding Project -> Extended Cyrodiil -> Towns and Villages -> HESU Mods and Patches -> CUO Cities -> Unique Landscapes and Compatibility Patches -> HM2 -> Post UL, Pre BC -> Unique Landscapes V2 Compatibility Patches -> Open Better Cities -> Open Cities Classic -> Open Cities Reborn -> Open Cities Patches -> Quests and Locations 5 -> Post City
Mods that deliberately change specific things about vanilla Oblivion, overhauls or other mods. Some late loading quests and locations in here too. :Overrides Early -> Lava
- 20.1 Gameplay - AI & Combat
Mods which modify character behavior, combat mechanics, or enemy strength in general. :Sexual Stuff -> SPT Diverse Guards -> Overrides Late -> TIE Integration Compatibility -> Alternative Starts -> Realism -> Vampires
- 20.2 Gameplay - Magic & Abilities
Mods which add new abilities or spells. including slchemy, enchantment, ect...
- 20.3 Gameplay - Stealth
Mods that add or modify stealth such as thievery, sneaking and crime.
- 20.4 Gameplay - Skills, Attributes & Leveling
Mods which add or modify skills or perks, attributes, and leveling.
- 20.5 Audiovisual - Animations & Physics
Mods which add or modify animations or physics.
- 20.6 Character - NPC Overhauls
Mods that add new face parts such as hairs, beards, brows, or eyes. They may also add new overlays such as warpaints, tattoos, or freckles. :Beauty Packs -> Race Changes-Addons: Hair, eyes, race addons & changes and other cosmetics.
- 20.7 Character Appearance Overhaul
Mods that affect both player and NPCs, chagnes may include hair, eyes, race addons & changes and other cosmetics. It is a comprehensive NPC overhaul.
- 20.8 New Characters
Mods which add new animals, characters, or creatures to the game. :Allies & Companions -> Enemies -> Nuetral
- 20.9 Gameplay - Classes & Races
Mods which modify character classes/races or add new ones :Race Overrides: Includes birthsign mods. -> Body & Head Changes -> Beauty Packs & Race Changes-Addons -> L.A.M.E. -> Post Magicka Overhaul -> Race Balancing Project 2 -> Bg Integration -> Other Race and Birthsign Mods
21. Override Mods - Late Loaders
Mods that need to be loaded late for whatever reason or override other mods to avoid conflict.
- 21.1 MISC - Late Loaders
- 21.2 Landscape And City Overrides
These may include patches created for campatibility with landscape and city overhauls.
22. Pre Bash
Mods that need to be very low in order to override everything else making the same changes. :Message Suppression/Changing Overrides:Best loaded late to override possible message additions from other mods. These are mostly covered by the Bashed Patch. -> Respawn & Day Length Overrides -> Shader Mods -> Shader Removers -> Shader Replacers
23. Fixes - Patches
Fixes and Patches which make mods compatible with each other.
- 23.1 Merge Patches
Merged plugins output files.
- 23.2 NPC Retexture Patches
Conflict resolution patches created specifically to correct NPC appearance.
- 23.3 Utilities - Patchers
Files that are generated after running a patcher utility.
- 23.4 Conflict Resolution
Conflict Resolution mods consist of specialized edits to resolve game breaking conflicts and issues.
24. Post Bashed Patches
Mods which need to load after the Bashed Patch for whatever reason.
25. Distant Terrain Output
Files that are generated after running a lod generation utility.
26. Map Mods
Maps should always override any Distant Terrain Output. They should also never be included in a Bashed Patch.
27. Script Extender Output
Files that are generated by the script extender after launching the game.
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
Current List of Guides and Tutorials
- Diana TES GotH Dev Team and Test 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
- Hishutup for the Mythic Dawn Oblivion Modding Guide
- Laiilaiiheii for his Oblivion Graphic Tutorials and Guides.
- mmclendon for Oblivion Vanilla Enhanced
- Phoenix for THE PHOENIX FLAVOUR: A Modular Modding Guide for Skyrim Special Edition
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.