Vortex How To Change Load Order
(A big thanks to and -These guys are knowledgeable and dedicated gentlemen that have provided a lot of excellent advice to many people on this thread. Think of them as load order moderators and take their advice seriously.)Skyrim SE has brought the unfathomable power of mods to consoles, and players couldn't be more thrilled. However, many console players have extremely little experience (or none at all) when it comes to downloading mods.This being the case, a plethora of players who are (relatively) new to downloading mods have encountered bugs, errors, glitches, and crashes that may be caused by a poor and unorganized mod load-order. And if you're reading this 'how to' then there is a high likelihood that you are one of those players. BUT HAVE NO FEAR, in this thread I will be giving a quick explanation of what a load order is, how it works, and a general/optimal way to organize your load order.(if you're just hear for the load order organization, just scroll down just a little)What is a load order?:If you thought 'isn't it just the order in which your mods are loaded', then you were right. Because that's exactly what a load order is. It's just the order that the game loads your mods.
Every time you start/continue a game Skyrim loads all of your mods into that saved/new file. Your load-order determines in what order your mods are loaded into the game file.How does your load-order work?:Your game loads your mods from top to bottom in regards to your load order.
I'll use a quick example to illustrate what this means and why it's important. Let's say you have 3 mods: mod 1 (the mod that is on the top of your load-order) is a weather mod, mod 2 is a mod that changes the visuals for the forsworn armor, and mod 3 (the mod that is on the bottom of your load-order) is another mod that changes the visuals for the forsworn armor.
Using this example your game will load mod 1 first, then mod 2, and finally mod 3. Now keep in mind that mods are considered incompatible when they affect and try to change the same thing. So with our scenario your weather mod will load and function perfectly fine, but mod 2 and mod 3 will clash and be incompatible. Your game will overwrite mod 2 with mod 3, meaning that only the forsworn armor from mod 3 will be used. This was a crude example with a best case scenario outcome. In reality, it can be much more difficult to tell whether or not two mods will affect the same thing and be incompatible, there is also a good chance that many mods will cause bugs, errors, and crashes instead of simpley overwriting the previous mod if they are incompatible. Just keep in mind that if two mods affect the same exact thing in a similar way, then the mod that is lower on the load-order will take priority over the mod that is higher on the load-order.What is a good general organization when it comes to load orders?:One general rule of thumb is to organize your mods into 'categories' and to place larger mods that affect more assets/aspects of the game ABOVE smaller mods within the same 'category' that affect less assets/aspects of the game.
Thanks for creating this thread! I play Skyrim SE on XBox One and understand the logic behind how load order works. However, the biggest problem I have is deciding which category a specific mod would fall under.
I will give a few examples. SMIM which retextures many static objects - Category 2, Category 4 or Category 10? - My guess would be Category 2. Nordic Snow - retextures all snow - Category 2, Category 4 or Category 10? - My guess would be Category 10. Realistic Water Two - Category 2, Category 4 or Category 10?
- My guess would be Category 10. Ordinator - perk overhaul - Category 2 or Category 8? - My guess would be Category 2. Rich Merchants of Skyrim - increase merchant money - Category 2, Category 9 or Category 12? My guess would be Category 12While it might be obvious what category some mods fall under (Vivid Weathers, for example), many are somewhat ambiguous. Also, there does not appear to be a Category that would apply to Follower mods or Player House mods.
You are absolutely right, some mods are quite ambiguous and it can be difficult to figure out where they belong, but I have your back. Due to the mod description of realistic water, I personally place it at the very bottom of category 6. (However if the mod description hadn't mentioned anything specefic about load order, I would have placed this in category 4, since water mods fall into the environmental mods category.). Due to the description and general size/nature of SMIM I place it quite high on my mod order: at the bottom of category 2.Nordic snow is an environmental change (all snow mods are environmental) so it goes into category 4.
Given the rather large nature of most environmental/weather mods, Nordic snow is comparatively small-ish. I would keep it at/near the bottom of 4.Though Ordinator feels like an extremely large mod and it seems compelling to place it into category 2, you will want to keep this at the top of category 8.Rich merchants is indeed a category 12 mod.
It affects their inventory by adjusting the amount of gold/septim they carry.Follower mods go into 9, since followers are still just NPCs.Home mods go near the bottom of 6.I think that covers it Let me know if there's anything else I can do to help. Right, I understand what I'm reading. I'm kinda lost in it.Who knew mods could be this complicated when it came to load order? That or I should start thinking about bleaching my hair (No offense to all the natural blonds out there).Anyway, if someone could please help me with my load order, it would be greatly appreciated. So I'll just post my mods down here and hope someone can help me out with this thing. That's a really good list but in my opinion, you're missing two categories.19) Specific mods that need to be loaded at the bottom as directed by the mod author20) Mods that remove graphical effects, like disabling godrays, to improve performance - this goes last to ensure that all mod added effects get disabled too. SMIM: 10.
Nordic Snow: 10. Realisitc Water: 10.
Ordinator: 2. Rich Merchants: generally, it'll be in 8 or 9 due to it editing an NPC data value and you don't want that to get overridden by another mod.For SMIM, go and check the original mod page and check the installation box. There are some specific mods that are named and where they should be installed before or after SMIM to get the best look.
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You mainly want to pay attention to what those mods do in general so you can get an idea of where other similar mods will get loaded in respect to SMIM. An example of this is Realistic Water TWO being loaded after SMIM. : That's a really good list but in my opinion, you're missing two categories.19) Specific mods that need to be loaded at the bottom as directed by the mod author20) Mods that remove graphical effects, like disabling godrays, to improve performance - this goes last to ensure that all mod added effects get disabled too. SMIM: 10. Nordic Snow: 10. Realisitc Water: 10. Ordinator: 2.
Rich Merchants: generally, it'll be in 8 or 9 due to it editing an NPC data value and you don't want that to get overridden by another mod.For SMIM, go and check the original mod page and check the installation box. There are some specific mods that are named and where they should be installed before or after SMIM to get the best look. You mainly want to pay attention to what those mods do in general so you can get an idea of where other similar mods will get loaded in respect to SMIM. An example of this is Realistic Water TWO being loaded after SMIM.Listen to, his suggestions are solid, and I wrote mine when I was half asleep last night. The only 1 that is a little more dynamic is SMIM, seeing as its placement largely depends on the other mods you are running.And toI'll definitely add 19 and 20 to the list. But out of curiosity, why do you place Ordinator so high on the list? At its core it still is just a perk mod that adds several of powers and spells.
I've always placed mine at the top among the other combat/magic/perk mods and have never encountered an issue with it. Hey guys, im a mod fanatic, being so, i have many mods. Although many guides exist on how to organize it, i cant wrap my mind around it even though it sounds simple because of all the categories that can intersect each other and what no so it just compels me to give up lol. Im going to leave my order below, and i hope someone here can help out please! : Mods that have citizens running from 'this' and 'that' had me wondering as well.
Vortex How To Change Load Order Download
Do mods like Immersive Citizens, who make people run-away from danger/conflict, do the same as: Run for your lives & When Vampires Attack? (same mod author for last two)Would one overwrite the other, or are they even necessary?Wet & Cold did not help with the above question either!If you have Immersive Citizens, you probably don't need Run for Your Lives or When Vampires Attack. However, you can use Immersive Citizens with Wet and Cold but should probably disable the 'Go Home' Feature in Wet and Cold.: Follower mods go into 9, since followers are still just NPCs.
Home mods go near the bottom of 6.Thanks! Would you consider updating your OP to include after Category 6 (Player Homes) and after Category 9 (Followers)?: SMIM: 10Nordic Snow: 10Realisitc Water: 10Ordinator: 2Rich Merchants: generally, it'll be in 8 or 9 due to it editing an NPC data value and you don't want that to get overridden by another mod.Thanks, I really wasn't sure about Rich Merchants in particular.I haven't played Skyrim, since patch 1.1 was released on Xbox One, due to the issues I have read about (Crashes, still missing NPC's). I don't have the patch myself.
My character is only level 3, and I will most likely start a new game once a more stable patch is available. So for now at least, I am in the process of creating an MS Excel spreadsheet, researching mods and coming up with a list of mods I plan on using. The Spreadsheet will eventually include Mod Name, Category (for load order), Version, Last Update, Author, File Size, URL on Bethesda,net, Dependencies, Known Conflicts, etc. I am looking into several other mods and would appreciate some help in properly categorizing. Some of them are as follows:. Half-Breeds of Tamriel (- Category 2 or Category 8?
- My guess Category 2. Better Blessings (- My guess Category 8. Better Horses (- My guess Category 9. Merchant Death Prevention Project (- My guess Category 9. BIG: More Kill Moves! (- My guess Category 8.
Perk Points and More Gold for Bounty Quests (- My guess Category 8. Circlets under hoods (- My guess Category 18. Equippable Tomes - Belt-Worn Books (- Cat 16 or Cat 18 - My guess Cat 16.
The Paarthurnax Dilemma (- My Guess Category 3. Opening Scene Overhaul (- My Guess Category 3Please let me know if I put something in the wrong Category when you have some time. This thread wasn't meant for people to simply dump their entire load order and expect others to sort through the mess for them. No, this thread was meant to teach people why they need to organize their load order and how they should organize it on their own.Additional help is being offered for people with a few specefic mods that they may feel are a little ambiguous and difficult to find the correct placement for, NOT for people who haven't even tried to organize their mods on their own, who have given up on doing it themselves, nor for people who are simply to lazy to do it.You have been given the tools to learn how to organize your load-order.
Just try to learn. The community and I will be eager to help those who show an effort and don't have a sense of entitlement.Sorry for the rant.
Vortex Manual Load Order
But I'm willing to bet some of the other members of the community here were hoping someone was going to say something.andI'll be getting to your questions soon, since those are actually reasonable requests/questions lol. However I'm probably going to get some shut-eye tonight. I'll try to find some time tomorrow to go through those mod's mod-descriptions to make sure I inform you guys of the proper category that they belong in and what not.
: and I'll be getting to your questions soon, since those are actually reasonable requests/questions lol. However I'm probably going to get some shut-eye tonight. I'll try to find some time tomorrow to go through those mod's mod-descriptions to make sure I inform you guys of the proper category that they belong in and what not.Ok, whenever you have some free time is fine. I am hoping to gradually become more proficient at determining proper category. Incidentally, I installed the 1.1 patch (for Xbox One last night) and was able to play fine for 2 - 3 hours without any hiccups / freezes or CTDs.
After that, I went to bed. I avoided updating mods which would force me to reorder them, since I think that is where some people have experienced issues. Once I start to get more familiar with mod placement in load order, I will download 1 or 2 new mods at a time and do a hard reset when necessary (example: SMIM, The Forgotten City, Vivi Weathers, Nordic Snow, etc.). I will also keep a list of my LKG (Last Known Good) load order. Thanks again for all your help!.
Half-Breeds - 2, it looks like a major race overhaul so cat 2 makes more sense cat 8. Better Blessings - 8. Better Horses - 8 or 9, depends on if you have other mods that affect horses as this one needs to load last out of all of them for it to work. Merchant Death Prevention Project - 9. BIG: More Kill Moves - 8.
Perk Points and More Gold for Bounty Quests - 8. Circlets under hoods - 18.
Equippable Tomes - 16. The Paarthurnax Dilemma - 3. Opening Scene Overhaul - 19 as directed by the mod author. However, if you use Alternate Start, this mod is incompatible with it.