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SA Forums New Skyrim Modding Thread OP v2

Aug 20th, 2016
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  1. Skyrim belongs to the Nerds! (Modding/Troubleshooting Thread)
  2. [i]Where "just spent 10 hours modding, time to play" becomes "modding itself is the game."[/i]
  3.  
  4. Welcome to the Skyrim modding and Troubleshooting Thread. This is the [s]second[/s] [s]third[/s] [i]newest[/i] iteration of the thread, and [s]we have become exceedingly efficient at it[/s] [b]WE ARE SO SORRY IT TOOK SO DAMN LONG![/B]
  5.  
  6. Thanks in advance to Agents are Go. Like 70% of this is his work from before he became unable to continue. I offered to take over but I want to give credit where it's due. At points, statements of opinion from him will be noted as "Agents prefers..." etc. where it was originally "I prefer..." In other places, where I am in a position to concur with him, I've left it first-person.
  7.  
  8. The previous version of the OP had a lot of mods that were outdated, outmoded, or just not worth the download. For the most part, I plan to list the best and most comprehensive mods in each category, along with a few of my personal favorites. I'll also add mods to each category that the thread recommends as time goes on.
  9. Sometimes, I'll also link to a specific modders list of mods rather than an individual mod. This is especially true when they've created lots of small mods, like [url=http://www.nexusmods.com/skyrim/users/1047732/?tb=mods&pUp=1]Ramccoid[/url], or certain insane Japanese modders like [url=http://www.nexusmods.com/skyrim/users/3578684/?tb=mods&pUp=1]Mahty[/url] and [url=http://www.nexusmods.com/skyrim/users/8720933/?tb=mods&pUp=1]m150[/url].
  10.  
  11. :siren: [b]Simple Thread Rules[/b] :siren:
  12.  
  13. [list=1]
  14. [*] There is no mod nor combination of mods that will make Skyrim combat like Dark Souls. Sorry. Stop asking.
  15. [*] DON'T FUCKING SHITPOST. WE'RE HERE TO TALK ABOUT MODS AND BETHESDA BUGS.
  16. [*] Yes, [i]please[/i] tell us about sweet new mods. However, hilariously bad mods, and modder drama, should be instead posted in the Awesome/Awful Mod Thread.
  17. [*] Realistically, though, we are likely to end up talking about modder drama from time to time. Remember that participants in the thread are involved in the Skyrim modding scene in many different ways and are all real people. This is a thread about modifying video games, an incredibly niche and trivial hobby, and someone having a different opinion about it doesn't make them a bad person!
  18. [*] If you need help, give us some damn details, [i]at minimum[/i] a copy of your load order. We [i]will[/i] probably mock you if you have perverted shit in your load order, just saying.
  19. [*] I saw a mudcrab the other day. Wretched creatures, I avoid them when I can.
  20. [*] Not a rule, but seriously, [i]buy the fucking DLC already[/i]. Legendary Edition was around $10 last Steam sale. Most of the best mods, and the Unofficial Patch, require the DLC now. I'm not even going to mention when a mod requires the DLC, because it shouldn't be an issue. Just fucking buy it, and don't whine to us if you don't want to buy it.
  21. [*] No, there is no one stop mega-modpack that you can just download and install in one shot because reasons. If there were, this thread would not exist. Stop asking. THERE AREN'T ANY. JUST FORGET IT.
  22. [*] <arrow to knee joke here>
  23. [/list=1]
  24.  
  25. A quick definition of terms:
  26.  
  27. [b]Plugins, ESP or ESM files:[/b] A "plugin" is a basic game data definition file. The .esp and .esm file extensions are "Elder Scrolls Plugins" and "Elder Scrolls Masters" respectively, but they function in basically the same way: each file is a plugin containing lists of records of game data that mods modify. The base game data is stored in ESMs. You can only have 255 of them (including the official game files) due to math, but there are ways around this (see "Merged Plugin" above and "Plugin-less/ESP-less mod" below).
  28.  
  29. [b]BSA file:[/b] A "Bethesda Softworks Archive," the archive file format used by Bethesda to load non-game-data assets, including scripts. Technically, you could do without these and just load raw assets, but unless you're using a mod manager (see below) that cordons off mod files from Skyrim's data folder, this will make dealing with conflicting assets a thicket of sorrows. (Use a mod manager (i.e., use Mod Organizer).)
  30.  
  31. [b]Merged Patch, Bashed Patch, or Smashed Patch:[/b] Not to be confused with [i]Merged Plugin[/i], below. These are all terms for automatically created patches that solve conflicts between mods in your load order. A [i]Merged Patch[/i] tries to resolve them, but is not that great at it. Requires using TES5Edit (more later about this). In this guide, "Merged Patch" is used throughout as a term for this general category of patch. A [i]Bashed Patch[/i] was, in Oblivion and Fallout 3, a very capable tool for resolving these issues, but never developed that well for Skyrim. It's mostly good for merging changes to leveled lists, but a merged patch also does this. Requires using Wrye Bash (more later about this). A [i]Smashed Patch[/i] is a new kind of patch made by matorsmash that tries to supersede both. So far the tool is pretty impressively powerful, but tricky to use.
  32.  
  33. [b]Merged Plugin:[/b] This refers to the result of either the Merge Plugins Standalone, or the Merge Plugins TES5Edit Script by matorsmash. Basically, it's the rsult of taking several mods' plugins and combining them into one. Not recommended for scripted/quest-heavy mods, but perfect for those "Here's three new swords" mods. Not to be confused with [i]Merged Patch[/i], above.
  34.  
  35. [b]Non-Conflicting Override:[/b] This is the kind of conflict that merged patches try to fix. They aren't real conflicts in the sense that they represent changes that could happily coexist in game, but the structure of plugin files is such that any change to any value in a single game record will be overwritten by any later change to that record. Say you have two mods that change, idk, Ulfric. One of them changes his hairstyle, the other changes his equipment. These changes don't really conflict with each other because Ulfric could easily rock a giant afro while toting around Cloud Strife's buster sword, but due to the structure of plugin files, only the last loaded mod will have its change in the game: either the new hair or the new gear, but not both. One of the most important real reasons for a patch to fix these is because multiple mods may change the various lists Skyrim draws from to generate items, but only one version of each of these lists can exist in game.
  36.  
  37. [b]Papyrus:[/b] [s]A lovable goofball skeleton[/s] The scripting language used in the CK to make scripts for mods.
  38.  
  39. [b]Plugin-less/ESP-less mod:[/b] These mods don't have an associated .esp file, usually texture, model, and/or sound replacers. This includes some SKSE plugins, below.
  40.  
  41. [b]SKSE Plugin:[/b] This mod is a DLL - sometimes paired with an ESP - that uses the Skyrim Script Extender to actually alter the games code at runtime. This allows for quite a few benefits over standard mods, but requires a lot more expertise to create than a more typical mod.
  42.  
  43. [b]Gimmick:[/b] Either means "reliant on using certain gameplay tricks" or "I am literally too stupid to handle this shit" -- depends on the person using the word.
  44.  
  45. [b]SkyProc Patcher:[/b] A patch created using a SkyProc Java application, which reads your plugins and creates a customized patch for your game. Note: If you're using Mod Organizer, you'll need to install 32-bit Java, since MO can't interface with 64-bit programs.
  46.  
  47. [b]Vanilla:[/b] Depending on context, Skyrim: Legendary Edition without mods, or Skyrim without DLC or mods period. Generally the former. Basically, "only content made by Bethesda" is the usual meaning.
  48.  
  49. [b]Immersive:[/b] Used to mean "doesn't seem out of place so it won't break your suspension of disbelief." Now utterly meaningless due to pretentious masturbatory overuse. At best, you can be reasonably sure that the mod will not contain Cloud Strife's buster sword or Sonic the Hedgehog characters if it's called immersive.
  50.  
  51. [b]Lore-Friendly:[/b] See [i]Immersive[/i].
  52.  
  53.  
  54. [u][b]MOD SITES[/b][/u]
  55.  
  56. where_to_get_mods.txt
  57.  
  58. [b][url=https://steamcommunity.com/app/72850/workshop]Steam Workshop[/url]:[/b] Basically the iTunes of Skyrim Modding. Until recently, there were a lot of mods that literally couldn't be put on the Workshop, due to file size and type limitations. These have been relaxed lately, but there are a lot of modders who don't like the workshop due to policies and such, and thus don't post mods there. On the other hand, some mods can only be found here.
  59.  
  60. [b][url=http://www.nexusmods.com/skyrim/?]The Nexus[/url]:[/b] The main source for mods, I'd use the cliched "hive of scum and villany" Star Wars quote to describe the Nexus, but we have the 'Slab (below) for that. The Nexus has its own mod manager, the creatively titled Nexus Mod Manager, but it's garbage. Luckily, you can set Mod Organizer to handle the "Download with Nexus Mod Manager" links.
  61.  
  62. [b]Lover's Lab:[/b] AKA "Lover Slab" or "the 'Slab." Link intentionally not provided. While the Nexus will let you post your "[url=http://www.nexusmods.com/skyrim/mods/70530]Well here's a little girl in sexy clothes but it's okay because she's actually a thousand-year-old vampire[/url]" mod as long as you maintain plausible deniability, all that goes out the window on the 'Slab. Realistic Horse Vaginas, Immersive Rape, whatever, it's all there and lets hope it damn well [b]stays there[/b]. If you ever decide to try your hand at making Skyrim mods, though, brace yourself for the possibility that the answer you seek to some obscure technical issue may end up being here. Pursuit of bizarre video-game-mediated sexual fetishes apparently brings out some real innovation and creativity in people!
  63.  
  64. [b][url=http://tesalliance.org]TES Alliance[/url]:[/b] Another decent place to get mods. It's got fewer mods, but the atmosphere is definitely friendlier than the Nexus. Some stuff (mostly Trainwiz stuff) is hosted here exclusively. (Description shamelessly stolen from the previous thread.)
  65.  
  66. [b][url=http://www.moddb.com/games/skyrim]ModDB[/url]:[/b] Not Skyrim Specific, nor is it nearly as extensive, but some mods that have been removed from the Nexus for drama reasons have ended up here, namely the Populated Skyrim mods.
  67.  
  68. [b][url=https://www.reddit.com/r/modpiracy/]/r/ModPiracy[/url]:[/b] A place you might be able find mods that are unavailable anywhere else, for whatever reason. Useful for anything that this list can't actually link to. :ssh:
  69.  
  70. [u][b]BEFORE YOU MOD[/b][/u]
  71.  
  72. There are a couple of things that we should go over before we begin:
  73. [list]
  74. [*]Move your Skyrim (and possibly your whole Steam) installation out of the "Program Files" or "Program Files (x86)" folders. Even with UAC at it's most permissive settings, Windows keeps those folders highly locked down, and it's [i]really goddamn likely[/i] to fuck up certain modding tools. [url=https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129]Here is an official guide to moving your steam install[/url]. The only exception is if you're using an administrator account and you think you're a bad enough dude to override Windows' security settings and take ownership of stuff in Program Files. You're on your own there.
  75. [*]Remember, modding is basically forcing the game to do things it was never intended to do, and some modding tools use similar methods to computer viruses to do what they need to do.
  76. [*]Make a Steam Backup of your untouched Skyrim install. Not strictly necessary, especially if you're using MO, but not a bad idea regardless.
  77. [*]Just because it's the most common cause of issues with Mod Organizer, I'm going to state this multiple times throughout this guide: [b]IF YOU'RE USING MOD ORGANIZER, YOU MUST RUN [u]ALL[/u] YOUR MODDING TOOLS [I]THROUGH[/I] MOD ORGANIZER OR THEY WON'T SEE YOUR MODS.[/b]
  78. [*]Unlike Oblivion-engine games, Skyrim does [b]not[/b] support removing mods during a playthrough. Game scripts are baked into your save files, and removing mods can kill your playthrough. The smaller the mod and less script heavy it is, the more likely it will be to not destroy your savefile by removing, but this is [i]always[/i] a risk.
  79. [/list]
  80.  
  81. [u][b]MOD MANAGERS[/b][/u]
  82.  
  83. Before you begin actually modding, you need to decide on a mod manager to use. I [i]strongly[/i] recommend using Mod Organizer over Nexus Mod Manager or Steam Workshop, and Agents has created a handy chart to help you decide:
  84.  
  85. [timg]http://i.imgur.com/KprBNDp.png[/timg]
  86.  
  87. Not listed here is Wrye Bash, which is a decent enough but very technically intricate mod manager. Not recommended over Mod Organizer, but you'll have to use it to make Bashed Patches, so it's worth knowing about.
  88.  
  89. You could also decide just to install mods manually, and Godspeed with [i]that[/i], you crazy bastard.
  90.  
  91. The remainder of this guide will assume that you chose Mod Organizer, and if you didn't, well, good luck you contrarian asshole. The second post in this thread will contain Mod Organizer related help, feel free to scroll down and read it before continuing, like I've got all fucking day up here.
  92.  
  93. Alright, let's dive right into the categories!
  94.  
  95. [u][b]SOFTWARE[/b][/u]
  96.  
  97. The following programs range from helpful to necessary for modding.
  98.  
  99. [b][url=http://www.nexusmods.com/skyrim/mods/25859/?]TES5Edit[/url]:[/b] A tool that allows you to examine and modify the records of a number of loaded plugins and also make patches from plugin records. If you know what you're doing, and use the right scripts, you can do a fair amount of sophisticated modding. If you don't, you could fuck things up horribly. Back up your plugins when it asks if you want to!
  100.  
  101. [b]The Creation Kit:[/b] The official mod design software. Available as a tool in Steam. Unless you're planning on making mods, you probably won't need this. Some compatibility issues (navmeshes) can only be resolved here, though.
  102.  
  103. [b][url=https://loot.github.io/]LOOT[/url]:[/b] The Load Order Optimization Tool. Successor to the similar BOSS, this attempts to reorder your plugins in a way that maximizes compatibility. It's not perfect, and the better you get at modding the more likely you will be to want to sort out load order yourself, but it's a start.
  104.  
  105. [b][url=http://www.modwat.ch/]Modwat.ch[/url]:[/b] A tool that constructs a load order summary for you and posts it on the web. Useful if, for some reason, you wanted to show a bunch of people your load order, perhaps to assist with troubleshooting.
  106.  
  107. [b][url=http://www.nexusmods.com/skyrim/mods/69905/?]Merge Plugins[/url]:[/b] Stand-alone utility to manage the merger of plugins to reduce load order. Used to be a TES5Edit Script.
  108.  
  109. [b][url=https://www.reddit.com/r/skyrimmods/comments/41zx4t/mator_smash_alpha_v02_now_equivalent_to_wrye_bash/]Mator Smash[/url]:[/b] Stand-alone utility to make Smashed Patches. Used to be a TES5Edit Script. Still in testing and somewhat difficult to use, but check it out!
  110.  
  111. [b][url=https://modpicker.com/]Mod Picker[/url]:[/b] A work-in-progress project to demystify the process of selecting the mods that suit your needs and resolve compatibility issues by drawing on the community's collective experience. Theoretically allows for user feedback and review of mods, but due to [s]pissbaby whining[/s] [s]modder drama[/s] [url=http://afkmods.iguanadons.net/index.php?/topic/4429-the-only-way-to-opt-out-from-mod-picker/]well-reasoned objections to the disreputable practice of end-users offering commentary on free stuff on the Internet[/url], this potential might be stillborn: [url=https://docs.google.com/document/d/1Mv255EhMdI3qzEvaVgXnCIpEfZdBa6TV8rfBI2GC-Yg/]mod authors can demand that their stuff never be mentioned on Mod Picker[/url], which will have a predictable chilling effect.
  112.  
  113. [b][url=https://modchecker.github.io/]Mod Checker[/url]:[/b] Work-in-progress online tool/info directory by goon Roadie. This is a lookup-table for compatibility issues between mods. "Check" it out! :v:
  114.  
  115. [b][url=http://www.nexusmods.com/skyrim/mods/51467/?]Skyrim Mod Combiner[/url]:[/b] The SMC is a tool that lets you select and mix and match a whole bunch of visual mods and combine them in ways that produce an aesthetically pleasing whole.
  116.  
  117. [u][b]MANDATORY[/b][/u]
  118.  
  119. The mods in this category are, while not [i]actually[/i] mandatory, mods that improve the the game so much that I can't imagine even somebody determined to do a "vanilla" playthrough not using them.
  120.  
  121. [b][url=http://www.nexusmods.com/skyrim/mods/71214]The Unofficial Legendary Edition Patch (USLEEP)[/url]:[/b] This fixes all those annoying bugs that Bethesda leaves in because they're sloppy. If you're using the free High Resolution DLC, be sure to grab the Unofficial High-Resolution Patch too. There's rumblings that many of the "bug fixes" being made verge on subjective judgment calls about "how the game should be." To which, I think the developers would say, "[url=https://www.youtube.com/watch?v=2WnHuC9wUtg#t=10s]Noooo![/url]" (To resolve this strange bug in the patch which has not been fixed, consider [url=http://dl.dropbox.com/u/93691649/Rayg_ShutUpMirmulnir.esp]Shut Up, Mirmulnir[/url].)
  122.  
  123. [b][url=http://skse.silverlock.org]Skyrim Script Extender (SKSE) with the Memory Fix[/url]:[/b] Even if you don't plan on using any SKSE mods, you should be running with the SKSE Memory Fix for improved stability. Once you install SKSE, open up notepad and copy this into it:
  124. [code]
  125. [Memory]
  126. DefaultHeapInitialAllocMB=1024
  127. ScrapHeapSizeMB=512
  128. [/code]
  129. Then save it as [fixed]SKSE.ini[/fixed] in the [fixed]\data\SKSE\[/fixed] folder
  130.  
  131. This fixes a long-standing Bethesda bug with memory allocation and causes Skyrim to be much more stable. Seriously, the folks behind the script extender back-ported this fix to Oblivion and the Fallouts and improved stability in those games too!
  132.  
  133. [b][url=http://www.nexusmods.com/skyrim/mods/72725/?]Crash fixes[/url] and [url=http://www.nexusmods.com/skyrim/mods/76747/?]Bug fixes[/url]:[/b] Using the magic of the SKSE (above), "meh" has fixed a whole bunch of engine-deep issues. It's seriously kind of insane the shit he's found. ESP-less SKSE plugins, and you don't need the memory fix above if you use Crash fixes.
  134.  
  135. [b][url=http://www.nexusmods.com/skyrim/mods/3863]SkyUI[/url]:[/b] Vastly improves the original Skyrim interface, which was designed by and for crab people. Also includes the Mod Configuration Menu (MCM) which is required by many mods these days. If you happen to [i]be[/i] a crab person, you can use [b][url=http://www.nexusmods.com/skyrim/mods/29440]SkyUI Away[/url][/b] to restore the original UI while keeping the MCM.
  136.  
  137. [b][url=http://www.nexusmods.com/skyrim/mods/38649]ENBoost[/url]:[/b] ENB is a highly popular graphic extender that can make your game look amazing, for various definitions of amazing. I don't know, I don't use it for that because it also absolutely murders your framerate. [i]However[/i], it also implements several speedhacks in regards to how Skyrim handles textures, so if you run the stripped down "ENBoost" settings it actually improves performance and stability.
  138.  
  139. [b][url=http://www.nexusmods.com/skyrim/mods/33395]SkyTweak[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/36328]Grimy Utilities[/url]:[/b] I include these because they can both help overcome the bugs that slip through USLEEP, and are very useful mods in their own right.
  140.  
  141. [b][url=http://www.nexusmods.com/skyrim/mods/57873]Extended UI[/url]:[/b] Makes several tweaks to the Skill screen, making it look nicer on high-res displays.
  142.  
  143. [b][url=http://www.nexusmods.com/skyrim/mods/44596]MFG Console[/url]:[/b] Makes the console much more useful, displaying a lot more information when you select objects. Great for tracking down problems.
  144.  
  145. [b][url=http://www.nexusmods.com/skyrim/mods/24020]Brawl Bugs Patch[/url][/b] and the [b][url=https://drive.google.com/file/d/0B3anYxV0nct3eVM3ZWRDWnhnaVE/view?usp=sharing]Brawl Bugs Patch CHEAT Patch[/url]:[/b] The cheat patch lets you use anything in a brawl without making it assault, and I strongly recommend installing both of these, because even if you plan to play every brawl honorably, brawls are [i]incredibly[/i] easy to break, and some of them are quest requirements. Look, you've got two choices: [list=1]
  146. [*] Spend hours digging through every mod you have installed to figure out which one is breaking brawls.
  147. [*] Install the cheat patch and move on with your life.
  148. [/list=1]
  149.  
  150. [b][url=http://www.nexusmods.com/skyrim/mods/70656]Wiseman303's Flora Fixes[/url]:[/b] Fixes the flora respawn bug, and is a better option than the old Flora Respawn Fix. Required by CACO.
  151.  
  152. [b][url=http://www.nexusmods.com/skyrim/mods/34093]Weapons and Armor Fixes - Remade (WAFr)[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/43053]Clothing and Clutter Fixes (CCF)[/url][/b]: Fixes little bugs and inconsistencies. Required by CCOr.
  153.  
  154. [b][url=http://www.nexusmods.com/skyrim/mods/50132]Eyes Glitch Fix[/url]:[/b] Eyes have a tendency to get very messed up after certain effects, like invisibility, are removed. This prevents that. ESP-less.
  155.  
  156. [b][url=http://www.nexusmods.com/skyrim/mods/52717]Enchantment Reload Fix[/url]:[/b] SKSE Plugin, fixes an engine bug related to player-made enchantments and reloading.
  157.  
  158. [b][url=http://wiki.step-project.com/Distant_Decal_Fix]Distant Decal Fix[/url]:[/b] Formerly much more critical, now fixes :siren: exactly 20 meshes :siren: that the USKP team hasn't (yet??). Not available on nexus, the link is to the STEP Wiki entry, with the download listed as "Other." [url=http://i.imgur.com/IPpjr25.gif]THOSE 20 MESHES BETTER BE FUCKING WORTH IT!![/url]
  159.  
  160. [b][url=http://www.nexusmods.com/skyrim/mods/54274/?]Dragon Stalking Fix[/url]: [/b]Ever left a building, just minding your own business, only to turn smack dab into 2 tons of dead flying lizard, just sorta draped over the architecture, accusing you with its cold dead eyes? I have and it's fucking creepy, and this mod fixes it.
  161.  
  162. [b][url=http://www.nexusmods.com/skyrim/mods/23793/?]Appropriately Attired Jarls[/url]:[/b] Teaches the [s]elf-loving god-hating imperial lackeys[/s] [s]basically nazi hillbillies[/s] [b]legitimately constituted authorities[/b] of the holds of Skyrim to dress for the job after the Civil War.
  163.  
  164. [b][url=http://www.nexusmods.com/skyrim/mods/14884/?]Fuz Ro D-oh - Silent Voice[/url]:[/b] Saves everyone the time and effort of having to make silent voice files for unvoiced NPCs in mods. SKSE plugin, no ESP. [url=http://wiki.step-project.com/Fuz_Ro_D-oh]May require some additional steps[/url].
  165.  
  166. [url=http://www.nexusmods.com/skyrim/mods/34108/?]Ragdoll Paralysis[/url]: Paralysis no longer locks your whole body up like a statue.
  167.  
  168. [b][url=http://www.nexusmods.com/skyrim/mods/22522/?]Female Vampires Have Fangs[/url]:[/b] Apparently, until now vampire women in Skyrim have been unable to just bite people like goddamn animals??
  169.  
  170. [b][url=http://www.nexusmods.com/skyrim/mods/7416/?]Bowlegged Jump Animation Fix[/url]:[/b] Makes jumping look less ridiculous.
  171.  
  172. [url=http://www.nexusmods.com/skyrim/mods/19730/?]Consistent Older People[/url]: Inflict the burden of entropy on those Skyrim residents who have been keeping their 70-something heads attached to 20-something bodies like [i]blasphemous freaks of goddamn nature.[/i]
  173.  
  174. [url=http://www.nexusmods.com/skyrim/mods/26126/?]No stretching[/url]: Fixes some ugly textures to preserve the illusion that you're actually locking at rocks rather than rock-shaped sheets being wrapped over featureless geometric shapes. ~muh immersion~
  175.  
  176. [u][b]QUALITY OF LIFE[/b][/u]
  177.  
  178. The mods in this section are, while not fixing bugs per-se, centered around eliminating the more frustrating elements of vanilla Skyrim, or improving lackluster elements.
  179.  
  180. [b][url=http://www.nexusmods.com/skyrim/mods/4929]A Quality World Map[/url]:[/b] Improves the resolution of the ingame map, and has an option for roads to show up on the world map!
  181.  
  182. [b][url=http://www.nexusmods.com/skyrim/mods/36534]Bounty Gold[/url]:[/b] Lets you configure how much gold you get for various radiant quests through the MCM.
  183.  
  184. [b][url=http://www.nexusmods.com/skyrim/mods/28235]When Vampires Attack[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/23906]Run For Your Lives[/url]:[/b] These two mods cause villagers to run when Vampires and Dragons attack towns, respectively. You can, alternatively, [url=http://www.nexusmods.com/skyrim/mods/31088/?]just straight-up disable vampire attacks in towns[/url].
  185.  
  186. [b][url=http://www.nexusmods.com/skyrim/mods/27371]Better Dialog Controls[/url][/b], [b][url=http://www.nexusmods.com/skyrim/mods/28170]Better Message Box Controls[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/33916]No Poison Dialogs[/url][/b]: Improves minor but recurring issues with controlling Skyrim.
  187.  
  188. [b][url=http://www.nexusmods.com/skyrim/mods/65044/?]Better Jumping[/url]:[/b] Adds sprint-jumping, fucking [i]finally[/i]. Optionally enables (via ini) other jumping stuff, like double jumps. No-ESP SKSE plugin.
  189.  
  190. [b][url=http://www.nexusmods.com/skyrim/mods/75296/?]Better Stealing[/url]:[/b] No longer is there a psychic crime imprint on items you steal (marking them as "Stolen") when no one is looking. Reasonably expensive items would logically be missed, so these will still need to be fenced. No-ESP SKSE plugin.
  191.  
  192. [b][url=http://www.nexusmods.com/skyrim/mods/34842]Autosave Manager[/url]:[/b] Bethesda quicksaves have had a history of being corruption-prone. This eliminates that danger, as well as adding completely configurable time- and event- based saving.
  193.  
  194. [b][url=http://www.nexusmods.com/skyrim/mods/57859]Skyrim Enhanced Camera[/url]:[/b] SKSE Plugin, makes it so you have a body and a shadow in first-person, as well as being able to use first person in views where the game normally throws you into third-person. There are other mods that do this, but not as well.
  195.  
  196. [b][url=http://www.nexusmods.com/skyrim/mods/14559]Smart Souls[/url]:[/b] SKSE Plugin, compatible with everything. Makes it so Soul Gems will only fill gems of the appropriate size.
  197.  
  198. [b][url=http://www.nexusmods.com/skyrim/mods/29624]RaceMenu[/url]:[/b] Opens up a lot more options for designing your character, so you can make your [i]~~perfect waifu~~[/i].
  199.  
  200. [b][url=http://www.nexusmods.com/skyrim/mods/1580]Quiet and Silent Dead Thrall Groans and Moans:[/url][/b] Makes playing a Necromancer a lot more bearable by shutting your raised creatures the hell up.
  201.  
  202. [b][url=http://www.nexusmods.com/skyrim/mods/12234]Uncle Sheogorath[/url]:[/b] Replaces the BORING loading screen tips with tips from Sheogorath himself! Goon-made.
  203.  
  204. [b][url=http://www.nexusmods.com/skyrim/mods/21265/?]Lore-Based Loading Screens[/url]:[/b] If you actually [i]want[/i] more BORING loading screens, try this out.
  205.  
  206. [b][url=http://www.nexusmods.com/skyrim/mods/8298]Long Lost Smelters of Skyrim[/url][/b] Puts smelters in more locations. There are other mods that do this, but this is the one I use.
  207.  
  208. [b][url=http://www.nexusmods.com/skyrim/mods/34950]Immersive Animations[/url]:[/b] Makes some of the animations in Skyrim look less awkward.
  209.  
  210. [b][url=http://www.nexusmods.com/skyrim/mods/17416]Wearable Lanterns[/url]:[/b] Better than a torch. MCM configurable.
  211.  
  212. [b][url=http://www.nexusmods.com/skyrim/mods/14950]Convenient Horses[/url]:[/b] Makes having and using a horse much more, well... convenient. MCM configurable.
  213.  
  214. [b][url=http://www.nexusmods.com/skyrim/mods/64067/?]Immersive Horses[/url]:[/b] An alternative to the above that changes up the way horses work and adds more options in less dramatic ways.
  215.  
  216. [b][url=http://www.nexusmods.com/skyrim/mods/18465]The Paarthurnax Dilemma[/url]:[/b] Tired of that stupid fucking bit with the Blades where Bethesda tried to make you make a "hard choice." Give Todd Howard the middle finger with this mod.
  217.  
  218. [b][url=http://www.nexusmods.com/skyrim/mods/23390]Guard Dialog Overhaul[/url]:[/b] Bit of a misnomer, as it actually touches a lot of incidental dialog from many NPCs, making the things they say to you and to each-other much more varied and sensible.
  219.  
  220. [b][url=http://www.nexusmods.com/skyrim/mods/26359]The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options[/url]:[/b] Exactly what the name of the mod says, makes it a lot easier to not get stupid quests you don't care about. See also "Thieves Guild Requirements - No Auto Quest Start Brynjolf" below.
  221.  
  222. [b][url=http://www.nexusmods.com/skyrim/mods/38151]Timing is Everything - Quest Delay and Timing Control[url]:[/b] Lets you control when and how a lot of different quests begin! Hate vampire attacks? Eliminate them here! Think it's stupid Merida would offer Dawnbreaker to a vampire? Look no further!
  223.  
  224. [b][url=http://www.nexusmods.com/skyrim/mods/14157/?]Thieves Guild Requirements - No Auto Quest Start Brynjolf[/url]:[/b] This mod does something like what "The Choice is Yours" and "Timing is Everything" do, but for some specific aspects of the Thieves Guild. Brynjolf doesn't immediately bother you and won't try to recruit you unless you've actually, you know, stolen stuff before. Adds a few minor options and features to the quest itself, which is nice.
  225.  
  226. [b][url=http://www.nexusmods.com/skyrim/mods/9557]Alternate Start - Live Another Life ("LAL")[/url][/b] or [b][url=http://www.nexusmods.com/skyrim/mods/71465]Skyrim Unbound[/url][/b]: Two different Alternate Start mods. LAL is a bit more pretentious, but has more options, while Unbound is bare-bones but a bit more configurable. I prefer LAL but have used both. Just use [u]something[/u] to skip that fucking cart ride. (LAL is quite useful for mod authors because it dumps you in a little cell right away before you select a start, so there's an area to test things out immediately.)
  227.  
  228. [b][url=http://www.nexusmods.com/skyrim/mods/48317]Faster Horse Dismounting[/url]:[/b] Exactly what it says it is, ESP-less.
  229.  
  230. [b][url=http://www.nexusmods.com/skyrim/mods/17491]D13 Faster GET UP STAND UP animation[/url]:[/b] Makes you stand up faster after being ragdolled, ESP-less.
  231.  
  232. [b][url=http://www.nexusmods.com/skyrim/mods/1175]Skyrim -Community- Uncapper[/url]:[/b] Lets you modify far more than just the skill caps, things like rate of skill-gain and how much each skill contributes to levelling up. Required for SPERG.
  233.  
  234. [b][url=http://www.nexusmods.com/skyrim/mods/32695]Even Better Quest Objectives[/url]:[/b] Removes the reliance on using quest arrows, going back to Morrowind style quest descriptions. Replaces the old Better Quest Objectives.
  235.  
  236. [b[url=http://www.nexusmods.com/skyrim/mods/27531]Dragon Soul Relinquishment[/url]:[/b] Lets you trade dragon souls for perk points, faster movement, and more.
  237.  
  238. [b][url=http://www.nexusmods.com/skyrim/mods/16531]Better Stealth AI for Followers - No Torch while Sneaking:[/b] Just what it says it is. Highly compatible.
  239.  
  240. [b][url=http://www.nexusmods.com/skyrim/mods/51956]MoreHUD[/url]:[/b] Adds more info to the screen when you mouse over objects.
  241.  
  242. [b][url=http://www.nexusmods.com/skyrim/mods/14178/?]Bring Out Your Dead[/url]:[/b] Gives final resting places to NPCs who didn't otherwise have them so that you can properly pay your respects when a random event kills them and they have a courier send you 200 gold for some reason.
  243.  
  244. [b][url=http://www.nexusmods.com/skyrim/mods/32505/?]Skyrim Project Optimization[/url]:[/b] Reduces the amount of stuff the game engine loads that you can't see. Does so by adding occlusion walls, so radical changes in architecture from other mods will reduce the amount of stuff the game engine loads that you [i]can [/i]see.
  245.  
  246. [b][url=http://www.nexusmods.com/skyrim/mods/98/?]Time On Loading Screen (KenMOD)[/url]:[/b] A friendly reminder that [i]it's 4 AM, go to bed already![/i]
  247.  
  248. [b][url=http://www.nexusmods.com/skyrim/mods/3222/?]Immersive HUD - iHUD[/url]: [/b]Sets UI interface items to only show up when needed.
  249.  
  250. [b][url=http://www.nexusmods.com/skyrim/mods/4020/?]Move it Dammit for NPC Companions and Followers[/url]:[/b] Because of [url=https://www.youtube.com/watch?v=QwrOlxG8IAI]this[/url].
  251.  
  252. [b][url=http://www.nexusmods.com/skyrim/mods/746/?]Reduced NPC Greetings[/url]:[/b] Fewer chatty NPCs hollering random crap at you while you strut by on the way to your important dragonguy business. The number of such individuals can be lowered to 0.
  253.  
  254. [u][b]MAJOR OVERHAULS[/b][/u]
  255.  
  256. Major overhauls touch every aspect of the game, especially the perk trees. There are, as far as I know, five major overhauls to Skyrim: SPERG, Ordinator, Perkus Maximus (PerMa), Skyrim Redone (SkyRe), and Requiem.
  257.  
  258. [b][url=http://www.nexusmods.com/skyrim/mods/24445]SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay[/url]:[/b] This is the goon-made and goon-favorite Skyrim overhaul. Agents likes to tell people that SPERG is how Vanilla Skyrim should've been. Places a lot more importance on your skill scores, Perk tree interaction, and eliminates "mandatory" perks. SPERG is also incredibly compatible (Agents found only one mod to be utterly incompatible with it: Khal's Spellmaking in Skyrim). Requires SKSE and Elys Community Uncapper. Has an MCM and is very configurable.
  259.  
  260. Warning: The installer is a little messed up, you need to move the file [fixed]SKSE_Elys_Uncapper.ini[/fixed] from the [fixed]data\SPERG\SKSE\Plugins[/fixed] folder to [fixed]data\SKSE\Plugins[/fixed]. You'll also need to make sure you move the Dragonborn and Dawnguard patches out of the Optional folder.
  261.  
  262. [b][url=http://www.nexusmods.com/skyrim/mods/68425]Ordinator[/url]:[/b] This is a perk overhaul by the great EnaiSiaion. Makes some very unique playstyles possible, but has a reputation for being overly-reliant on "gimmicks." Some mad bastard out there made [url=http://www.nexusmods.com/skyrim/mods/70159/?]a SPERG/Ordinator combination patch[/url] so you can have the best of both worlds! :getin:
  263.  
  264. [b][url=http://www.nexusmods.com/skyrim/mods/59849]Perkus Maximus (PerMa)[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/9286]Skyrim Redone (SkyRe)[/url][/b]: Two massive overhauls both done by the same crazy person, PerMa is the "Sequel" to SkyRe, incorporating many of its design decisions and discarding others. Both seem to focus more on making perk choices really matter and adding new gameplay options. Both SkyRe and PerMa require using SkyProc patchers.
  265.  
  266. [b][url=http://www.nexusmods.com/skyrim/mods/19281]Requiem[/url]:[/b] [s]Requiem, quite simply, will fuck you until you love it.[/s] Requiem is the Skyrim version of [url=https://en.wikipedia.org/wiki/Syobon_Action]Cat Mario[/url]. Requiem attempts to bring old-school RPG conventions and challenge into Skyrim. Love it or hate it, it's the most radical of the Skyrim overhauls. Requiem requires using a SkyProc patcher.
  267.  
  268. [b][url=http://www.nexusmods.com/skyrim/mods/10037/?]ACE Combat Skills[/url]:[/b] An older skill and perk overhaul. I played with it back in the day and had fun with it, but it's no longer supported an a bit long in the tooth, design-wise. Still, might be worth checking out.
  269.  
  270. [u][b]MINOR OVERHAULS[/b][/u]
  271.  
  272. Unlike major overhauls, these mods are generally limited in scope to one segment of Skyrim's gameplay, and are mostly compatible with each other and possibly with major overhauls as well (almost everything is compatible with SPERG!)
  273.  
  274. [b][url=http://www.nexusmods.com/skyrim/mods/49791]Complete Crafting Overhaul Remade (CCOr)[/url]:[/b] CCOr is a major overhaul of the smithing system, with many integrated options and scriptied compatibility with a lot of mods. Has [url=http://www.nexusmods.com/skyrim/mods/1002]Jaysus Swords[/url], [url=http://www.nexusmods.com/skyrim/mods/16438]Bandoliers[/url], [url=www.nexusmods.com/skyrim/mods/12092]Cloaks of Skyrim[/url], and [url=www.nexusmods.com/skyrim/mods/13486]Winter is Coming[/url] integrated into it, but [i]you will need the meshes, textures, and sounds from those mods[/i] (just deactivate the ESP files from those mods). If you use this with SPERG, deactivate SPERG's salvage system in the MCM. Requires WAFr and CCF.
  275.  
  276. [b][url=http://www.nexusmods.com/skyrim/mods/69306]Complete Alchemy and Cooking Overhaul (CACO)[/url]:[/b] By the same modder as CCOr, CACO does for alchemy and cooking what CCOr does for smithing. Not quite as compatible as CCOr. If you use this with iNeed, disable iNeeds salt requirement in its MCM. Requires Wiseman's Flora Fixes. There is [url=http://www.nexusmods.com/skyrim/mods/70355/?]a SPERG patch[/url] out there for it, and even [url=http://www.nexusmods.com/skyrim/mods/75522/?]a SPERG+Ordinator patch[/url] for it if you want to get really crazy.
  277.  
  278. [b][url=http://www.nexusmods.com/skyrim/mods/16225]Apocalypse Spell Package[/url]:[/b] EnaiSiaion's magnum opus, Apocalypse adds tons of great new spells to Skyrim, and makes playing a non-Destruction mage a viable playstyle. Even if you're not playing a primarily mage character, adds a lot of neat utility spells for Paladin and Assassin types.
  279.  
  280. [b][url=http://www.nexusmods.com/skyrim/mods/58635]Wintermyst[/url]:[/b] Adds dozens of new enchantments to the game, by EnaiSiaion. Requires SKSE.
  281.  
  282. [b][url=http://www.nexusmods.com/skyrim/mods/47327[/url]Cutting Room Floor:[/b] Restores quite a few quests, conversations, items, and locations Bethesda cut before release.
  283.  
  284. [b][url=http://www.nexusmods.com/skyrim/mods/41376/?]Thunderchild[/url]:[/b] Revamps the shout aspects of the game, adds a ton of new shouts appropriate for different play styles, and passive abilities that help remove cooldown. Makes a shout-centric character viable. By EnaiSiaion.
  285.  
  286. [b][url=http://www.nexusmods.com/skyrim/mods/56980/?]VioLens[/url]:[/b] Revamps the "Killmove" aspect of the game. Successor to "Dance Of Death."
  287.  
  288. [b][url=http://www.nexusmods.com/skyrim/mods/36006/?]Ultimate Combat[/url][/b] or [b][url=http://www.nexusmods.com/skyrim/mods/5485]Deadly Combat[/url]:[/b] Either of these is a decent combat overhaul mod.
  289.  
  290. [b][url=http://www.nexusmods.com/skyrim/mods/22650/]Enhanced Skyrim Factions - The Companions Guild[/url]:[/b] This mod overhauls the Companions guild somewhat, restoring some cut content, fixing some bugs, and ensuring that the questline lasts more than two hours.
  291.  
  292. [b][url=http://www.nexusmods.com/skyrim/mods/14509/?]Localized Thieves Guild Jobs[/url]:[/b] This lets you choose where your next thieves guild job will be, rather than having it randomly decided.
  293.  
  294. [b][url=http://www.nexusmods.com/skyrim/mods/56699/?]College Days - Winterhold[/url]:[/b] The same idea as [i]Enhanced Skyrim Factions - The Companions Guild[/i] and [i]Thieves Guild Requirements - No Auto Quest Start Brynjolf[/i], but for - you guessed it! - The College of Winterhold!
  295.  
  296. [b][url=http://www.nexusmods.com/skyrim/mods/29311/?]Aurora - Standing Stones of Skyrim[/url]:[/b] Makes the powers and bonuses associated with the Standing Stones more varied and interesting. By EnaiSiaion.
  297.  
  298. [b][url=http://www.nexusmods.com/skyrim/mods/61218/?]Imperious - Races of Skyrim[/url]:[/b] Makes the powers and bonuses associated with the different races in Skyrim more varied and interesting. By EnaiSiaion.
  299.  
  300. [b][url=http://www.nexusmods.com/skyrim/mods/63354/?]Disparity[/url]:[/b] As an alternative to the above, Disparity has options for making the various races more distinct and interesting with more of a focus on passive effects than active powers. I always forget the billion little active powers I get here and there, so I prefer it. It also has stuff for starting "character classes" to make your new characters less blank slates. By kryptopyr.
  301.  
  302. [b][url=http://www.nexusmods.com/skyrim/mods/11163/?]Frostfall[/url]:[/b] This mod by Chesko is a game-changer. It adds a hypothermia-survival mechanic to the game, and completely changes how you think about going from point A to point B. Scripted compatibility with related mods and CCOr. Best when paired with iNeed or RND.
  303.  
  304. Chesko also has made a bunch of other survival-based mods that are worth checking out, though some are still WIP. He's got their info up here: http://skyrimsurvival.com/
  305.  
  306. [b][url=http://www.nexusmods.com/skyrim/mods/26228]Realistic Needs and Diseases ("RND")[/url][/b] or [b][url=iNeed]iNeed[/url]:[/b] I've used both these mods, and while they're both good, I much prefer iNeed. RND is really detailed oriented and specific, while iNeed is much more my speed. They both work, though.
  307.  
  308. [b][url=http://www.nexusmods.com/skyrim/mods/33201/?]Hunterborn[/url]:[/b] This mod attempts to revamp the hunting and butchering/harvesting aspect of the game. Not bad, but a very script-heavy mod.
  309.  
  310. [b][url=http://www.nexusmods.com/skyrim/mods/9717/?]Better Vampires[/url]:[/b] Makes almost every aspect of vampirism configurable through the MCM, and adds a lot of new features to being a vampire. Sneak through Fort Dawnguard and turn the entire Dawnguard into vampires!
  311.  
  312. [b][url=http://www.nexusmods.com/skyrim/mods/35470/?]Moonlight Tales[/url]:[/b] Very similar in focus to Better Vampires, but for werewolves.
  313.  
  314. [b][url=http://www.nexusmods.com/skyrim/mods/13286/?]Personalized Music[/url]:[/b] Just what it says. This mod takes quite a bit of setup, but once it's done it's nice to have your own soundtrack for the game (Rammstein makes excellent combat music!) Warning: Don't use the optional College of Winterhold plugin, because it causes crashes on saving when in the area of Winterhold.
  315.  
  316. [b][url=http://www.nexusmods.com/skyrim/mods/18436/?]ASIS[/url]:[/b] A SkyProc Patcher, ASIS allows for increased and random spawns, distributes new spells and perks to NPCs, and gives more potions to NPCs. Use with [url=http://www.nexusmods.com/skyrim/mods/53047/?]Agent's Improved ASIS INIs[/url].
  317.  
  318. [b][url=http://www.nexusmods.com/skyrim/mods/21377/?]Automatic Variants[/url]:[/b] This is a SkyProc patcher that lets there be, you guessed it, variations in the appearance of enemies. A wonderful mod, I highly recommend it!
  319.  
  320. [b][url=http://www.nexusmods.com/skyrim/mods/12933/?]Extensible Follower Framework[/url]:[/b] There are quite a few follower overhauls out there, but this is the one Agents recommends, for several reasons:[list]
  321. [*] Ease of follower interaction, with a Fallout: New Vegas-style command wheel.
  322. [*] Configurable, on-screen health bars.
  323. [*] The ability to teach followers magic.
  324. [*] Completely configurable through the MCM.
  325. [*] More out-of-the-box compatible with custom followers that use default voicetypes.
  326. [/list]
  327.  
  328. [b][url=http://www.nexusmods.com/skyrim/mods/53350/?]World-Eater Beater[/url]:[/b] This mod overhauls the final battle with Alduin to be an epic, five-stage affair. A TrainWiz creation, with all that entails!
  329.  
  330. [b][url=http://www.nexusmods.com/skyrim/mods/10442/?]Dwemer Certified[/url]:[/b] Have you ever wanted to craft an army of automaton followers? [i]Of course you have.[/i]
  331.  
  332. [b][url=http://www.nexusmods.com/skyrim/mods/43241/?]Fire and Ice Overhaul[/url]:[/b] This mod makes it so things can actually catch fire from fire magic - and dragons breath! You can create ice walls and put out fires with ice magic. Great idea, but really script heavy.
  333.  
  334. [b][url=http://www.nexusmods.com/skyrim/mods/52019]Follower Commentary Overhaul (FCO)[/url]:[/b] This goon-made mod unlocks a ton of dialogue for every voicetype for followers. Lots of fun, especially with multiple follower mods.
  335.  
  336. [b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=7673]Midas Magic[/url]:[/b] Not up to the quality of Apocalypse Spells, but adds quite a few fun spells with a neat way to acquire, and (amusingly) since this mod originally predated the DLC, some spells that Bethesda later [s]ripped off[/s] made official versions of. Linked to the Steam version, because that's the only version that's been updated since the paid mods debacle.
  337.  
  338. [b][url=http://www.nexusmods.com/skyrim/mods/69474/?]Elemental Destruction Magic[/url]:[/b] Adds three new elements of magic - Wind, Water, and Earth. Neat idea, not entirely ~lore-friendly~ but cool execution nonetheless. No idea on the inclusion of "Heart" yet.
  339.  
  340. [b][url=http://www.nexusmods.com/skyrim/mods/54509/?]Familiar Faces[/url]:[/b] This is a [i]very[/i] cool mod that lets you import your characters from one playthough as NPCs into another. Requires RaceMenu.
  341.  
  342. [b][url=http://www.nexusmods.com/skyrim/mods/35339/]Forgotten Magic Redone[/url]:[/b] A spell mod with a different focus than most, rather than adding a bunch a new spells, Forgotten Magic Redone adds a limited number of new spells that can be leveled up and upgraded.
  343.  
  344. [b]Morrowloot:[/b] Hoo-boy, you may notice that the title of this entry isn't a link. That's because there's a number of versions of Morrowloot to choose from. The general idea of Morrowloot is removing the [s]fun[/s] leveled loot and replacing it with more thoughtful hand-placed loot in the vein of Morrowind. There's [url=http://www.nexusmods.com/skyrim/mods/44212]Morrowloot[/url], [url=http://www.nexusmods.com/skyrim/mods/19416]Morrowloot: N'Wah Edition[/url], [url=http://www.nexusmods.com/skyrim/mods/50740]Morrowloot: 4th Edition[/url], and [url=http://www.nexusmods.com/skyrim/mods/66105]Morrowloot: Ultimate[/url]. 4th Edition or N'Wah editions seem to be most compatible. Agents personally uses a butched version of original Morrowloot that removes the leveled list and crafting changes while keeping the hand-placed loot. I don't use it, though, and don't have any opinion on it!
  345.  
  346. {LOOT}
  347. The sections on Weapons, Armor, and Other In-Game items have been condensed into one section. It's entitled loot because, let's face it, that's what it is! The nice thing about these mods is that they are typically pretty easy to merge and save space in your load order. [i]Note: There are several popular mods that could go in this section - [url=http://www.nexusmods.com/skyrim/mods/1002]Jaysus Swords[/url], [url=http://www.nexusmods.com/skyrim/mods/16438]Bandoliers[/url], [url=www.nexusmods.com/skyrim/mods/12092]Cloaks of Skyrim[/url], and [url=www.nexusmods.com/skyrim/mods/13486]Winter is Coming[/url] - that have been omitted because they've been integrated into Complete Crafting Overhaul Remade, and you really should use that.[/i]
  348.  
  349. [b][url=http://www.nexusmods.com/skyrim/mods/19733/?]Immersive Armors[/url]:[/b] Really, the end-all-be-all of Armor Mods, almost all the decent armors have made it into this mod. Completely configurable with the MCM, IA is pretty much the gold standard for armor mods.
  350.  
  351. [b][url=http://www.nexusmods.com/skyrim/mods/23530/?]Aetherium Armor and Weapons Compilation[/url]:[/b] Three words: Dwarven. Power. Armor. Great little mod, uses the Aetherium Forge from the Lost to the Ages quest. (Before you start bitching, [url=http://www.uesp.net/wiki/Lore:Chimarvamidium]yeah it's lore-friendly[/url].)
  352.  
  353. [b][url=http://www.nexusmods.com/skyrim/mods/50339/?]Morrowind Armor - Netch Leather[/url]:[/b] Very nicely done Netch leather armor. If you use this with Ashlander Apparel's "The Ashy Spellsword" plugin, load The Ashy Spellsword after this mod, as both try to edit Teldryn Sero.
  354.  
  355. [b][url=http://www.nexusmods.com/skyrim/mods/41466/?]Bonemold Expanded[/url]:[/b] Adds back in a bunch of Bonemold armor types that were in Morrowind, as well as adding in the [i]Gondolier Hat[/i] from Morrowind! Sold.
  356.  
  357. [b][url=http://www.nexusmods.com/skyrim/mods/26720/?]Ordinator Armor[/url]:[/b] Actually a port of an Oblivion armor mod, but still, Ordinator armor rules.
  358.  
  359. [b][url=http://www.nexusmods.com/skyrim/mods/50459/?]Warmonger Armory[/url]:[/b] Another decent lore-friendly armor compilation, hasn't been updated in a while but still good.
  360.  
  361. [b][url=http://www.nexusmods.com/skyrim/mods/27644/?]Immersive Weapons[/url]:[/b] Probably the most popular weapons compilation, still not as good as Immersive Armors. (The reason I mention that it's the most popular is because it has the most compatibility patches.)
  362.  
  363. [b][url=http://www.nexusmods.com/skyrim/mods/3871/?]Weapons of the Third Era[/url]:[/b] Adds a bunch of Morrowind and Oblivion style weapons.
  364.  
  365. [b][url=http://www.nexusmods.com/skyrim/mods/21120/?]Heavy Armory - New Weapons[/url]:[/b] Adds a lot of nice new weapons.
  366.  
  367. [b][url=http://www.nexusmods.com/skyrim/mods/44179/?]Lore Weapon Expansion[/url]:[/b] Adds some new weapons, with a focus on remaining lore friendly.
  368.  
  369. [i]Note: There is quite a bit of overlap among the above four weapons mods. It might be good to pick one and stick with it unless you are into resolving compatibility issues in TES5Edit (which you will be (modding is the game)).[/i]
  370.  
  371. [b][url=http://www.nexusmods.com/skyrim/mods/43517/?]An NPO Module - Crossbows[/url]:[/b] Adds in new crossbow types for each material.
  372.  
  373. [b][url=http://www.nexusmods.com/skyrim/mods/58704/?]Faction Crossbows[/url][/b] Adds in new crossbow types for various factions in the game, such as the Legion and the Dark Brotherhood. Could be considered a ~lore friendly~ alternative to the above.
  374.  
  375. [b][url=http://www.nexusmods.com/skyrim/mods/33177/?]Chitin Goggles[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/13133/?]Dwemer Goggles and Scouter[/url]:[/b] The first is nice and lore friendly but is mostly cosmetic, the latter actually have some functions. Ignore the message from LOOT to remove Chitin goggles because it's included in Wet and Cold, because Wet and Cold doesn't include [i]craftable[/i] ones.
  376.  
  377. [b][url=http://www.nexusmods.com/skyrim/mods/57120]Book Covers Skyrim - Lost Library[/url]:[/b] A companion to Book Covers Skyrim (see the Audiovisual Mods below), Lost Library adds in a large number of lore books from previous games and online sources.
  378.  
  379. [b][url=http://www.nexusmods.com/skyrim/mods/6524/?]Craftable Thalmor Equipment - Standalone Version[/url]:[/b] Adds in "dark" elven equipment used by the [s]Nazis[/s] Thalmor.
  380.  
  381. [b][url=http://www.nexusmods.com/skyrim/mods/16474/?]Deadly Dragons Armor[/url]y:[/b] Agents says that this is probably the most oldschool mod that he still regularly uses. It adds new weapons, armor, soul gems, and alchemy ingredients. Even though the equipment consists almost entirely of retextures, he still really likes this mod and some of the retextures. Companion to Deadly Dragons (See Friends and Foes below.)
  382.  
  383. {FRIENDSANDFOES}
  384.  
  385. Need new followers? Need new enemies? Look no further! These mods all add new NPCs and creatures to the game, be they people to help or people to kill.
  386.  
  387. [b][url=http://www.nexusmods.com/skyrim/mods/40960/?]Inigo[/url]:[/b] Goon Eric the Mauve [url=https://forums.somethingawful.com/showthread.php?threadid=3567959&pagenumber=457&perpage=40#post460386456]says[/url] this is "the best custom follower hands down if you're looking for a follower that frequently interacts with you in a way that feels natural. A lot of his comments are genuinely pretty funny, and he slowly opens up to you over time in a way that doesn't feel nearly as hamhanded as Arissa or as sappy as Vilja. He's also built to be sneak friendly (because let's face it Stealth Archer is the correct way to play Skyrim and all other play styles are self-imposed challenges). The only downside is if you don't want your follower to actually be an active part of your world, but if that's the case I don't imagine you'd be installing custom follower mods anyway :v: Or if you don't like cat-men I guess."
  388.  
  389. [b][url=http://www.nexusmods.com/skyrim/mods/24666/?]Hoth[/url]:[/b] Cool-looking bounty hunter guy, made by the same author as Immersive Armors.
  390.  
  391. [b][url=http://www.nexusmods.com/skyrim/mods/44557/?]Brhuce Hammar - Legacy[/url]:[/b] TrainWiz's quest-and-follower mod. It uh, might have to be seen to be believed.
  392.  
  393. [b][url=http://www.nexusmods.com/skyrim/mods/8429/?]Interesting NPCs[/url]:[/b] A mix of some good and some bad things, but overall very ambitions, adding over 250 voiced NPCs and over 50 quests related to them.
  394.  
  395. [b][url=http://www.nexusmods.com/skyrim/mods/53129/?]The B-Team[/url]:[/b] Fleshes out some of the less well known named NPCs into followers
  396.  
  397. [b][url=http://www.nexusmods.com/skyrim/mods/52871/?]Sokco's Guild Starter[/url]:[/b] Seemingly an eternal work in progress, the idea in its current state is still pretty cool: it allows you to create your own faction and invite NPCs to join it and wreak havoc/do good deeds/more or less fuck up constantly throughout Skyrim, as you please.
  398.  
  399. [b][url=http://www.nexusmods.com/skyrim/mods/18045/?]My Home Is Your Home[/url]:[/b] Allows you to assign followers to homes. We have never been closer to turning Skyrim into The Sims: High Fantasy. It's a glorious time to be alive.
  400.  
  401. [b][url=http://www.nexusmods.com/skyrim/mods/58613/?]Extra Encounters Reborn[/url]: [/b]Adds more stuff to randomly come across in the game.
  402.  
  403. [b]Extended Encounters:[/b] Same as the above, but now missing from the usual places.
  404.  
  405. [b][url=http://www.nexusmods.com/skyrim/mods/27866/?]High Level Enemies[/url]:[/b] Adds new higher level variants of Skyrim's enemy types to keep the difficulty scaling.
  406.  
  407. [b][url=http://www.nexusmods.com/skyrim/mods/24913/?]Skyrim Immersive Creatures[/url]:[/b] Adds a ton of new creatures to the game, whether they are really "immersive" will have to be a personal judgement call.
  408.  
  409. [b][url=http://www.nexusmods.com/skyrim/mods/40491/?]Revenge Of the Enemies[/url]:[/b] Changes up the enemy AI to have more variety, intelligence, and surprise.
  410.  
  411. {PLAYERHOMES}
  412. Places to keep your shit while you're out killing folks to make their shit your shit.
  413.  
  414. [b][url=http://www.nexusmods.com/skyrim/users/3231858/?tb=mods&pUp=1]Elianora[/url][/b] is a mod author with a variety of player home mods.
  415.  
  416. [b][url=http://www.nexusmods.com/skyrim/mods/76382/?]The Haven From The Cold And Dar[/url]k:[/b] As the title suggests, a home with a lush green environment, which is located on an island far from Skyrim to preserve ~thy immersion~ It's set in its own little worldspace and has a few other locations to check out.
  417.  
  418. [b][url=http://www.nexusmods.com/skyrim/mods/63559/?]Haafinheim[/url]:[/b] This mod was an entrant, and first place winner, in the Reddit house mod contest. Includes a quest to take possession of the house and explain its current state before you fix it up.
  419.  
  420. [b][url=http://www.nexusmods.com/skyrim/mods/77809/?]Clockwork[/url]:[/b] By goon Antistar, it's more than just a house mod. It includes a quest to claim the place, side quests, and two dungeons. Rave reviews in the old thread.
  421.  
  422. {QUESTS}
  423.  
  424. These are mods that add new quests and lands.
  425.  
  426. [b][url=http://www.nexusmods.com/skyrim/mods/52397/?]Moon and Star[/url]:[/b] Agents said this was good but short. To be honest, I have it on my list because I like the weird Dunmer refugee town it puts out floating in a lake. Maybe I will even do the quest someday when I actually play Skyr- ahahahaha. :smith:
  427.  
  428. [b][url=http://www.nexusmods.com/skyrim/mods/41852/?]Aurora Village[/url]:[/b] Adds a little town to the lake by Falkreath. A neat little uncomplicated addition. Works well with the above with a patch.
  429.  
  430. [b]Falskaar, by Alexander J. Velicky:[/b] Alexander J. Velicky's mod, Falskaar by Alexander J. Velicky, is a pretty massive mod. In Falskaar by Alexander J. Velicky, Alexander J. Velicky has added a massive new island, and Falskaar by Alexander J. Velicky apparently took Alexander J. Velicky 18 months of solo work to complete, and apparently got Alexander J. Velicky hired at Bungie. Falskaar by Alexander J. Velicky is a very technically adept mod, but with all due respect to Alexander J. Velicky, Agents found Falskaar by Alexander J. Velicky to be rather boring, to the point that he has started it several times but has yet to finish it. (Alexander J. Velicky)
  431.  
  432. OK, dropping kayfabe, this is a technically impressive mod that's actually kinda dull but has a lot of hype backing it uAlexander J. VelickyAlexander J. VelickyAlexander J. VelickyAlexander J. VelickyAlexander J. Velicky
  433.  
  434. [b]Wyrmstooth:[/b] A new-lands DLC-sized mod, the author has disappeared himself and all his works from the Internet so you'll have to find this on your own.
  435.  
  436. {AUDIOVISUAL}
  437.  
  438. Okay, the section all you folks have been waiting for, how to make your game look purdy! To start off, I'm just going to include a link to [url=https://forums.somethingawful.com/showthread.php?threadid=3567959&userid=0&perpage=40&pagenumber=1#post418982994]the old thread's post on modding visuals[/url], since a lot of it is relevant.
  439.  
  440. [b][url=http://www.nexusmods.com/skyrim/mods/24909/?]aMidianBorn Book of Silence[/url]:[/b] Perhaps the "definitive" nicer-looking-stuff-in-Skyrim mod, along with [url=http://www.nexusmods.com/skyrim/users/571605/?tb=mods&pUp=1]CaBaL120[/url]'s other mods. Seriously, this shit's pretty.
  441.  
  442. [b][url=http://www.nexusmods.com/skyrim/mods/42360/?]Bethesda Performance Textures - Armor - Clothes - Weapons[/url][/b], [b][url=http://www.nexusmods.com/skyrim/mods/43921/?]Bethesda Performance Textures - Animals and Creatures[/url][/b], and [b][url=http://www.nexusmods.com/skyrim/users/5712421/?tb=mods&pUp=1]other mods by the same author[/url]:[/b] Even though it technically shouldn't be happening, aMidianBorn causes an unacceptable framerate loss on my shitty PC. These mods makes things prettier than the base game and don't have the hit. They're at least a worthy alternative, imo.
  443.  
  444. [b][url=http://www.nexusmods.com/skyrim/mods/27043/?]Enhanced Lights and FX[/url]:[/b] There are many lighting mods, but this is the one I use for interiors. The way it works is mostly by removing a ton of ambient lighting and adding new light sources (I think?). Personally I just think this makes interiors look better, more natural, and dungeons scary af.
  445.  
  446. [b][url=http://www.nexusmods.com/skyrim/mods/56614/?]Enchanted Arsenal[/url]:[/b] Provides a [i]ton[/i] of cool and shit graphical effects for enchanted weapons.
  447.  
  448. [b][url=http://www.nexusmods.com/skyrim/mods/57408/?]HDT Equipment[/url][/b] and [b][url=http://www.nexusmods.com/skyrim/mods/59700/?]Capes with HDT physics[/url]:[/b] I think these are still a little too experimental, but they still look all kinds of impressive in action: equipment will jostle around on your character's body as you move using the in-game physics engine.
  449.  
  450. [b][url=http://www.nexusmods.com/skyrim/mods/41076/?]Realistic Water Two[/url]:[/b] What I use to make water effects look good. Other options are [b]W.A.T.E.R.[/b] (which is no longer up on Nexus) and [b][url=http://www.nexusmods.com/skyrim/mods/1111/?]Pure Waters[/url][/b].
  451.  
  452. [b][url=http://www.nexusmods.com/skyrim/mods/43773/?]Audio Overhaul for Skyrim[/url]:[/b] Alters the volume and reverb of the in-game sounds in a way that's difficult to describe but very satisfying in action.
  453.  
  454. [b][url=http://www.nexusmods.com/skyrim/mods/48160/?]Practical Female Armors[/url]:[/b] Look, this might be a personal thing, but I think armor designed around emphasizing tits is dumb. as. ffffuuuucck. Don't agree? Don't use this mod!
  455.  
  456. [b][url=http://www.nexusmods.com/skyrim/mods/54387/?]Immersive Sounds - Compendium[/url]:[/b] If nothing else, it adds a lot more variety to the available sounds in game.
  457.  
  458. [b][url=http://www.nexusmods.com/skyrim/mods/24805/?]Better Animal Footsteps[/url]:[/b] Generally lowers or raises the volume of animal footsteps to be less jarring or [i]more[/i] jarring, as needed.
  459.  
  460. [b][url=http://www.nexusmods.com/skyrim/mods/35286/?]Dragons Shout with Voice[/url]:[/b] Supposedly, dragon's breath in Skyrim is a matter of words of power creating effects, which is why "shouting" works the way it does. Now, actual dragons' shouts will sound like the "deadly verbal debate" they're supposed to.
  461.  
  462. [b][url=http://www.nexusmods.com/skyrim/mods/8655/?]Static Mesh Improvement Mod[/url]:[b] This mod improves the appearance of tons of little and not-so-little objects in the world.
  463.  
  464. {CrazyMods}
  465.  
  466. The mods in this section probably aren't lore-friendly, but they're pretty neat at least for a little while.
  467.  
  468. [b][url=http://sureai.net/games/enderal/?lang=en]Enderal - The Shards of Order[/url]:[/b] Kind of its own category in a way, this is a total conversion mod that is a sequel to Nehrim: At Fate's Edge, an Oblivion TC mod. A major investment but Nehrim supposedly owned hard so probably worth your attention.
  469.  
  470. [b][url=http://www.nexusmods.com/skyrim/mods/52248/?]Legacy of the Dragonborn[/url]:[/b] Listed here because it's such a stupidly huge [i]thing [/i](seriously, it's a :siren: 2.5 GB download :siren: ). At its heart, it's a building to display the various cool shit you pick up on your adventures, acting as a museum. It's fallen prone to some major feature creep. Agents says that just having it installed at all can be a performance hit. Use your best judgment!
  471.  
  472. {MODDERS TO CHECK OUT}
  473.  
  474. This is a list of modders who make a lot of various Good (or at least Interesting) Shit.
  475.  
  476. [b][url=http://www.nexusmods.com/skyrim/users/370317/?tb=mods&pUp=1]trainwiz[/url]:[/b] Mentioned a few times elsewhere but he's got so much stuff it's worth listing him here. Would be in the Crazy Mods section except that all the batshit is actually 100% lore friendly (usually??) because Elder Scrolls lore is seriously fucking nonsense bonkers. He's got quest and follower mods that uh, kinda push the boundaries, but not in some edgelord or creepshow way, you know what this is a bad description, bailing out now.
  477.  
  478. [b][url=http://www.nexusmods.com/skyrim/users/1047732/?tb=mods&pUp=1]ramccoid[/url]:[/b] Lots and lots of graphics replacers for little things you might otherwise not think about: droplets, mist, oil slicks.
  479.  
  480. [b][url=http://www.nexusmods.com/skyrim/users/3578684/?tb=mods&pUp=1]mahty[/url]:[/b] Has a list of mods adding some dwarf-magitech-type stuff.
  481.  
  482. [b][url=http://www.nexusmods.com/skyrim/users/8720933/?tb=mods&pUp=1]m150[/url]:[/b] A variety of strange follower mods, and more.
  483.  
  484. {Disrecommended Mods}
  485.  
  486. Perhaps consider ignoring the hype and taking a pass on these ones. No links provided because I'm lazy and the whole point is to not use these, so just google it!!!
  487.  
  488. [b]Organized Bandits in Skyrim:[/b] An initially cool idea to create unique themed "gangs" of bandits, it's become bloated with barely relevant feature creep.
  489.  
  490. [b]Civil War Overhaul:[/b] This mod is a grand idea, but is insanely script-heavy and prone to bugs.
  491.  
  492. [b]Dragon Combat Overhaul:[/b] This mod goes far too far in the direction of "Dragons are unkillable murderbeasts."
  493.  
  494. [b]Stable uGrids to Load:[/b] Found to have a memory leak.
  495.  
  496. [b]Duel Combat Realism:[/b] [url=https://sites.google.com/site/grimyskyrim/mod-critiques/duel]Just read this review to understand[/url].
  497.  
  498. [b]Armonizer[/b] and [b]Weaponizer:[/b] These two mods have a lot of issues (Weaponizer: Adding weapons to enemies that cant use them which makes the enemies do nothing, Armonizer: Having several armors that have no female model and so give female characters mantorso) and haven't been updated in years.
  499.  
  500. [b]Midas Magic Evolved:[/b] Absolutely garbage mod, horrible typo-ridden trash.
  501.  
  502. [b]Immersive Citizens - AI Overhaul:[/b] A cautionary take by forums poster Whizbang: "It runs like shit, it's poorly constructed because he just made like a million actor nodes everywhere and so it conflicts with everything, and the author is a weird spergy Frenchman who won't work with anyone in the greater mod community to try to make his mod better or more compatible." "In continuing "the author of Immersive Citizens is a crazy person" news, he forced the author of ETAC to remove their compatibility patch because he thinks it's stealing his work. Please don't use Immersive Citizens."
  503.  
  504. NEW POST?
  505.  
  506. ~Modding Culture~
  507.  
  508. This section isn't about Skyrim mods so much as the broader community and hobby of modding. You may scoff at the idea of careing about this. You're probably thinking, "I'll just download the unofficial patches and some new armors or some shit, I don't need this nerd info." See you in 10 hours, friend.
  509.  
  510.  
  511. {MODDERS}
  512. These are a few names that might pop up from time to time, and so you might want to know:
  513.  
  514. [b]Arthmoor:[/b] The lead modder on the Unofficial Patches, and the creator of several other fairly good mods. That being said, he's also a complete toolbox and the physical embodiment of :reject:. Avoid interaction with him if you can, but don't avoid using his mods because of it; mods are not some sort of asshole prayer wheel, he doesn't get more powerful the more people who use them.
  515.  
  516. [b]EnaiSiaion:[/b] The author of Apocalypse Spells and numerous other magic-related mods. Highly imaginitive and skilled, but a bit of a drama queen and a total perfectionist.
  517.  
  518. [b]TrainWiz:[/b] A modder who is crazy, awesome, and crazy awesome. His mods tend to explore be Dwemer and Morrowind centric, and to explore the more :catdrugs: areas of the lore. They include a mod where you fight giant monsters by piloting a giant steam centurion in a quest called Pacific Skyrim (Brhuce Hammar: Legacy), a mod that adds an explorable railroad system that connects all the Dwemer Ruins (Blackreach Railroad), and a mod that adds a Dwemer spaceship you can use as a player home (Aethernautics.) If none of that sounds exciting to you, :getout:. That being said, his reach sometimes escapes his grasp, and his mods are known for having some rough edges.
  519.  
  520. [b]kryptopyr:[b] Author of quite a few great mods, like CACO and CCOr.
  521.  
  522. [b]Boris Vorontsov:[/b] Author of the ENB series graphical enhancer, I'll just quote goon Coughing Hobo, who summed Boris up best when he said:[quote="Coughing Hobo" post="458932818"]
  523. He exemplifies Russia's institutionalized racism and bigotry every time he talks about something other than ENB, and oftentimes when also talking about ENB.[/quote]
  524.  
  525. [b]Chesko:[/b] Maker of Frostfall and other "survival" type mods. Generally a chill dude with a polished approach.
  526.  
  527. [b]matorsmash:[/b] Doesn't make mods so much as modding utilities: the plugin merging script/app, "Mator Smash" for smashed patches, some TES5Edit scripts. Good stuff.
  528.  
  529. [b]Apollodown:[/b] Maker of the very popular Dragon Combat Overhaul and Civil War Overhaul mods. Has a [i]unique[/i] writing style.
  530.  
  531. [b]EggOver1979:[/b] Seriously? Total [i]asshole[/i].
  532.  
  533. [b]Known Goon Modders:[/b] Agents are GO!, Hothtrooper, Nerd of Prey, LtSmash, Mazz, Terzaerian, Seorin (ret.). Let me know if you want on (or off) this list.
  534.  
  535. paid mods??
  536.  
  537. Youtubers
  538.  
  539. BroDual
  540. Gopher
  541.  
  542. STEP Project
  543.  
  544. GEMS
  545.  
  546. Limits to modding
  547.  
  548. So, here's a weird and probably technically dumb speculation: will the 64-bit Skyrim SE allow for loading more than 255 plugins? Fallout 4 is 64-bit and as far as I can tell the 255 limit is still in effect, but I'm not sure if that's technically/mathematically required.
  549.  
  550. The limit is set by the first two hexadecimal numbers* in a plugin's ID. Starting at the plugin with 00 as its first two numbers, the maximum number of values these two numbers can represent is 16 * 16 = 256, indexed as 0-255, but the actual plugin count is one less because the game uses FF (255) for dynamically generated stuff. OK, but what are those 16-bit values stored in, as variables in the code? The minimum is a half-byte value, or 4 bits (2 ^ 4 = 16). A plugin ID has 8 hexadecimal numbers. If each is stored in a half-byte, that's 8 * 4 = 32 bits. This could be just a coincidence, I have no clue, but if it's not, then the maximum bit size of the ID is tied to processor architecture. If each number were stored in a byte, the ID would be 8 * 8 = 64 bits. So if the switch to a 64-bit game engine affects this, each number can be much, much higher than 16. The max value stored in a byte is 255 (2 ^ 8 = 256 values). Theoretically, in this case, the maximum number of plugins where the first two numbers of the ID establish load order is 256 * 256 = 65,536 plugins! But you'd have to represent this with base-256 digits, requiring 256 unique symbols, and while this is possible (the extended ASCII set of characters for typing uses a byte for a maximum of 255 symbols) it's cumbersome in practice (try figuring out what the number :É is without looking it up on a table). But, even if they just went to base-24, we'd be up to 24 * 24 = 576. On the other hand I've literally never heard of base-24, or any system higher than base-16, used in coding so...
  551.  
  552. *If you don't know, this means that each number is in base-16 as opposed to base-10 (i.e., decimal), which people most commonly use for math. In base-10, the maximum value of one "digit" starting at 0 is 9, so a base-10/decimal number goes from 0-9, meaning that a decimal "digit" has a maximum of 10 values. A base-16/hexadecimal number goes from 0-15, with letters A-F representing the numbers from 10-15, so a hexadecimal digit can have 16 values.
  553.  
  554. modpicker
  555.  
  556. "So a page or so ago, some folks were talking about how Helgen Reborn gets really bad at some point. And a while before others were saying Falskaar is technically impressive on some level, but unfun. It makes me wish that there were more places to get honest reviews from. Everybody raves about these mods, I only ever hear about the downside in this thread. I actually think I may have asked this in the past, but are there any other mods that "everybody" goes apeshit for but aren't actually that great? " https://forums.somethingawful.com/showthread.php?threadid=3567959&userid=82288&perpage=40&pagenumber=7#post445185012
  557.  
  558. Novajam
  559.  
  560. GOON PROJECTS
  561. grimy's, etc
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