Ever notice how you randomly CTD for no discernable reason? Ever been told it’s your “load order” but you follow a strict guide and still get a crash? This list is what I use for my PC and both the PC and Console load mods the same way. The *only* difference for PC is that meshes and texture overwrites are in loose files. With console, we simply place them in the right order for proper overwriting.
9 times out 10 your crash is being caused by a “dirty” mod. These are mods that have been improperly imported from 32bit to 64bit and weren’t cleaned in xEdit. Even mods made in 64bit need to be cleaned! Changes from USSEP should always carry over even if USSEP isn’t a requirement. There is no ifs and ands or buts about it- we MA’s and OMA’s must clean our mods!
Don’t worry about your categories or slots, instead focus on reading what the mod changes and place it accordingly. Placement is what matters.
For instance – M’rissi’s Tales of Troubles edits the Alchemist Shack area so you don’t want to have a mod with a house there. If a mod edits the area, like adds bandits or guards, place M’rssi under it. In this way you get the modded house’s navmesh triangles and M’rissi’s items will be visible.
BUT WHY GUYS?!
Mods placed last are the winners of the race. Whatever edits they have take center stage and the game ignores any other edits.
- Master Files
- Menus > User Interface > Font Changes
- Quest Alterations
- Pure Craftable Items
- Game Mechanics Changes
- Level Progression Changes
- Perk Overhauls
- Magic Additions and Overhauls
- Item and Loot Leveled List
- Enemy NPC Leveled List
- Item Attributes & Effects Changes
- Audio – Sound/Music Changes
- Weather / Atmosphere
- Grass Mods
- Landscape and Grass Fixes
- Skin Mesh & Textures > Skeletons
- Idles and Animations
- General Mesh and Texture Fixes and Overhauls
- NPC AI Mods
- NPC/PC Immersion Mods
- NPC/PC Facial Modifications and Presets
- Interior Lighting and Interior Decorating mods
- Single Area Exterior Edits
- Multiple Area Exterior Edits
- Unique Items Added to Exterior/Interior Locations
- NPC Combat AI Mechanics
- Unique Follower mods
- Quest Mods & NPC Additions with Area Edits
- Map Mods
- Bottom LO and Specialized Mods
What about leveled lists?!!!
You should only have ONE type of loot modification mod and ONE type of creature level/delevel mod. More than that and you’re just being silly. Because X1 users have zero way to Bash their mods together, a leveled list will overwrite another. Don’t use two mods that adds new items unless it has self contained script to inject new items or has a pure crafting menu. Mods such as WiC does it right because you get to craft all the items and there are ZERO conflicts. Note: If you have a mod that does both, but you like another mod that’s a standalone loot OR creature mod, place that standalone under the other and it -should- work.
But I’m still crashing D:
You have a dirty mod or you aren’t reading the description properly. If 2 of your mods both edit Belethor’s Goods, don’t load both of them, pick the one you like most and use it. Try the next one on another playthrough. The point is YOU are responsible for your playtime. So pick what really interests you and go for it.
What’s a navmesh???
Navigational Meshing, or ‘navmesh’, is a series of linking triangles in game that allows NPCs to know where to path, or walk. Navmeshes cannot have any errors, cannot be deleted or it will cause major problems. This is true for editing vanilla navmesh OR handcreated navmesh for new zones or interior cells.
But um..what about PC users…?!
PC users place their mods just like above. There’s no difference in how the game loads mods and in what order.
Proper Load Order Help Lists for X1 Users:
Please copy The Logical Load Order into your own google drive and edit appropriately. We can help you polish your Load Order when you are finished.
Proper Removal and Updating of X1 Mods:
Removal should always to be followed by a hard reset, installation / updates should be ok with a simple exit to dashboard, but hard reseting, or at least restarting the X1, is the foolproof method for all mods and X1 models. Do not remove mods mid-save. Do not add mods midsave. The *only* mods that are okay are PURE mesh/texture mods. Mesh and texture mods that edit anything inside the ESP cannot be removed mid play. Please consult the mod’s description page.