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They can be equipped in the right or left hand, making it possible to dual wield them. Staves are a subcategory of weapons in The Elder Scrolls V: Skyrim. For other uses, see Staff.
Skyrim Phoenix Flavour Mods Are Why
They’re amazing and fantastic and disturbing and inspiring. Skyrim mods are why the game is alive eight years after it was launched. The effects of staves are further categorized in magic schools. They can be refilled with soul gems. Staves have a set amount of uses before they are depleted.
My modlist is on Modwatch. Sometimes people on Twitter ask me for a modlist. Support is offered in TPF Discord server's tpf-addons-support channel and in the Bugs section of this page according to the Bugs section of the add-on's documentation.This build was created with The Phoenix Flavour A good Paladin always carries a reminder of the Nine Divines, and Arkay being a great choice, the amulet is.I am happily role-playing my way through my social distancing 2020 playthrough, posting ridiculous screenshots. Elysium is base on The Phoenix Flavour and has been patched for the new.The Phoenix Flavour (TPF) guide's add-on, which helps you expand Skyrim's world and possibilities in the best way possible.
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If there's a core concept you need to understand in order to make decisions, I'll try to define it. I'd like to introduce you to the ways you can modify your game, to the major options available in each category, with some commentary about individual mods if I happen to have used them. What I will do instead is tell you all the things I wish somebody had told me when I started modding Skyrim.I'm going to give you a tour of the possibilities. I'll link to some guides, but I will not pretend to give you a step-by-step instruction list.
increase the sense of Skyrim as a place you’re visiting increase “immersion”I encourage you to explore the Nexus as you work through this list. change gameplay systems to be more challenging or more balanced or both add new world locations and deepen existing ones improve the visuals, from textures to models to animations If a mod is indicative of a broader category of mods, I'll try to introduce you to the category.
I recommend The Phoenix Flavour. First get set up for modding by following an existing newbie guide. If you have never modded Skyrim beforeDon’t dive into acting on this this post right away. You can get a long way by looking at the Nexus’s most-endorsed mods list and installing most of them. This will let you know what other people have enjoyed a lot, or what’s new & interesting.
Vortex is totally fine for light modding despite what you’ll read on Reddit. You can use either Vortex or Mod Organizer 2. It’s probably worth paying for a premium account for a month or two if you have some spare dollars.
You’ll crash if you don’t. And about that- yes, modify the game files. If you do them, you'll get all the tools set up and clean your Skyrim master files.
Why do it this way instead of just downloading a full install? Because intellectual property laws, that’s why. This is a tool that replays the steps somebody else took to mod their game, producing an exact replica for you. Consider WabbajackIf you want a modded game but you don’t want to become an expert, use Wabbajack.
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Use mod organizers to help you do this. All of the files are in well-understood formats that Bethesda uses across many of its games.To add a mod to your game by hand, you copy its files to the data folder inside your game folder and then you add any plugins its includes to the file ~/AppData/Local/Skyrim Special Edition/plugins.txt. Bsa archive, sometimes not. Sometimes the assets are packed into a.
Nif files for models) are also very effective upgrades for things you'll be looking at often, like your character's body.Plugins are database files that the game knows how to load. 2K is the common resolution to use for medium-sized modern cards you should choose 4K textures for things you'll be looking at closely, like your character's armor. Choose the resolution of your textures based on how much memory your graphics card has. The last one written when your mods are installed is the one the game engine will use. You can have as many of these as you want, with no penalty. Lots of the mods I mention in this article are textures only-.
This is a conflict that needs a patch.Plugins come in three-ish flavors: master, regular, and light. Sometimes you want the last one to win sometimes you want changes from both mods. Last one to edit the record wins, which is why load order matters. Mods can and do modify the same record.
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Your load order can cause your game to crash: if you tried to load foo.esp before bar.esp, in the above example. The last one to load wins. (Yes, the word means a couple of different things.) This means foo must be loaded after bar.Load order matters for plugins if they modify the same base game record. If a plugin foo.esp uses data added to the game by plugin bar.esp, bar is added to foo as a "master". Many plugins built before this change can be marked as light safely your mod tools will tell you if you can modify them.Plugins can depend on other plugins. You used to have to bash and smash mods together to work around the 256 plugin limit, but not with SSE! You can have as many "light" plugins as you want, subject to an engine limit of 4K (I think) open file handles.
(The ReSaver tool works around this for the brave by cleaning orphaned objects from your save file. Scripts are the reason many mods cannot be safely uninstalled mid-playthrough: they might be running still in your save file. Many scripts constantly doing background checks might add up, however. Scripts are not a performance concern all by themselves counting scripts doesn't tell you what they're doing. The Creation Kit lets you associate scripts with game events, or set them up as AI "packages" for characters and critters. You can sort your plugins automatically with LOOT.Scripts are written in the Papyrus scripting language and compiled into a form that the game engine can execute.
You can have as many light plugins as you want. You can have at most 256 regular plugins. Master plugins are loaded before everything else. A "mod" is a bundle of assets, including plugins with code & data and/or static assets like textures. You probably won’t have to touch this unless you have the dread gray faces bug, about which more later. You have been warned.)Models and textures are tied to scripts and plugin record data using Bethesda’s official Creation Kit.
If you don’t know what those tools are, go do the Phoenix Flavour then come back.SSEdit is an editor for plugin files. If LOOT tells you to fix something, fix it. If LOOT tells you to clean things with SSEdit, do it. LOOT is built into Vortex, but you'll need to run it by hand for other mod managers. You can (usually) add new plugins mid-playthrough, but removing them is likely to cause crashes.Run LOOT. You can freely change textures and most static assets mid-playthrough.
LOOT will often tell you if you’re missing them and give you direct links.Most of the time all you need to do is download stuff, sort it with LOOT, download a patch or two, and then go. You won't have to for popular mods: you can find pre-made compatibility patches for popular mods on the Nexus. You can edit mod conflicts yourself with SSEdit and make your own patches, which is easier than you think. SSEdit is the tool people use to make patches. It also has useful tools for highlighting conflicts.
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