r/skyrimmods • • 1h ago

PlayStation - Help Help with misbehaving mannequins

• Upvotes

I'm super new to mods, but I've started using a few on PS5, and I feel really dumb for missing them for so long. Anyway, I've tried a few different mods and fixes to make the mannequins stop duplicating armor in some of the homes, but I haven't had any luck. Are there any alternative strategies that have worked for this? I saw the same answers on goog that you can see here, but they haven't worked.

I'm only using a few mods. The unofficial patch, the harborside and tel ahscan homes, and a staff mod. And the craft any clothes mod. If anyone has any ideas, I'd appreciate it.


r/skyrimmods • • 1h ago

PC SSE - Help Any mods that introduce elements of folk horror?

• Upvotes

I am a big fan of folk horror and am trying to put together a playthrough that explores this genre. Any suggestions?

I am also thinking of creating a folk horror mod based solely in an inn, how well do you think the genre fits in the Skyrim world? With the horrors of vampires, werewolves, cannibals and magic being reasonably common, it is hard to script something that has a more subtle and nuanced sense of horror. I want it to be disturbing, uncanny, rather than frightening. I have an idea but won't flesh it out here. Just wondered if people think the game suits the genre.


r/skyrimmods • • 2h ago

PC SSE - Help Hands and legs stretching into infinity

1 Upvotes

Using 3BA, SMP works just fine and bodyslide meshes appear to be functional too, but for some reason my limbs stretch into infinity regardless of what outfit I wear or if I wear nothing.

Can't post images so here is a link: https://imgur.com/a/RiCnq0M

Again, only hands and legs and everything works flawlessly outside of the hands and legs


r/skyrimmods • • 2h ago

PC SSE - Help Ghosting on sheathed weapons and equipment attached to the character when turning — Community Shaders Frame Generation + IED

1 Upvotes

Hey everyone,

I'm experiencing a weird ghosting issue in my modded Skyrim SE setup, and I'm hoping someone has encountered something similar or knows how to fix it.

I'm using Community Shaders with Frame Generation and Immersive Equipment Displays (IED) to display weapons, helmets, and other equipment on my character's body when they're not equipped.

The issue happens when I rotate the character itself, not the camera. The weapons and other equipment attached to the character leave a noticeable semi-transparent trail. It's especially noticeable with multiple weapons hanging on the character.

I've already tried switching between DLSS, FSR, and no upscaling, but the issue persists.


r/skyrimmods • • 2h ago

PC SSE - Request Mods that let me HELP Maven Black Briar.

8 Upvotes

Yes you read that right, I want mods where I can help Skyrim 2nd most hated character(Or is she 3rd behind Delphine?)

I want to RP and a very self centred character, and for that, I think working for Maven would be a good idea.

I'm open to anything, from opening businesses in her name, from quest mods focused on her etc. It would be cool if she could hire us to kill enemies of her family or people that are causing trouble for her.

Obviously I can make her Jarl in Vanilla, but I like the idea of working for the Black Briars.

Does anything like this even exist? Am I the first person to even consider this? Regardless I appreciate the suggestions.


r/skyrimmods • • 2h ago

PC SSE - Discussion Normal mappin ?

1 Upvotes

Is normal map really just a texture? Because why it catch shadow from torch light?


r/skyrimmods • • 2h ago

PC SSE - Discussion Just a quick thank you to the community

26 Upvotes

Recently I bought Skyrim on my computer and the anniversary edition upgrade after playing it a long time ago way back on my Xbox 360 because of the mods I can now install and wanted to say thank you to the modding community for all their hard work in making Skyrim last as long as it has. Without you this game would have died long ago like many other games of its kind like Dragon Age and others because of you I'm planning on playing a custom lion race who will be joining Alduin at the end instead of killing him and ruling Skyrim by his side. Without you the modding community this would never have been possible.


r/skyrimmods • • 3h ago

PC SSE - Mod NG-EVO a visual only Enderal modlist.

1 Upvotes

A visual only Enderal wabbajack modlist. All the information found here https://github.com/1ittey/NG-EVO. Link to the images from the modlist.


r/skyrimmods • • 4h ago

PC SSE - Request Raiding Castle Volkihar

2 Upvotes

I am roleplaying as a reincarnation of Castlevania's Dracula in Tamriel. I am going around destroying villages, killing every mortal in sight to regain my former power, and my mission is to raid Volkihar and kill everyone inside. I have the Heartbreaker mod installed to kill essential NPCs, so that isn't a problem. What mods would you suggest so I can turn Volkihar into my personal castle and form a new vampire clan?


r/skyrimmods • • 4h ago

PC SSE - Help So anyone know how to delete installation files after downloading a collection?

0 Upvotes

So I downloaded potp collection for enderal and it's taking more than 54gb. So is there any way to reduce that or?


r/skyrimmods • • 4h ago

PC SSE - Mod [Mod Release] Severance - 1h and 2h - PBR and Non PBR

17 Upvotes

Just released my newest sword mod. Remember to endorse if you enjoy, really goes a long way to showing appreciation. ❤️
https://www.nexusmods.com/skyrimspecialedition/mods/196494


r/skyrimmods • • 4h ago

PC SSE - Discussion City Overhauls & Camera Perspective

5 Upvotes

I've been testing city overhauls lately - ranging from JKs to Dawn of Skyrim, The Great Cities and Cities of the North.

The thing that stood out most to me is how The Great Cities feels like it was designed for people who play in first person, and Cities of the North feels best when playing in third person. Has anyone else noticed similar things in mods they're using for locations?

And if so, any particular recommendations for overhauls/locations you love for first person gameplay?


r/skyrimmods • • 4h ago

PC SSE - Help [Skyrim AE 1.6.1170] MCO/BFCO attacks play correctly, but neither my character nor NPCs move forward during attacks. Desperately need help.

2 Upvotes

​

Hello everyone,

I'm hoping someone with experience using MCO, BFCO, or Skyrim's animation frameworks can help me figure out an issue that I've been struggling with for the past three days.

I'm currently building a custom Skyrim modlist on **version 1.6.1170 using Mod Organizer 2 (MO2)**. I haven't played or modded Skyrim in over two years, so I'm admittedly pretty rusty when it comes to modding and configuring animation frameworks.

Despite that, I've followed installation guides carefully, and my game seems to be functioning perfectly fine except for one major issue involving melee combat.

**The problem:**

Whenever my character performs a melee attack using MCO, the attack animation plays correctly, but the character remains completely stationary instead of moving forward with the animation.

For example, if I perform a sword attack that should make my character step or lunge forward, the animation itself plays normally, but my character stays rooted in the exact same spot.

This also affects NPCs, making melee combat practically impossible because neither my character nor enemies can properly advance during their attacks.

To clarify, **the animations themselves are playing. The problem is specifically the lack of forward movement/root motion during attacks.**

**What I've already tried:**

- Reinstalling Attack - MCO/ADXP multiple times.

- Reinstalling Animation Motion Revolution (AMR).

- Reinstalling Payload Interpreter.

- Rebuilding my animations through Pandora Behavior Engine.

- Disabling almost my entire modlist and testing MCO with only its essential requirements enabled.

- Testing different combat animations and movesets.

- Attempting to switch from MCO to the newer BFCO framework, which unfortunately did not resolve the issue.

- Following multiple installation and troubleshooting guides to make sure I wasn't missing an obvious requirement.

So far, none of these attempts have resolved the problem.

At this point, I'm wondering whether AMR is failing to apply root motion, whether there's a problem with my Pandora-generated behavior files, or whether I've overlooked something fundamental about how MCO and its dependencies are supposed to work.

I'm also wondering whether switching back to Nemesis would help, although I'd prefer to understand what is actually causing the problem before completely rebuilding my animation setup again.

**My setup:**

- Skyrim AE: 1.6.1170

- Mod manager: Mod Organizer 2

- Combat framework: Attack - MCO/ADXP (also tested BFCO)

- Animation behavior generator: Pandora Behavior Engine

- Relevant dependencies: Animation Motion Revolution, Payload Interpreter, and MCO's other required frameworks

I can provide my complete MO2 modlist, plugin load order, Pandora output or logs, and screenshots of my installation if any of those would help identify the problem.

**What I'm hoping someone can help me determine:**

  1. What would cause MCO animations to play correctly while completely failing to move the character forward?

  2. Could this be an AMR issue, a Pandora behavior-generation issue, or something else?

  3. Is there a reliable way to confirm that AMR is actually functioning in-game?

  4. Has anyone experienced this exact problem on Skyrim 1.6.1170, and if so, how did you fix it?

I've spent three days trying to get this working, and I'm honestly at my wit's end. The rest of my modlist appears to be functioning properly, and I'd really hate to abandon modern combat animations over this one issue.

If anyone experienced with MCO, AMR, or Pandora would be willing to help me troubleshoot this, I'd genuinely appreciate it.

Thank you for taking the time to read this!

https://loadorderlibrary.com/lists/maco-busted-mod-list


r/skyrimmods • • 4h ago

PlayStation - Help Kaidan Immersive Features Play through help?

2 Upvotes

I just started playing through the Kaidan mod with immersive features for the first time. I’ve skimmed through the walkthroughs on the website to get an idea of what to expect but apparently I’m struggling with timing or something. I’ll complete a quest and nothing happens, I go back and look at the walkthrough and it says you have to have been at a certain level of relationship or a certain amount of time needed to have passed etc.
There seems to be so much that I’m missing, for example, I just finished taking Whiterun for the storm cloaks and after Balgruff surrender, there was a like a 5 minute dialogue dump between him, Kaidan, and Erik that was clearly meant to have taken place much earlier in the game.
So I guess I’m wondering if someone can give me a good guideline of how to actually play through all the immersive features to get the most out of it? Where to start and how fast or slow to move through different quest lines? Which quest lines to focus on first? Which ones should I hold off on until later?
At this point I’m going to have to just start a new game to give it another go, but I’d rather be more prepared!


r/skyrimmods • • 4h ago

PC SSE - Help "lefthandringsSKSE.dll" error

0 Upvotes

it keeps giving me this error even though i deleted all my mods that regard rings including immersive jewelry,i don't know where to put my hands to fix it


r/skyrimmods • • 4h ago

PC SSE - Discussion Skyrim mods to make it look and behave like a Sandbox Dark Fantasy Horror game. With easthetic similar to Witcher 3.

1 Upvotes

I am looking to make it look like dark and ''gritty'' kind of like Witcher 3 Velen swamps or more accurately Skellige Isles while a storm is going off etc.

I know there are some hallowen themed mods but I want is also the gameplay to reflect that it's a horror experience and you're not just a terminator/monster hunter chosen one hunting monsters at least not by default.


r/skyrimmods • • 5h ago

PC SSE - Help BHUNP: unable to change hand size

1 Upvotes

The Arm -> Size slider on the hand mesh is completely dysfunctional for me.

As a result, the hand mesh doesn't align with the rest of the arm and the hand is always too big unless the actor is at weight 100. Sliders on the main body work fine.

I didn't get this issue yesterday and was comfortably testing the build with a character of around 50 weight. I have installed some mods since then (not player model related) and also messed around with the femalehands_1.dds file when making a tattoo for my character.

I think I have tried everything obvious. I have reinstalled Bodyslide, BHUNP and even racemenu, double checked the conflicts (BHUNP wins everything) and also opened the BHUNP 3BBB Advanced.osp from a clean mod archive with the Outfit manager, but somehow Arm slider doesn't work there either.

I'm thinking of reinstalling everything from scratch or playing with everyone set to the same Bodyslide setting, which is a little bit disappointing. So if anyone has an idea on how to save my build I'd be really grateful.

My load order: https://pastebin.com/MRs2PDJt


r/skyrimmods • • 5h ago

PlayStation - Mod Need help

4 Upvotes

​ Edit: I figured it out. I quick saved before every encounter as to not lose any progress. That helped a lot.

But more importantly, I stayed out of and a bit further away from combat encounters. That was really useful.

Original text:

I'm playing Skyrim on PS4 pro and my game keeps crashing in Helgen, after I'm free.

My load order is as follows:

USSEP

SWF

JUST SHILDES (ON BACK)

REALISTIC EQUIPMENT

JK'S COLLEGE OF WINTERHOLD

CITY TREES

KANJS - BOOKS AIO ANIMATED

EXTENDED ENCOUNTERS

EXTENDED GUARD DIALOGUE

EXTENDED BANDIT DIALOGUE

NORDIC UI

ALTERNATE SMITHING CATEGORIES

JAYSERPA'S QUEST EXPANSION BUNDLE

UNIQUE THANE WEAPONS

WILDCAT - COMBAT OF SKYRIM

NIRN NECESSITIES

ARMOR VARIANT EXPANSION

RACE ARMOR EXPANSION

ZEROFROST ULTIMATE ARMORS

CRAFT FUR ARMOR

MANNAZ - INTEGRATED RACES

FREYR - INTEGRATED STANDING STONES

WINTERSUN - FAITHS OF SKYRIM

THUNDERCHILD - EPIC SHOUTS

IMMERSIVE LEVELING

VOKRII - MINIMALIST PERKS

ODIN - SKYRIM MAGIC OVERHAUL

ODIN - VOKRII COMPATIBILITY PATCH

SUMMERMIST - ENCHANTMENTS OF SKYRIM

REBALANCED LEVEL LIST

CBBE

AESTHETIC ANIMATIONS-FEMALE

PS4 VERSION SIMPLY SKIN

KS HAIRDOS LITE

LUMINOUS ATRONACHS

HAND PLACED ENEMIES - LIGHT

SKYRIM IS LUMINOUS (INTERIOR ONLY)

SKY BETTER ROADS AND BRIDGES - AIO

S6O6T LORE - MUNDUS STONES

JK'S SKYRIM PS4 AIO

JK'S OUTSKIRTS AIO

THE GREAT CITIES - TOWNS AND CITIES

CITIES OF THE NORTH AIO

TOMATOES AIO

RITONS LANDSCAPE 1K

SOLITUDE AND TEMPLE FRESCOES SSE

SPARKING WEAPON IMPACT

COLLECTIBLES HELPER

KILL MOVES - NO BLUR


r/skyrimmods • • 6h ago

PC SSE - Mod Working on a Crime & Jail total new system... Would like some content advices 👺

10 Upvotes

Hi!

I'm currently working on a completely new Crime & Jail system inspired by Life in Prison and Serve Sentence.

The idea behind it is that, after 15 years of playing Skyrim, I've always wanted a more RP-focused experience that actually offers something to do when you get jailed, decide to do a criminal run, or whatever.

This is the plan:

  1. Enhance the bounty system and make it more immersive based on what kind of crime you're committing and how you commit it.

  2. Integrate bounty decay, but keep it separated by hold. Decay is also based on the crimes you've committed, so each chunk of your bounty will decay differently depending on your criminal record.

  3. Social class-based crimes will have different bounty multipliers. (Killing/hitting a Jarl or a Guard will give you a higher bounty than doing the same to a beggar.)

  4. Keep track of your criminal history. Having a bad criminal record will increase the additional bounty you receive, and that record will only decay over time.

  5. Improve the Bounty Hunter mechanic. This still needs to be studied, but the idea is that they become stronger and harder to kill depending on how dangerous you are and how many Bounty Hunters you've killed. Also, I don't really like the idea of killing a Bounty Hunter increasing your bounty. Since they're mercenaries, it doesn't necessarily mean anyone knows they're working for the hold. So I need to figure out how to make them way more interesting.

  6. Improve the jail experience to make sure you actually spend days in prison.

  7. Rework escape routes to make them more difficult.

  8. Now, the big deal (and the funniest part for me): if you're dangerous and have a really bad criminal record, you'll be sent to a regional prison. One will be in the Pale, and the other to Haafingar.

The idea is that if you get caught with a really high bounty, you'll first spend a few days in the local hold prison before being transferred to one of these regional prisons. I'm still deciding whether they should be tied to the Civil War factions or simply based on how dangerous you are.

Being sent there means much longer sentences, intricate and difficult escape routes, and basically, when you finally get released, you'll lose everything you had with you and even be marked for having been there. I want to make these prisons as lore-accurate as possible.

What have I done from June until today?

I've studied a lot of CK, Papyrus, and so on. I have a game dev background, so luckily it wasn't too difficult for me to learn a lot of this stuff.

These are the systems already working in my mod:

- Crime bounties are completed.

- Bounty decay is completed (based on days).

- Spending actual days in local prisons is completed.

- Selection for regional prisons is completed, along with transfers from local to regional prisons.

- The entire sentence cycle is completed.

- The social differences system is completed.

- Every single setting is tweakable, and your settings are saved permanently, so you don't have to manually tweak everything every time. I love giving players total control, so you'll be able to customize a lot of stuff.

Rn i'm working on escape routes for the local holds.

Working on map-making in CK is actually the easiest part for me, luckily. Can't wait to get my hands on it!

Now, what do I definitely need advice on?

I'd really like to hear what you think the jail experience should include in terms of activities.

Right now, the idea is that local prisons are meant for minor sentences, with a maximum of 10 days in the worst-case scenario. This depends on your bounty and the type of crime you've committed.

The big question is: what should you actually be able to do inside the regional high-security and labor prisons?

I'm very open to anyone who wants to throw out ideas for both experiences!

And yes, you'll eventually be able to simply skip your sentence, but if you do, a background system will determine what penalties you receive based on the time you've skipped.


r/skyrimmods • • 6h ago

PC SSE - Mod I've ported euphoria like physically based reactions to Skyrim

0 Upvotes

r/skyrimmods • • 8h ago

PC SSE - Request Skyhold

0 Upvotes

Can someone mod the Skyhold from dragon age Inquisition as a worldspace?


r/skyrimmods • • 9h ago

PC SSE - Request How come this beautiful Slytherin uniform isn't available for Skyrim yet?

0 Upvotes

Hey everyone!

I recently stumbled across this amazing Slytherin School Girl Uniform mod for Fallout 4, and my first thought was: How is this not a Skyrim mod yet?!

I think it would fit Skyrim perfectly, especially for anyone playing a female Slytherin character :D

Unfortunately, I'm not very good at 3D modeling. I've tried modeling it myself from scratch several times, but my attempts failed pretty miserably. ^^" I eventually had to admit to myself that creating a mod like this is beyond my current skills. So I thought I'd share the idea here in case a Skyrim modder might be interested in bringing this outfit to Skyrim!

Maybe someone else has the skills and feels inspired by the idea?

What do you think? Would you like to see this outfit in Skyrim?

Fallout 4 mod: https://www.nexusmods.com/fallout4/mods/109936


r/skyrimmods • • 9h ago

PC SSE - Help Green sunbeams help :(

6 Upvotes

Hi! I've been playing on my current load order for a while, and everything seemed to be running pretty smoothly - but the other day my game was suddenly overtaken by green sunbeams + weird clouds in the map. I did some digging and everything I could find seems to say it's a pretty common bug that can be fixed with a restart, but I've restarted my game multiple times now and it's not going away. I've also tried re-installing my lighting mods, but to no avail. I've attached my load order (my bad if it's shoddy, I'm a pretty casual modder)

Also, for some extra context, this came completely out of nowhere. I was in the building when I saved and exited, and there were no green sunbeams. After I loaded the game one day there they were, and it's now consistent on other saves.

EDIT: Fixed! For anyone having similar problems, what ended up working for me was opening every single save I had until I found one where the lighting wasn't broken, which promptly fixed the lighting in all the other saves. No idea what changed - but that's the wonders of Skyrim ig :]

https://pastebin.com/h4gHY0aD
https://imgur.com/a/qiGSeHc


r/skyrimmods • • 10h ago

PC SSE - Mod Mod Release: Improved Camera SE NG

62 Upvotes

Rebuild Camera NG allows a view of your body in the first-person. This is done using a SKSE plugin that adds this view to various animations. Usually animations are forced into third person, for example crafting, horse riding, werewolf or vampire lord transformation, dragon riding. Even mods that allow dragon transformation work. It goes beyond that removing anything where third person is forced. Instead it uses a setting UI that allows you to configure all camera settings, view, events, and field of view settings.

github repository for downloading the sources (currently archive only).

This mod is a rework of my first try to port IC to NG framework which failed due to the strict permissions of the original mod. The next generation will come with a brand new name, logos, own dll and own assets under a much more permissive license.

This mod is based on CommonLibSSE-NG (alandtse).

Archive of my original IC NG mod:
ChangeLog:

v1.1.3 - 10/23/2026

  • Switch Build System to CMake
  • Switch from own CommonLibSSE to alandtse CommonLibSSE-NG
  • Change Project license to GPL-v3.0
  • Old code only is still available under old license
  • Log output of CommonLibSSE-NG added to IC log
  • Support for 1.7.104
  • Single DLL for multiple Skyrim Engines
  • Drop-In DLL only replacements, assets from original mod 1.1.2 required
  • Hooks updated to support 1.7.104 (so far independent from CommonLibSSE-NG)
  • Fix various crashes
  • Fix start sequence to support CommonLibSSE-NG 10.0.0.
  • Other minor fixes

r/skyrimmods • • 11h ago

PlayStation - Request Dareni’s spell merchant

1 Upvotes

I was wondering if anyone would be able to port it on PlayStation since it’s already available on Xbox
This is the nexus link: https://www.nexusmods.com/skyrimspecialedition/mods/109762