Hard to believe that the most recent Elder Scrolls game is 8 years old.

I don’t know what you mean. Elder Scrolls Blades came out just this year! :P

(But more seriously, Elder Scrolls Online is a pretty cromulent Elder Scrolls game and it’s only 5 years old and still getting regular content additions.)

They’re not the Younger Scrolls…

This is all great info! I haven’t gone down that rabbit hole since before Vortex was in wide use, so hadn’t really spent any time with it (and I think Lexy’s guide is still MO2 focused).

All this talk makes me wanna get back into this. Is there a one stop shop just to get the right/best mods simply and dive in?

The closest you’re going to get to that is using a Wabbajack mod pack (you’ll have to have premium Nexus access): https://github.com/wabbajack-tools/wabbajack

https://www.wabbajack.org/modlist/lexys_lotd

I’d say MOST mods will play perfectly fine with it. There are a handful which introduce incompatibilities due to physical placement of “structures” (be these buildings, trees, etc.).

If you go to the “patches” page (there’s a single patch file to download and install AFTER you’ve installed the other mods along with LotD, as it looks for any needed patches), you’ll also find a list of mods which add more displays & potential items to collect for the museum.

Currently, the museum in its “vanilla” mod state has spots for 1985 artifacts (these include weapons, armor, jewelry, books, etc.). Currently, the patch-supported mods add another 1384 along with 16 additional set displays.

Here’s the patch site, and there are menus you can click to open which show these mods which then also have links to them (including off-nexus mods, such as Wyrmstooth).


The list which adds stuff to the museum will all work together, although if you’re a completionist then don’t expect to be finished before the heat death of the universe.

You’ll also see a list of mods which DON’T add any displays or items yet have patches to make sure they’ll work fine.

Keep in mind, these lists aren’t exclusive; there are thousands of mods and the vast majority will coexist peacefully with LotD. Right now, this is the established incompatibility list:


INCOMPATIBLE:

  • Open Cities
  • Creation Club stuff (potentially - it may be fine, but no effort will be put into making sure it’s compatible)
  • Dawnguard/Clan Volkihar Epilogues (a mod to add an extra quest to any given side of Dawnguard to let you get a special artifact; there’s a different approach built into LotD)
  • Solitude Skyway - an admittedly neat bridge underneath the city, but it just didn’t work with LotD
  • The People of Skyrim - a massive tweakfest of the whole world. Nice, but it created some conflicts.
  • Moon and Star immersion patch - redundant patch which causes issues if it’s also loaded

Of course, the problem with all modding (in my opinion) is deciding when enough is enough, lol. As many have talked about in this thread, it’s easy to dedicate a MASSIVE amount of time into putting together a giant mod list, placing it in proper order, “cleaning” it, etc., long before you ever start the game.

From what you described, you wouldn’t be going for the “completionist” angle in trying to knock out every single mod, as some have lengthy stories.

Mods which add lengthy stories in those lists (ones you don’t seem to want):
Beyond Reach (adds another land, lots of travel and time investment)
Falskaar (adds another land, lots of travel and time investment - sound familiar?)
Forgotten City (one long quest without break, but a good one if you haven’t done it before!)
Helgen Reborn (lots of mini-quests, although you can space them out at your leisure)
Moonpaths to Elsweyr (old mod with a good story, but it’s long and the pacing isn’t up to snuff with more “modern” tales)
Project AHO (long-ish uninterrupted quest line, albeit well-done)
Undeath Remastered (old mod which requires some TLC, but is interesting should you want to devote the time to it)

I can make some recommendations if you’d like. Lexy’s list is VERY exhaustive (and exhausting your first time through, lol). It’s a good one. However, if you want to be more targeted in your approach, I’d be happy to provide any feedback on ones I’ve messed around with and enjoyed.

What type of mods are you looking for?

Well I’m primarily a magic user in ES games. Spell in one hand, sword in the other. Mods for magic and what not would be great.

Supposedly, but I could never get it to work, which rendered it useless. I switched to MO2 and never looked back.

A strong mod with lots of spells which aren’t ridiculously OP:

Next you’ll need an important UI mod which makes navigating all those spells—AND the rest of your inventory—so much easier than Bethesda’s vanilla approach. You can also think of it as a bit of an app suite, with various mini-mods that can extend from it if you’re scouring the Nexus.


Please note this and many other mods require another mod, Skyrim Script Extender, more commonly known as SKSE64 - http://skse.silverlock.org/ (make sure to pick the SE version and unzip into your main Skyrim SE directory). The purpose of SKSE64 is to expand the capabilities of the game engine to incorporate more complex mods than what Bethesda originally coded for.

A fun pairing with Apocalypse is a mod called Ordinator (a compatibility patch is on Apocalypse’s site). This re-does the entire skill tree and adds some really cool stuff, imho. The patch is needed so the magic perks interact with the new spells properly, in case you’re curious.

With those, you have a bunch of new spells, a better UI, cooler perks, and (I hope) a museum ready to be filled with relics. But wait, you’re a mage! So you’ll be heading off to the college …
How about we make that a little better than an 8 year-old game’s version?

That’s a bit better. What about a magic-oriented adventure? Well, if you don’t mind losing a bit of agency for a while (you’re … um … taken captive and lose your gear for some time, but don’t worry - it’s not gone forever), Project AHO has a very unique feel to it and also has some pretty cool visuals, I have to say:

Oh, also useful: a community patch project:

SkyUI is essentially mandatory, as far as I’m concerned. I would use it even with a vanilla playthrough.

Thank you!

Is there a list of mods that work with Skyrim VR… if any?

There’s a bunch that do. Obviously not as many as in SE or LE, but lots.

You can do a refined search and use the VR category in Nexus, for one. Here’s the shortcut for it:
https://www.nexusmods.com/skyrimspecialedition/mods/?BH=0

Someone was also kind enough to put this together, as well. It’s a little old but likely still helpful:

Mind does, e.g. I have over 20 disabled mods at the moment.

That said, most advanced modding guides use M02 as a reference. For casual or a light mod order, it’s works perfectly fine IMO (I have more mods than I realized, about 150. I’m going to be pruning those - mostly armor and house mods - but then I’m also going to be adding more too.)

That mod’s author Enai Siaion has a lot of high quality mods. Although I don’t use it, his Wildcat combat overhaul mod is very popular.

For magic users, in addition to the excellent aforementioned Apocalypse I also use Mysticism. They play well together, you just end up with a monster list of spells to choose from. :)

These mods that add tons of new magic spells… Are they actually useful spells that you’ll end up using now and then?

Yes and no. The problem with Skyrim’s magic system is that you can only ever have a maximum of two spells ready to go (one per hand) at any given time, and while the PC version does let you hotkey a few more, that just swaps them into a hand. Everything else is menu hell. So you have to weigh the potential utility against the hassle of actually using something other than the couple of spells you have favorited.

Just picked this up for XBox One X and it allows mods! I’ll be looking forward to another playthrough, haven’t played in ages. Any timing news on the new one?

Seems Ubi puts out like 6 AC games for every one Elder Scrolls.

The Xbox version doesn’t have the nude mods though. Wasted opportunity, really.