The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Mod question
Hey peoples,
Quick question. I am new to modding and wanted to try out 'smoothcam' mod.
I think i installed everything needed for it and installed the mod via MO2, but it does not show in the mod menus in game.
Any ideas where i find the menu or did i forget something? (Mod is activated in MO2)
Cheers
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Showing 1-13 of 13 comments
ok, since nobody else replied....
Check you have activated the mod, MO2 has a virtual file system and can set up multiple profiles, so you have to activate the mods after you have installed them or they just sit there waiting.
Also there have been threads about mods getting deactivated for apparently no reason, so it could be something else.
So to the best of my knowledge, I'm assuming you're using the current version of Skyrim, and your modlist on MO2 should look like:

- Skyrim (+ its expansions and default addons like fishing etc)
- SKSE64, version 2.2.6 *
- Address Library for SKSE Plugins, version 11 (second file on the download page, not the first)
- SkyUI **
- SmoothCam

* from memory, SKSE has two parts to it - one part added via mod manager, and a couple of DLL files added to the game folder manually. There should be installation instructions inside the file you downloaded to say what goes where.

** This is the part that should let you see the MCM Menu, and also has SKSE as a prerequisite.

Is this what you're working with?
Last edited by Kittenpox; 3 Nov @ 9:41am
Taco Cat 3 Nov @ 10:20am 
Originally posted by alexander_dougherty:
ok, since nobody else replied....
Check you have activated the mod, MO2 has a virtual file system and can set up multiple profiles, so you have to activate the mods after you have installed them or they just sit there waiting.
Also there have been threads about mods getting deactivated for apparently no reason, so it could be something else.

U mean check the little box on the left side after installing? I did that.
Taco Cat 3 Nov @ 10:22am 
Originally posted by Kittenpox:
So to the best of my knowledge, I'm assuming you're using the current version of Skyrim, and your modlist on MO2 should look like:

- Skyrim (+ its expansions and default addons like fishing etc)
- SKSE64, version 2.2.6 *
- Address Library for SKSE Plugins, version 11 (second file on the download page, not the first)
- SkyUI **
- SmoothCam

* from memory, SKSE has two parts to it - one part added via mod manager, and a couple of DLL files added to the game folder manually. There should be installation instructions inside the file you downloaded to say what goes where.

** This is the part that should let you see the MCM Menu, and also has SKSE as a prerequisite.

Is this what you're working with?

Yes, thats what i did/have. I followed all the steps and other mods show up in game but SmoothCam does not want to. Its most likely ans user error, but i cant see what i did wrong :c
Originally posted by Taco Cat:
Hey peoples,
Quick question. I am new to modding and wanted to try out 'smoothcam' mod.
I think i installed everything needed for it and installed the mod via MO2, but it does not show in the mod menus in game.
Any ideas where i find the menu or did i forget something? (Mod is activated in MO2)
Cheers

Can you post the entire modlist, would be easier for everyone to help to fix the problem.
Originally posted by Taco Cat:
Originally posted by alexander_dougherty:
ok, since nobody else replied....
Check you have activated the mod, MO2 has a virtual file system and can set up multiple profiles, so you have to activate the mods after you have installed them or they just sit there waiting.
Also there have been threads about mods getting deactivated for apparently no reason, so it could be something else.

U mean check the little box on the left side after installing? I did that.
Yes, so you did activate it, that's that crossed off then.
I decided to make a fresh install and delete all mods. I assume i installed to many mods to quick.
First and only mods i installed now are as follows:
- Skyrim (+ its expansions and default addons like fishing etc)
- SKSE64, version 2.2.6
- Address Library for SKSE Plugins, version 11 (second file on the download page, not the first)
- SkyUI
- SmoothCam

I can now see the SmoothCam UI and the mod works (also with presets). Thanks all for your suggestions.

I have a couple other questions, if you dont mind:
1) What exactly is the purpose of the "overwrite" in MO2? For example there is one thing in it after my fresh start which is: SKSE > Plugins > SmoothCam.json
I figured out i can drag these files in a mod. But why should i? The describtion in MO2 did not really help me.

2) I also used LOOT to sort my load order. When u open loot and update the list and sort it after applying it, it never looked like the actual order of my mods in MO2 changed on the left side. Should it change there?

3) I have game Version 1.6.1xxx. Sometimes Mod installers offer me the choice between version 1.5xxx and version 1.6.3 (3 is just an example; a number higher than 1) to 1.6.xxx. Do i always choose the 1.6 option even is the version number is higher than my 1.6.1?
Last edited by Taco Cat; 4 Nov @ 9:36am
mikk011 4 Nov @ 10:05am 
Sorry for the wall of text, this is kind of detailed. Once you are used to it, it's easier than it sounds.

1) The overwrite file is generally where tool outputs such as bodyslide output, xedit outputs, grass caches, FNIS outputs and various other tools are temporarily stored. (Note that all tools like these need to be specifically configured to run in MO2's virtual environment). Files in Overwrite need to be assigned to a mod in the left pane and that mod must be active to be seen in-game. In your case (and I don't use Smoothcam so IDK if that .json is strictly necessary, though I assume it is) you would either need to open the overwrite screen and drag that folder into the smoothcam mod in your left pane or Right-click on Overwrite, select "Create Mod" in the dropdown (this creates a new mod in your left pane), call it something like "Smoothcam json", and activate the new mod to see/use that output in-game.

An example of the consequences if you left files in Overwrite would be something like this: Pretend you installed a body preset, opened bodyslide, selected your new body and hit the "Build" key. The new body mesh would be in Overwrite, but you wouldn't see your new, curvy body in-game until that mesh was imported into a left pane mod and activated (there are lots of guides and videos on how this works if my description is confusing).

2. LOOT. I'm assuming that you correctly installed LOOT to run in MO2 (if you haven't there are lots of guides online about how to do that). LOOT controls Right Pane load order when you run it and hit the "Apply" button. The thing to remember about LOOT is that it controls ONLY mods with a esm, esp, or esl file inside. LOOT has NO EFFECT on your left pane, which has all types of mods (skse .dll files, loose meshes and textures and all the rest). The left pane is for deciding which assets override each other and get seen in-game.

This guide is sort of intermediate-level, but has descriptions and videos of how to do a lot of things in MO2.
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=929828423
Last edited by mikk011; 4 Nov @ 10:10am
Taco Cat 4 Nov @ 11:25am 
Thanks for your detailed answer and the guide. Looks like modding this game is way more complex than i thouhged.
Hope its okay if i post some follow up questions later as it will take some time for me to read and try out these informations^^
I just saw I missed one of your questions, the one about game version numbers. Since you say you have a fresh install, you should have SkyrimSE.exe version 1.6.1170 (the zero in this game number isn't a null, it really means 1170). There is no more recent game version. You can see your game version number in-game in the system tab in the lower left hand corner below the "Quit" button, or by checking the properties of SkyrimSE.exe in Windows in your main game folder. Use the most recent mod version matching up with your game version.

If a mod limits itself to a single version number (such as 1.6.640) assume you shouldn't use it unless one of those is the game version you are running.

If a mod says something like 1.6+, assume it has been tested and works with all game versions 1.6+

Edit: 1.5.97 is deeply obsolete. It uses a different api and an older script library than skse-based mods for 1.6+
Last edited by mikk011; 21 hours ago
Originally posted by mikk011:
I just saw I missed one of your questions, the one about game version numbers. Since you say you have a fresh install, you should have SkyrimSE.exe version 1.6.1170 (the zero in this game number isn't a null, it really means 1170). There is no more recent game version. You can see your game version number in-game in the system tab in the lower left hand corner below the "Quit" button, or by checking the properties of SkyrimSE.exe in Windows in your main game folder. Use the most recent mod version matching up with your game version.

If a mod limits itself to a single version number (such as 1.6.640) assume you shouldn't use it unless one of those is the game version you are running.

If a mod says something like 1.6+, assume it has been tested and works with all game versions 1.6+

Edit: 1.5.97 is deeply obsolete. It uses a different api and an older script library than skse-based mods for 1.6+
How/why do some mods offer only game version 1.5xxx and 1.6.somethingHigher1 than, if 1.6.1 is the highest version? Or in other words why are there versions higher than 1.6.1 if thats the newest? :c
Originally posted by Death Approaches:
it is complex, and the more you install the more complex it can get, but you're learning, and asking questions, and wanting to understand - you're ahead of the game, already!

and learning overwrite is essential; only one file with a given name can exist in a location at once, right, so say you have 6 mods that all include the same file, but each slightly different, each a supposed "fix" ; which one takes precedence? By default it's based on load order, so the last one is who's file gets last overwrite... in the words of the highlander, there can be only one. You have to figure it out. Sometimes you're told by the mod creator(s), other times it's a little trial-and-error when you see something goofy or just not quite right. So overwrite allows you to control this, when you need to. Hopefully you won't need to much, but, I know you will eventually. :-)

Ask all the questions you want, although you may have to put up with snarky answers sometimes, most people here are very nice and are trying to be helpful.

I will try to keep that in mind. So far i only modded cyberpunk and bdg3 and that was mostly drag and drop.

Do u have any guides u can recommend? The one from above is from 2021 i think. I found a mod named Nemesis (for Animations i think) which is not mentioned and makes some other older mod obsolete if i understood it correct.
Last edited by Taco Cat; 4 hours ago
Nemesis is a tool to used to control certain animations provided by other mods.
Here is an video about installing it in MO2. I don't use Nemesis, so I'll leave it at that.
https://www.nexusmods.com/skyrimspecialedition/videos/29408

There are other videos on Nemesis available online if this one doesn't fit your needs.
Last edited by mikk011; 3 hours ago
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