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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.
- 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?
U mean check the little box on the left side after installing? I did that.
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
Can you post the entire modlist, would be easier for everyone to help to fix the problem.
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?
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
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^^
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+
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.
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.