So it's pretty much always rather obvious what the problem is when I add anything and get a crash. The most effective way I've found to avoid that is to never add more than a few new mods at a time to my game and to immediately and rather thoroughly test any new additions to make sure they work with my existing list of mods. Unfortunately it also has Creation Club to cause extra issues but you can block that. It still has all of the same bugs but it has more resources to throw at it to mask some of the issues. Another big difference is that Skyrim LE and Fallout 3 crash pretty often due to resource constraints while Skyrim SE basically eliminates that as a concern. Any heavily modded game pretty much requires a custom patch or you're going to have issues. I had a LOT more issues with Fallout 3 since I hadn't developed as effective a method of testing my mods back then and also didn't really know how to build my own compatibility patches like I do with Skyrim. Other than initial testing of new mods my game never crashes and that's with over 300 mods including sexlab and a bunch of other SKSE dependent stuff and over 2000 hours played. I merged dozens more together manually with SSEEDIT, but that was a pain.Ĭlick to expand.The most effective way I've found to avoid that is to never add more than a few new mods at a time to my game and to immediately and rather thoroughly test any new additions to make sure they work with my existing list of mods. I merged dozens of mods together that way with no work involved on my part. One thing you can do for a lot of the smaller mods is just allow Wrye Bash to merge them into your bashed patch, basically creating your own little mini mod pack. The only one I can think of that I've run into is Sexlab Defeat conflicting with Death Alternative. No idea if anyone has tried to do something like that for Loverslab stuff although I have found very few conflicts for most of the loverslab mods. I did see some sort of official post last time I logged into Nexus that they're trying to come up with a way for mod packs to work better.
He eventually had to take it down because he couldn't prove he had permission for all of them. There was one I used to use called Nexus Skyrim Overhaul that had hundreds of mods integrated into it. Yes there are a ton of people on Nexus who are just freeloading and using the content without contributing their own modding skills, but there is a high enough percentage of people contributing their own mods that the modders are still getting back more than they're putting into it assuming they also play Skyrim rather than just modding.Ĭlick to expand.There are people who have tried to do modpacks but they usually run into permissions issues. To me, the real payment for Skyrim modders is just free access to the content from the other modders. Skyrim isn't worth that no matter how perfect your mod set up is. But paying hundreds or thousands of dollars a month for Skyrim? Not going to happen.
It might be different if it was a game like Xcom where there's really only 1 mod worth having (Long War). The cost involved to pay for even a portion of those would quickly spiral out of control. In my case though it just wouldn't be practical to support even a small portion of my favorite mods. Some of them really are leaps and bounds beyond what's typical on Nexus. I can see why some people volunarily support the Patreon page for some Skyrim mods.