The Elder Scrolls Skyrim Special Edition Mods
Unlocks in a, launching on all three platforms-, and -with mod support. Bethesda's website already has a list of all the mods that are currently available, giving you a chance to peruse before the game arrives.Among those you'll currently find are ones adding a, and (because who needs a dead dog on their conscience?). If you come across any you're interested in on Bethesda's website, you can add them to your library right from there. The-Reko's Black Mage Armor SE mod for PC/Xbox OneThe 209 mods available as of this writing can all be seen. Xbox One currently has the most with 100, while PS4 has by far the least, with just 27. (It's worth noting that PC players don't have to rely on Bethesda's workshop to download mods.) Xbox One and PS4 mods are more limited than those on PC, as, respectively.More importantly,; modders can't create their own work from scratch or craft scripts that are often used for more complex creations (and some simpler ones).
This limitation is seemingly in order to allow mods on the platform in Skyrim and.Some modders have a lack of interest in developing mods for PS4 due to the restrictions. It remains to be seen how much the PS4 mod scene will suffer, or if players disappointed with what's offered put additional pressure on Sony to ease up on its restrictions.
3D Vision fix for Skyrim Special Edition, which uses a DirectX 11 renderer. Made by masterotaku and DJ-RK. It was possible to do thanks to the 3Dmigoto developers.Download link v8 (7z):Link updated on 2018-05-26.Changelog (last update: 2018-05-26)v8 ( IMPORTANT):- Updated 3Dmigoto to 1.3.11 (compatible with ReShade, as I've tested).- I have made the crosshair truly dynamic. Remember to press the '.'
Hotkey once, twice or three times to use it.- 120Hz are forced in 'd3dx.ini'. Change 'refreshrate=120' to something else or comment it if 120Hz isn't your refresh rate.v7:- Updated 3Dmigoto to 1.2.50.
It solves an issue with the dll.v6:- Added another fixed water shader.- Updated 3Dmigoto to the 1.2.49 version. That means that importing a profile isn't needed anymore. Fake 3D is disabled by default.v5:- Added another shader to the bloom toggle (bloom lens flares).- Changed the HUD on/off hotkey to 'k' instead of 'l', to not interfere with the map.- Changed the SLI compatibility bits in the profile.Fixed- Shadows.- Water.- Snow particles on surfaces.- Skybox (clouds, sun, moon, stars, etc).- God rays (mostly. Imperfections can be noticed at extremely high convergence settings).Not fixed- Screen space reflections. Although they aren't too bad.Installation- Unzip the contents of the fix in the root folder of the game ('Skyrim Special Edition').- Launch the game (the normal way or with 'skse64loader.exe', if you use mods with that).Hotkeys- 'F1': four convergence presets. Change them in 'd3dx.ini' if you don't like them.- 'F2': HUD depth presets.- 'F3': bloom on/off. Not disabled by default.- 'F4': fog on/off.
Not disabled by default and not intended to be disabled.- 'y': blood on screen effect. Not disabled by default.- 'v': HUD X axis curvature presets. 0 by default.
The other values are 1 and -1.- 'b': HUD Y axis curvature presets. 0 by default. The other values are 1 and -1.- 'n': general HUD curvature setting.
Curvature is disabled by default.- '.' : dynamic crosshair. Press once to make the crosshair dynamic.
Bethesda Skyrim Mods List
Press twice to put the entire HUD at that dynamic depth. Press three times to make every HUD element have its own depth (can be glitchy because it's per vertex). Press four times to disable it. Disabled by default.- 'k': HUD on/off. It's on by default. It will disable all menus, letters, cursors, etc.Pressing 'shift' and one of those hotkeys will make their presets cycle backwards, for those that are more than just toggles.Recommended settingsScreen space reflections work mostly OK for ground surfaces and will make nice 3D reflections, but you will notice that on walls and other surfaces they won't be accurate.
It they annoy you or you need more GPU performance, disable them in the game launcher options.FAQQ: Does this work with mods?A: This fix has been tested with the Unofficial Skyrim Special Edition Patch and also with and without some graphical mods, like Realistic Water Two. I have also tried texture mods, which don't modify any shaders and shouldn't give any problems. ReShade works fine as of v8 update.Q: There are too many hotkeys!
They interfere with my custom binds or console commands. Can I disable some of them or change their key?A: Yes. Open the 'd3dx.ini' file and search the hotkey you want to delete or change. The sections are 'Key1', 'Key2' and so on. Delete them and the lines below them, or edit the 'Key = ' line.
The Elder Scrolls V Skyrim Legendary Edition Mods Package
I have included descriptions so you will know which is which. You can also change the default value of variables. It's above the hotkeys section.Q: X effect is broken since Y game update or Z essential mod. How can I let you know?A: It's probably best if you post in this thread rather than in this blog post. But feel free to post here.
I'll try to check often. JayJ3Dmigoto + ENB:1) Extract 3dfix zip or 7z to your Skyrim Special Edition folder2) Rename 3Dmigoto's d3d11.dll to d3d11.dll3d3) Extract your favorite enb's archive to your Skyrim Special Edition folder. Zxw 2.5 blackfish 1.6 crack. It's better to look for an enb preset that doesn't use Reshade. If your enb uses ReShade, you'll have to delete dxgi.dll and you'll lose all the color corrections etc. That were done through ReShade.4) Edit enblocal.ini and add/change these lines:PROXYEnableProxyLibrary=trueInitProxyFunctions=trueProxyLibrary=d3d11.dll3d5) Start the game normally. This worked great using NMM as a mod manager, but doesn't work at all trying to start it with Mod Organizer 2.
Game barely starts loading on desktop, quick black flash and back to desktop. I've asked on the Nexus download site that has the latest new MO2 download (came out on Christmas), but I'm afraid the answer's going to be that MO2 already uses a proxy library to do its magic and you can't do more than one the way everything's built now?If only there were a way. Helix3D + ENB is fantastic, but MO2 is FAR superior to NMM in how it installs mods, which to do properly can require hundreds of mods, and load order is critical. Wonder if the upcoming Vortex mod manager will be able to do Helix3D+ENB Sigh. I was planning to do a detailed modding guide specific to 3D vision too. If someone here could help make Skyrim SE MO2+Helixmod fixes+ENB work, maybe just by making room for another proxy library, or a merged Helixpatch-ENB? If anyone'd be interested in that, so far my best 3D+ENB results have been with NAT (Natural and Atmospheric Tamriel Stand Alone v0.4.2) using its own ENB (NAT Enhancer 0.2 (ENB)) under optional files.
The others I tried were Re-Engaged for Vivid Weathers and NAT, and Sin Xtreme Realism ENB v325 for both. @Qwinn: There are actually multiple ways to do proxy loading.
3Dmigoto supports a proxy load of a different d3d11.dll library at the same time. If we are named d3d11.dll we load first, then daisy-chain to whatever you specify in the d3dx.ini file. Note that HelixMod(dx9) is not the same as 3Dmigoto(dx11). This SpecialEdition fix is also DX11, not DX9 like the original.If the ModOrganizer2 supports proxy loading, they can be first, and call us in the daisy-chain. Some orders work better than others, and it depends upon the game too.Experiment with those proxy loading commands and see if you can get what you are looking for. Sorry, that MMM should've been NMM.Since it's also affecting me in NMM, seems like I need to ask here for help.
Running Windows 10 Pro, Version 1709, OS Build 16299.192 (latest release). Very stable system. Using SKSE64, renamed SkyrimSE.exe and running launcher to enable Steam Overlay, but I'm willing to give up the overlay if it gets me 3D+ENB. Reversing the rename change didn't make calling a proxy from dx3d.ini functional though.Is anyone else able to call a d3d11 proxy from dx3d.ini right now, under any circumstance? Could you please post the relevant bits from dx3d.ini if so? For that variant where the log loops on CreateDevice, that suggests that there is an argument between the 3Dmigoto wrap, and the NMM wrap. One calling the other until the stack blows up.
Try reversing the order of who gets loaded first, if they support a proxy overload. If they hook/wrap first, then we won't get in an argument.I don't think the allow.
variants will matter, those are for allowing the game to run at all, like on Win10. For a game this old, it won't matter.You can also try our hooking approach, which hooks instead of wrapping. Use the 'hook=recommended' in System section. Uncomment that line, and 3Dmigoto will use hooks instead of wrapping, which is at least a different runtime variant.
OK, very good. I see how this happens now. We create a Deviare Hook on LoadLibraryExW, and if anything calls through to that using the System32 folder, we force it back to the game folder instead. We do this because of some stupid Nvidia hack that tries to always load System32 nvapi.dll.
They did that for 'security', which only made everyone's lives harder and does nothing.Because we must have that hook for the nvapi problem, we also do that for d3d11.dll. Not sure we absolutely need that for d3d11.dll, but I seem to recall some games that need this too. Because we force it back to game folder, when ENB loads and calls LoadLibraryA with System32, that gets forced back to the game folder. Which is 3Dmigoto. Then loop-the-loop until stack crash.We overload that function with our escape hatch. If the call to LoadLibrary is 'originald3d11.dll', we let that go through to the System32 unchanged.If it makes sense, try changing the ENB d3d11.dll name to be 'originald3d11.dll', and we will allow it through unchanged. Yeah, looking through our code history, we had to add the d3d11.dll hook because WatchDogs does the same dumb thing of trying to avoid proxy dlls.
It's dumb because all it does it force people like us to use different tactics, and does not prevent us from our mission of hooking. Waste of everyone's time.Anyhoo, if the originald3d11.dll does not work, I'll add a d3dx.ini selectable feature that will allow it to go through unchanged. Right now we do it always, and it wouldn't hurt to have an explicit escape hatch. But naming 'originald3d11.dll' should work as that escape. Didn't work, no. Same infinite loop.
D3D11 DLL successfully initialized. Found and fixed the bug with our code. Our proxy loading was broken, and would cause that infinite recursive loop. I can load without crash now. We'll be making a new build from this soon.However, it doesn't solve the problem, at least for Fallout4 version of ENB.
The proxy load works, and I can tell that ENB is being called and running, because it loads his custom d3dcompiler. But, ENB does not show on screen, and no changes to shaders happen. I think maybe this will require a change in ENB as well, or perhaps it automatically stops loading if it sees the shaders are all different.I'm going to post results and questions in the thread you created above.
Here is an Eng build for this problem. I'm not quite understanding exactly what is happening here, but this version allows both ENB and 3Dmigoto to co-exist, and both of their overlays are active. I was testing this on Fallout4, but it's worth trying here in the SkyrimSE case.This setup works for 3Dmigoto being the named d3d11.dll, and ENB being named d3d11enb.dll. It will proxy load through to ENB.I'm certain that 3Dmigoto is fixing 3D effects, but I don't know for sure if ENB is doing what it needs to do, I'm not sure what to look for, and it doesn't look different. Anyway, worth a try.
If this works, you'll want to replace the d3dx.ini here with the one needed for SkyRimSE. And add the proxy line. Awesome, thanks for all your hard work! And the verdict is.
A lot more good news than bad news! Easiest way to detail is to list the tests in the order I did them:I uninstalled my normal SSE 3D fixes, and copied the package you gave me to the game directory.With the FO4 d3dx.ini, nothing worked. I got the ENB information on the menu screen, and I could pull up the interface (Shift-Enter), but it was indeed non-functional. The 3D fixes weren't working, although I was getting what looked like an overlay stating the convergence, so it was in there somewhere, just wasn't fixing anything.When I replaced the FO4 d3dx.ini with the Skyrim d3dx.ini and set up the proxy, MUCH better. The ENB appeared to me to be fully functional.
Unfortunately, the 3D fixes still weren't working.The best news? I was able to fire it up through Mod Organizer 2! Not being able to even start it with both proxies was what started this whole thing for me. I'm really glad I'd (temporarily) given up and went back to recreating my mod setup via MO2 so I was able to test that immediately. I'm wondering if the bug in your code was what was causing MO2 to crash when I was originally using the ENB to call the 3D, and that bit alone will solve that problem.Anyway, since the 3D wasn't working in either test, I decided to test turning off the proxy call to the ENB and.just. run with the 3D fix package as you gave it to me.
And even running by itself, the 3D fixes aren't working. Maybe I wasn't supposed to uninstall the normal fixes? It just seemed fairly complete to me and that the normal fix would be entirely overwritten if I didn't uninstall it first anyway.At any rate, the ONLY thing that isn't working right now with what you gave me is the 3D fixes. Everything else, the ENB, even my MO2 issue, appears to be working. OK, good stuff! The 3D fixes are probably broken, because they Skyrim fix will also require the ShaderFixes folder, which my FO4 hack would not work with.Do this-uninstall.bat, so that it's all cleaned of leftover 3Dmigoto bits.Then install the SkyrimSE 3Dmigoto fix, and verify it's working again.Then, take just the d3d11.dll, and nvapi64.dll from that FO4 Eng build, and replace them in game folder.Run that, to be sure it is still fixing 3D effects.Lastly, if that's working, add the ENB dll, and setup the proxy in the d3dx.ini.The important part here is the FO4 Eng dlls, because of the reworked code path.
@Qwinn: Very good to hear.This is based off a new code branch (1.3) where I revamped the way we handle our objects, which makes it a lot more compatible with overlays and Win10. We got Steam overlay from that change. The ENB problem is not directly related, something to do with how we both handle DXGISwapChains. In this Eng build, I disabled our DXGI side, because it's only needed when games take a different path.For donations, I don't accept donations, I liked it better when we were all doing it to share instead of competing, but I don't always get what I want.:- If you would still like to donate, please donate to eqzitara, because he did a ton of work that got very little credit in the past, and he can really use them.Awesome this is working, please enjoy. I got it fixed and I have the same setup.
I do not know exactly what fixed it tho. The changes made were to the Nvidia profile in the Nvidia control panel.I changed Texture filtering - negative lod bias to clampTexture filtering - quality to high qualitychanged power mgmnt nide to max performancemulti-display to single monitorAntialiasing mode - OFFantialiasing gamma correction offanistropic filtering 16xI have no idea which setting fixed it but those were changed and it worked immediately after. I have that mod installed, and I didn't notice anything weird about Alduin during the intro sequence, although maybe that's because it's a scripted event. I haven't played up until I actually fought my first dragon yet to know if it works there too.However, with that said, I understand that Bethseda games are all about being modded up the wazoo, but we can't be expected to troubleshoot and modify the 3D fix for every mod out there. If it was something absolutely critical that everyone uses, like when SkyUI gets released if that needed some tweaking to some HUD shaders then I could definitely see myself or masterotaku working to maintain compatibility with that, but there's potentially going to be way too many mods that may break the fix for us to have to worry about each and every one of them, so for me I gotta set the boundary right away (because if I help someone with one mod, then I gotta help everyone, right?). I can't really speak for masterotaku to know if he's on the same page as me on this, but as far as I'm concerned I'd have to say sorry but you're on your own there friend.
'Ted ConnerNovember 23, 2016 at 6:28 PMI got it fixed and I have the same setup. I do not know exactly what fixed it tho. The changes made were to the Nvidia profile in the Nvidia control panel.I changed Texture filtering - negative lod bias to clampTexture filtering - quality to high qualitychanged power mgmnt nide to max performancemulti-display to single monitorAntialiasing mode - OFFantialiasing gamma correction offanistropic filtering 16xI have no idea which setting fixed it but those were changed and it worked immediately after. 'The first thing I tried was changing settings lie you in NV control panel.Its Godrays turned on and any aa in the first box where it says disabled best performance.Turn Godrays off aa off in the first setting option flickering goes.Except when ypu bring up the UI.Its annoying I want to play with Godrays and aa.I dont know if its the new drivers or what but something's going on. Lol I wish 🙃.I went from 780 sli and waited 3 years to upgrade and its probably my last.So the we fix fixes all the flickering with TAA on looks perfect.Problem now is im getting like 35-45 fps all over the map:(.Sli gpu usage is like 55-58% on both cards.Sli off usqge 99% same frame rate.I tested this with mods on and off same result.CPU usage is fine under 30% on all cores threads. 6700k.Tried all various fps fixes from google but no luck.Have no idea where to go from here im out of ideas. Thanks 'bo3b'Nope I'm running at 1080p.
Many thanks also by my side. The results are incredible! Great work!I am using this to stream to my smartphone in the HMD (I modified one of the shader to have right proportion and it works, but I am not sure this is the best way).I also use 3 PSmove controllers to have a totally standing wireless experience (using PSMove service and a homemade FreePie script).You can find more here: my 'strange' video to show positional tracking emulation here: againOdran. AnonymousI am having no luck at all.
Tried all combinations of: with/without SLI, Framerate cap, G-SYNC on/off, Steam overlay on/off. Nothing is rendering with 3D vision enabled. The tell-tell sign - There is no Skyrim logo or fog at the main menu.
In-game only renders trees, shrubs, sky.In addition, I had the same issue as Old Spice above and his fix worked. 'I have the asus rog swift monitor pg278q, I unplugged power cord for half a minute, connected it and all the double vision and ghosting is gone!' Either GeForce experience is messing with settings or something else is amiss. I have an issue that has not come up before the Nvidia 388 driver release; when I try to use 3d vision in Skyrim Se, I get big red letters that say 'Attempting to use sterioscopic 3d in non sterio mode. Try switching to an acceptable mode'.
Also etverything on screen is very shakey. I did not have this issue just a few days ago. The helix mod was working fine. I tried to roll back the driver, but the problem percisted. Also tried an uninstall and reinstall of skyrim se.
All other games work fine. So I have discovered the culprit. After googling furiously, uninstalling drivers with DDU, and reinstalling previous versions of drivers all the way back to 378, and basically going insane, I calmly walked away. I went through all of my 66 games on Steam, and discovered I was having the same issue with 3d initializing with about a quarter of games that previously worked. Around the same time I upgraded to the 388 Nvidia driver, I also upgraded Windows 10 to the 'fall creator's edition'. This version of Windows broke the way Direct x and windows communicate with each other somehow.
The short version is I rolled back to the previous version of windows 10, and now all of my games that had broken 3d, now work great again. So if anyone else has this problem after upgrading windows, it is not the driver, it is Windows 10 itself. Sometimes it just takes walking away, and thinking about the issue, and coming back. Hello!I've recently upgraded to a 2x 1080 TI SLI rig and have a bug to report.
I can't run this game in 4K 3D vision in fullscreen mode as the image that is displayed is very corrupted. Although the 3d image is barely visible, there is a lot of garbage on the screen too, like random text, random flickers etc. It unplayable. My workaround is to play in borderless fullscreen, however I'm only getting 35 to 47 FPS.obviously not what I'd like with a power rig I've spent a lot of money on. This is the same for Fallout 4.My previous rig was 2x 880M in SLI, and I didn't have this problem (but had 7 FPS in 4K and 3D vision)Have you come across this? Can I help troubleshoot this perhaps in any way?Thanks.
Concerning SLI, I found that the SLI Bits (0x080020F5,0x080020F1) work much better than 0x080000F5, with the issue of menu flickering. At the beginning I couldn't get any scaling because I did not use the 3D Fix Manager to start the game, now that I do scaling works, but sadly still only on par with one card for 1440p. Maybe for 4k it works better.
It would be great if one could get TXAA working with SLI on the SLI Bits above, as for me TXAA together with Reshade (Luma-Sharpener, Maybe also MXAO, but it is heavy on FPS for higher than low) would be ideal, SMAA or FXAA work only for static AA, not so much bushes and shrubs/flowers.