An infernalryan Skyrim Modding Guide
Overview
This guide will provide instructions on how to use Root Builder to manage multiple Skyrim game versions at the same time (e.g., 1.5.97 and 1.6.1170). This guide applies to Skyrim SSE/AE (Steam and GOG only).
Guide Contents:
1 Preface
Utilizing Root Builder, we have the ability to manage files contained in the root Skyrim game folder. Among other things, this means that we can now manage multiple Skyrim game versions at the same time if we choose to within a SINGLE game installation, and quickly switch between these versions using MO2 profiles.
1.1 But… why?
There are several reasons you may wish to do this. Some examples are below.
1.2 Prerequisites
Before beginning, you must ensure that no plugins are installed directly into your Skyrim game folder. If you have any (such as SKSE, ENB, ReShade, and/or other binaries/plugins), please see my Root Builder - Installation and Usage guide to set those up as MO2 mods (there are setup examples for most common .dll plugins and binaries). After converting these to utilize Root Builder, you will need to ensure their original files are deleted from your Skyrim directory. In other words, EVERY MOD in your Skyrim game folder must be managed by MO2 for ALL versions you want to use. Refer to my Skyrim Game Files List to see a list of all vanilla/stock files if you're not sure if a file is from a 3rd party mod or not.
1.2.1 GOG
If you are using the GOG version, the steps provided require GOG Galaxy. While it is possible to install files for different versions manually via the offline backup game installers from GOG, this is far more tedious and less scalable, so is therefore outside of the scope of this article. This guide does not provide support for installations performed in that way, but the steps below should provide enough information for proper interpretation if you are inclined to do so.
1.3 Disk space
Since this process requires that you maintain more than one version of Skyrim, you will need quite a bit of disk space (at least initially) for preparing these files (about 15GB for Steam and 26GB for GOG, per version). We can reduce this drastically in section 4 (Final considerations), but this space will be needed up front.
2 Prepare game version "mods"
Each game version will act as its own "mod" which can be enabled/disabled between profiles in MO2 to determine which version is active.
2.1 Current game version
For the currently active game version, we need to add these files to MO2 so they can be managed.
2.1.1 Create empty "mod" for the current version
2.1.2 Move game files
Files will next be moved or copied into the new mod folder we created.
2.1.3 Launch the game
Next, you will want to launch your game to ensure it loads without any issues. What we've done in previous steps is a 1 for 1 migration of files from the main game folder to a "mod" managed in MO2, so everything should work exactly how it did before moving anything. Ensure that loading an existing game save also works without issue. If anything is not working as expected, review both the prerequisites in section 1.2 and all steps in section 2.1 to ensure nothing was missed, and take corrective action on any steps that may have been performed improperly. Additionally, you may want to re-review my Root Builder - Installation and Usage guide as folder structure is crucial when using Root Builder. This is why I have provided example images of how the 'root' folder should be placed, and what files need to be inside of it. If you need to rollback/reset back to how things were previously, simply move the files back to your main Skyrim game folder. Refer to my Skyrim Game Files List to ensure these go back to the proper locations.
2.2 Additional game version(s)
For additional game versions, we need to download these files and then add them to MO2 in a similar way we did the current version. You can do this for as many versions as you'd like.
2.2.1 Create empty "mod" for the new version
Following similar steps as the previous section, we will be creating a new "mod" within MO2 for this new version.
2.2.2 Download and add additional version to MO2
These steps differ depending on whether you are using Steam or GOG. Follow only one of the steps below (open their respective 'Spoiler' tag).
2.2.2.1 Steam
These downloads will be performed via the Steam console.
2.2.2.2 GOG
These files are acquired with a main game version selection within the game configuration menu.
2.3 Skyrim game folder
To this point, if you have followed the steps above, your Skyrim /Video folder should be empty except for the /Video folder inside. This is expected. The data files can be quite large so when managing the stock game files from MO2, we don't want to consume more disk space than needed (we want more space for the mods themselves!). The root game folder should still contain all files as per normal, such as the .exe files, etc. (if these are removed, MO2 will complain that there is no valid game installed).
3 Create version-specific profiles
To easily switch between versions, MO2 profiles are recommended. This is especially important when different versions of some plugins (such as SKSE plugins) are required for different game versions.
3.1 Current game version
Within MO2, ensure the stock files mod created previously for your current game version is enabled, and any other stock file mods you created are not enabled.
3.2 Additional version(s)
3.3 Additional steps for specific use cases
See below for additional step(s) required for some of the use cases presented earlier. Some of the use cases below require you to download alternate versions of .dll plugins to be fully compatible, so see specific notes for each.
What are .dll plugins?
3.3.1 Using latest version for mod downloads only
If you are maintaining a version simply for downloading AE content and/or Bethesda in-game store 'Creations', you will only need to download the correct version of SKSE. From here you can disable EVERY mod except for SKSE and your latest version 'Stock Game Files' mod in the applicable MO2 profile. Since you aren't actually playing on this version, this is all you will need to do to allow you to launch the game to access the in-game store. Once the creations are downloaded, they can be moved over as mods in MO2 for usage in your downgraded game version(s).
3.3.1.1 Restoring the Creations menu
If you have used an .ini tool (such as Bethini Pie) or otherwise copied some .ini tweaks to your settings files, your 'Creations' menu may not be accessible, instead giving the "Couldn't connect to the Bethesda.net servers, would you like to modify your load order?" error. Skip to section 3.3.2 if this is NOT happening to you, otherwise, follow the instructions below.
3.3.2 Grass cache generation
If you are adding a 1.5.97 build and profile specifically for grass cache generation with No Grass in Objects (NGIO) so that you can later generate grass LOD with DynDOLOD, you will need the proper SKSE version, but can otherwise skip downloading all other 1.5.97-compatible versions of .dll plugins from your main load order since you won't actually be "playing" this version (only launching it for grass precache). Leave all Creation Kit mods enabled (.esm, .esp, .esl), but disable all other .dll plugins except for SKSE, .NET Script Framework, and NGIO itself. All you'll need to do under this MO2 profile is launch the MO2 'Precache Grass' plugin, per normal, and once finished, move the '*.CGID' files found in the 'Data\Grass' folder in 'Overwrite' to their own mod (e.g., 'Grass Precache'). These files can now be used to generate LOD with DynDOLOD in your 1.6 build. Remember to do this every time your load order changes (specifically your grass placement as result of load order updates). This is by no means a full tutorial on grass cache / LOD generation, but is the sole function of this MO2 profile if used for grass cache only.
3.3.3 Playable versions
If you intend to actually play one or more of your additional version(s), you will need to ensure you have the proper version of EVERY .dll-based plugin (SKSE, Address Library, etc.) for EVERY one of these applicable game version(s). Essentially you are creating a version of your mod list which is 100% compatible with these additional game version(s), and some .dll plugins are simply not compatible with all versions. See general notes below for tips on this.
4 Final considerations
Below are some final considerations which can help maximize compatibility and minimize overall disk usage when maintaining multiple versions, along with further optimizing files which can be shared between all versions.
4.1 Backported Extended ESL Support
If any of your game versions is less than version 1.6.1130, you MUST install the Backported Extended ESL Support SKSE plugin and enable it for all respective MO2 profiles. If you do not install this, loading any newer Creation Kit mods with the new 1.71 header will cause a CTD when loading (this includes updated masters)! You do not have to enable this plugin in MO2 profiles for any game versions 1.6.1130 and above.
4.2 Shared files
The steps in this section are recommended to improve compatibility with any downgraded version(s) and further shave off total required disk space as they can be used in ALL MO2 profiles, regardless of their version. We will clean up all duplicate files created as result of the steps below in the next section.
4.2.1 Updated game masters
No matter which versions you have decided to run, you should always be using the latest game master files (.esm, .esp, .esl, .bsa, etc.) with all versions. This is referred to as the "best of both worlds". This provides the highest level of compatibility with new mod releases, even on older game versions, as there are some records that simply do not exist in older versions' master files which may cause a CTD if referenced by newer mods. My guide on Updating Skyrim Game Masters goes over all of these steps. If you are already using the latest version of Skyrim as one of your selected versions from this guide (1.6.1170 at the time of writing), you won't have to (re-)download the files (as instructed in the guide), just copy all applicable files from your latest version of 'Skyrim 1.6.1170 Stock Game Files' to an 'Updated Skyrim Masters' folder/mod, and then enable this mod in ALL MO2 profiles.
4.2.2 Free Creation Club content
The latest masters downloaded also include the 4 free Creation Club DLC content files (Survival mode, Fishing, Rare Curios, and Saints & Seducers). If you are already managing these via another "mod" in your load order, you can either safely delete these files from the 'Skyrim Updated Masters' mod, or, alternatively, you can overwrite the files in those mod(s) with the latest ones you just downloaded. If you are not currently managing these files as a separate "mod", it is recommended to create a new empty mod in MO2 (e.g., 'Creation Club Content') and move the files from the 'Skyrim Updated Masters' mod over to this 'Creation Club Content' mod.
4.2.3 (Re-)Clean master files (optional)
If you had previously been using "cleaned" master files, or would otherwise like to perform this operation on the newly updated master files, you can do so now. I have created a guide on How to Clean Skyrim Game Files for those interested. This step is completely optional unless you are running the latest DynDOLOD with the 'Large reference bugs workaround' option enabled, in which case it is mandatory.
4.3 Remove unnecessary duplicate files
Having multiple copies of stock game files will take up additional (unnecessary) disk space since many of the files can be used in all versions. See below for some suggestions.
4.3.1 GOG language packs
Skip to section 4.4 if not using GOG, otherwise, all language packs are included as part of the standard installation. For most users, these can simply be deleted as they take up almost an additional 13 GB of disk space. You can delete these language packs from the stock files mods you created earlier using the following process. Expand the 'Spoiler' tag for instructions.
4.4 MO2 mod order and 'Filetree' structure
If you've performed all recommended steps above, your MO2 mod order (by priority) and the 'Filetree' structure within should look like the following (from lowest priority to highest). These mods should be enabled at the very top of your mod list. Note that any additional language packs you may have enabled will not be listed. Expand the 'Spoiler' tag for 'Filetree' structures.
4.5 Delete stock files from 'Overwrite' folder
It is possible that through the course of testing the steps above by launching the game that existing stock game files from your root Skyrim game folder have been added to your 'Overwrite' folder in MO2. You want to delete these files as they will override any of your other stock game file mods when enabled.
5 Further reading
See below for links to other helpful information.
5.1 Other Guides
See my guides page on Nexus for other helpful Skyrim modding guides.
5.2 Changelog
See below for changes made to this document.
Root Builder - Managing Multiple Skyrim Game Versions
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.dll plugins are different from those created with the Creation Kit in that they interact with the game engine itself, allowing you to do much more than what is possible with a traditional .esm, .esl, .esp file, etc.. These require much more frequent (and guaranteed) updates. When a new version of Skyrim is released, a new version of most .dll plugins (such as SKSE) is also required. When the game engine changes (with a new version), the functionality of plugins like SKSE break. Any mods which depend on these plugins can also break. Additionally, when these main plugins are updated, the mods which depend on them also need to be updated, otherwise they may not be fully compatible. This is why when creating a profile that is compatible with an additional version of Skyrim, we have to ensure we also update any applicable .dll plugins.
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