Skyrim Special Edition

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Muriel Salvan

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About this mod

Stronghold for mods acting like companions: The Modsvaskr
Command-line UI handling a full Mods' ecosystem for Bethesda's games.

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Stronghold for mods acting like companions: The Modsvaskr

Command-line UI handling a full Mods' ecosystem for Bethesda's games.

Please be aware that this tool is still in Beta version
That means its UI is still not polished, a lot of features are still to be implemented, and bugs will roam in some parts.
You can check a list of opened tickets (and contribute by adding more when you find issues or propose new features) in its Github's repository.


Heavy mods' user often have hard times when they want to get a stable modded game.
A lot of tools are already helping a lot:

Most of the time, gamers have to perform the following tasks every time their mods list changes:
  • Read carefully all the descriptions of each mod they use.
  • Re-install mods having patches for newly added mods (using FOMOD installers for the easiest, and search/install patches from NexusMods for others).
  • Correct all errors and warnings reported by tools like LOOT (change mods list upon incompatibilities, clean esps from dirty records...).
  • ESLify some esps if they need to get below the 254 esps limit of the new mods.
  • Merge esps if eslification is not enough to keep below the limit.
  • Manually patch some mods using tools like xEdit or the Creation Kit, or sometimes files renaming.
  • Re-generate all generated content, like LODs, FNIS animations, Patches...
  • And test, test, test - usually breaking the immersive experience of discovering added content naturally in game: to test new mods they usually have to visit changed locations, fly around in high-speed, summon NPCs to check for black faces, etc...

Given those tedious tasks, gamers have basically few choices:
  • Rely only on mods lists already tested and curated by other modders (like the excellent S.T.E.P. guide), or
  • Keep the mods number relatively small, and remove mods before adding new ones (therefore having to start games from scratch), or
  • Learn skills of an experienced modder to be able to solve the previous points easily (takes a loooot of time, comprehension and curiosity), or
  • Accept to have a game that is not stable, ruining the gaming experience, or
  • Ask Modsvaskr for help ;-)

Modsvaskr is here to help gamers do the following:
  • Automate repeatible and tedious tasks they have to do while updating their mods list (patchs, LODs...).
  • Automate lot of testing so that they can detect quickly without manually tests, and without having to discover mods before-hand and ruin their in-game experience (automatically load changed locations, new NPCs...).
  • Detect issues early, so that they can focus of solving the most important issues in their mods list.
  • Simplify the way non-modder gamers can improve and automate their gaming experience.

The goal as a gamer using Modsvaskr is to be able to:
  • Easily update a mods list without fear or forgetting some processing, for a large number of mods (over 1000).
  • Know quickly and without human intervention what could go wrong in using all those mods.
  • Solve problems that could be solved automatically.
  • Not spoil the mods' content while testing for in-game stability.


The list of games that should be compatible with Modsvaskr are the following:
  • Skyrim.
  • Skyrim Special Edition - Tested successfully.
  • Fallout 4.

The list of supported games in the current version of Modsvaskr is found in the lib/modsvaskr/games folder of the modsvaskr's Rubygem.
Adding a new compatible game should be as easy as adding a file in this directory and implementing its API in Ruby.


3 tools and 2 mods are needed for Modsvaskr to work:
  • Ruby 2.6.6 with DevKit as this is the language Modsvaskr is written in - Don't install a version greater or equal to 2.7 for the time being as some dependencies don't work well on Windows in those versions.
  • SKSE to support a lot of scripting. - You have to install this on your Bethesda game.
  • xEdit to get information from mods. - You have to install this in a common programs directory (like Program Files), and not in your game folder.
  • AutoLoad to be able to automatically restart the game after a CTD. - Install this like any other mod.
  • AutoTest to be able to automatically run in-game testing. - Install this like any other mod.


Modsvaskr application packages are downloadable from Nexus Mods.

Uncompress the archive in a common programs location

Modsvaskr installs in a common programs directory (like xEdit), not in your game, and not like a mod.

Just uncompress the whole archive in a common location. In this README the location C:/Programs/Modsvaskr is taken as an example.

Install dependencies

Once uncompressed, execute the file Install.cmd to install the tool's dependencies.

Configure paths to your games

A simple Yaml configuration file is present in the program's folder: C:/Programs/Modsvaskr/modsvaskr.yaml. Edit it using any text editor (like Notepad) and change its paths according to your own configuration: your games, and xEdit.

# Specify the list of Bethesda games that should be handled
- name: Skyrim SE
# The installation path (containing the launch executable).
path: C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition
# The executable to be launched to run the game.
launch_exe: skse64_loader.exe
# Possible types are defined as the file names in vendor/bundle/ruby/<version>/gems/modsvaskr-<version>/lib/modsvaskr/games/*.rb
type: skyrim_se

# Path where xEdit is installed
xedit: C:/Programs/SSEEdit 4_0_3-164-4-0-3-1575326827

Update Modsvaskr

If you want to update your Modsvaskr to the latest available version, you just need to execute the file Update.cmd.


Please refer to modsvaskr's documentation page for a complete reference of its usage.

How to modify or extend Modsvaskr?

Modsvaskr is written in Ruby, making it easy to modify and extend to any user, without any compilation/packaging steps.

Internally, Modsvaskr's code is brought by a Rubygem (whose source is on Github's Modsvaskr repository), and that allows you to easily use a local version of this code so that you can modify and extend freely, and even contribute back to the main repository if needed.

Here are the steps to have a local version of the modsvaskr Rubygem.

Download a local copy of the modsvaskr Rubygem from Github

You can get a local copy of Modsvaskr Rubygem locally (in C:/MyRubygems/Modsvaskr-rubygem for this example), either
  • by downloading and unzipping the package from (click on the green download button -> Download zip),
  • or by using git (download and install from if needed) and cloning the repository:
  • git clone "C:/MyRubygems/Modsvaskr-rubygem"

Make your Modsvaskr's installation use your local modsvaskr Rubygem

For this you edit the Gemfile of your Modsvaskr installation (C:/Programs/Modsvaskr/Gemfile) with any text editor and add the path to your Rubygem to the line gem 'modsvaskr':
gem 'modsvaskr', path: 'C:/MyRubygems/Modsvaskr-rubygem'

You can undo this edit to revert back to using the official Modsvaskr's Rubygem anytime.

Update your Modsvaskr's installation

Each time you modify your Modsvaskr's Gemfile, you need to update your installation by executing Update.cmd.


Now that your Modsvask'r installation is using a local version of the modsvaskr's Rubygem you can change its code from C:/MyRubygems/Modsvaskr-rubygem the way you want, modify it, extend it etc...
Changes you perform there are automatically taken into account when you launch Modsvaskr (using Modsvaskr.cmd, even from Mod Organizer).

Developers corner

Build a packaged version of Modsvaskr's application from the source

This can be achieved using the build.cmd tool, from a command-line session:

  1. You'll need 7-zip to package Modsvaskr. If 7-zip is installed to a non-standard location, specify the path to 7-zip using the sevenZipDir variable.
  2. Example:
    set "sevenZipDir=C:\Programs\7zip"
  3. You'll need md_to_bbcode to generate documentation for NexusMods. Make sure it is installed (meaning that md_to_bbcode --version works).
  4. Launch the build.cmd command from the root of the repository:
  5. build.cmd

    This will generate a packaged version of Modsvaskr in the file Modsvaskr.7z.
    It will also generate a README.bbcode file which is a conversion of this file in BBCode, ready to be copy-pasted in the NexusMod's description.


Don't hesitate to fork the Modsvaskr's application Github repository and contribute with Pull Requests.

Modsvaskr's main code is done by the modsvaskr Rubygem, which you are welcome to fork and contribute to from the Modsvaskr's Rubygem Github repository.

Tickets tracking bugs and features of the modsvaskr's Rubygem are found in modsvaskr's Github tickets. Don't hesitate to create new ones.