I've been playing Skyrim for years and finally want to dive into creating my own mod, specifically a new player home with custom clutter and a few unique scripted features like an automated alchemy station. I have basic 3D modeling skills in Blender and I've used the Creation Kit to tweak existing mods, but I'm overwhelmed by the process of properly packaging everything, writing clean Papyrus scripts, and ensuring compatibility with other popular mods. For experienced mod authors, what is your recommended workflow and essential toolkit for a project like this? I'm looking for advice on how to structure the project folder, best practices for naming conventions and asset management, and how to thoroughly test the mod to avoid game-breaking bugs before releasing it to the community.
Nice project. Start lean—build a minimal viable player home and test the core mechanic early. Use Mod Organizer 2 or Vortex to manage assets, and keep a clean folder structure: a main mod folder with subfolders for Meshes, Textures, Scripts, Docs, and a single ESP. Version control with a lightweight Git repo can help you track changes even if you’re solo.
Here’s a practical workflow and toolkit I’ve used: 1) sketch the layout and list core features (alchemy station, clutter, lighting). 2) build assets in Blender, keeping poly counts modest, and export to Skyrim-friendly formats. 3) drop assets into Creation Kit, create a vignette test cell, and script a basic interaction (activate alchemy station to auto-craft a simple potion). 4) test in a clean profile with no extra mods, then iterate. 5) once core features are solid, layer on clutter and quality pass. Essential tools: Blender, NifSkope/NifTools, Creation Kit, TES5Edit (for cleaning/conflicts), Papyrus scripts, LOOT for load order, Mod Organizer 2 or Vortex for packaging, and a simple bug-tracker (even a notes doc).
Folder structure and naming: set up MyHomeProject/ with clear divisions like Docs, Source (Scripts/hmn_alcstation.psc, Quests), Meshes (hmn_alcstation.nif), Textures (hmn_alcstation.dds), Sounds, and the main plugin MyHome.esp. Use prefixes like HMN_ for assets, CLTR_ for clutter, and ALCH for alchemy pieces. Keep asset filenames descriptive (hmn_alcstation_nightglow.nif). Put scripts in Scripts/ with names like HMN_AlchemyStation.psc, and keep all script references in the CK project. If you plan to pack assets, consider a BA2 and an accompanying readme.
Testing and compatibility: build a small test plan with a few passes: core functionality (use the alchemy station works and produces expected results), edge cases (inventory changes, container interactions), and stability (no crashes after repeated use). Run the mod in a baseline load order with a couple of popular clutter/lighting mods to see conflicts. Use TES5Edit to detect master or record conflicts, then create a simple patch if needed. Maintain a simple bug log and a few saved states to verify regressions. Also confirm that your mod plays nice with a handful of other mods that your target audience tends to use.
Release and maintenance mindset: document everything—installation steps, dependencies, asset paths, and version notes. Consider providing a minimal FOMOD installer or MO2 profile and a short troubleshooting guide. Keep a public changelog and a small issues board where users can report conflicts. Finally, plan for updates and compatibility patches as Skyrim updates or popular mods shift, and keep your scripts readable and commented so future you (or someone else) can adapt quickly.
If you want, tell me your target platform (Vortex vs MO2) and whether you’re planning a small patch or a full replacer mod, and I can sketch a 6–8 week rollout plan with a test matrix.