>>719694879
As someone who started with modding FNV and only got into playing and modding Skyrim after SSE, I'd recommend at least trying it. I don't know if there's a best practices guide for SSE like there is for NV, but here's a tl;dr
>use Mod Organizer 2, do NOT use Vortex
>use MO2's UI features to categorize your mods (graphics, gameplay, bug fixes, etc.)
>LOOT is acceptable for sorting your load order
>read requirements
>EnaiSiaion's race, perk, etc. mods are a good base for a more "fun" Skyirm experience, while SimonMagus' mods are are a good base for vanilla, but better
>The Unofficial Patch is a requirement for many mods, but you can use RUASLEEP to un-fuck it's stupidest changes
I believe RUASLEEP is in the /tesg/ Google Doc.
>Xavbio's armor retextures are high quality and comprehensive
>CBBE (3BA) is the most popular and most supported body mod
>Pandora is the most modern utility for animation mods, not FNIS or Nemesis
>worldspace edits (city mods, road mods, etc.) have the highest number of potential conflicts
>do not install "Immersive Armor" or "Immersive Weapons"
>READ REQUIREMENTS
Also, Skyrim heavily benefits from a mod that un-scales (or soft-scales) the world. The old gold standard used to be "MorrowLoot", but it's a bit dated. I personally used "Open World Loot" for loot and "Arena" for encounter zones (the system that scales the game's content to your level).
Or you could just use Wabbajack, but I'm old-fashioned. If you already know how to mod NV, you'll know how to mod Skyrim.