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rinaris-skyrim · 4 years
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Obligatory Disclaimer and Best Practices
All of this modding may break your game! You may have other mods installed that conflict, and I can’t foresee the consequences.
Starting a new game is really best, and save often!
Unfortunately modders aren’t perfect, and games are prone to bugs, and weird interactions can happen, and just... yeah.
My game still crashes sometimes too (though I’m working on that; it seems to have to do with loading a particular worldspace, either waiting or leaving elsewhere and coming back later seems to then let me play on).
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rinaris-skyrim · 4 years
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All right!
I’ve tried MatorSmash, and I’m officially recommending it over TESVEdit. So! Amendments to the above:
WryeBash
A useful tool, but we really only want this for tweaks to the alarm distance and timescale, and for the ability to merge a bunch of patches into one .esp to free up spaces in our load order. Uncheck all the settings except these two, when building your bashed patch.
MatorSmash
With this, you don’t need to create the merged patch in TESVEdit. You want to pull this up after your bashed patch. Again, launch it through Mod Organizer, let it analyze your load order, and then hit the big green button in the upper left. It will take all the things, from all the mods, and do its best to organize and merge them all into one patch. Unlike TESVEdit, this is something it’s designed to do, and unlike Wrye Bash, it takes everything into account, not just leveled lists.
[Download Link]
Modding Basics
If you’re familiar with modding, skip this. If this is your first time or you need some tips, continue!
Mod Manager
You want this. Managing mods by hand is only gonna get super messy.
I’ve only ever used Mod Organizer, and I honestly wouldn’t go with anything else. You can create multiple profiles for different setups; it keeps all your mods in a virtual file system instead of messing with your actual game installation folder; it offers all the control and information I need, in one easy view.
[Download Link for Mod Organizer 2]
[Installation Instructions for Mod Organizer 2]
Load Order
This is the order in which the game loads the various mods you have installed. Position in this order is important, as plugins loaded last overwrite any plugins below them, if they overlap or touch similar things in the game, and some plugins depend on others. LOOT (Load Order Optimization Tool) is usually built into a mod manager (definitely in MO2) but it’s not perfect, and it draws from the load order you manually generate when installing the mods (or rearrange by dragging stuff up or down).
Your tools and game stability is only as good as your load order!
TESV Edit
This one isn’t quite essential, but it’s considered best practice to create a merged patch, and we need this application for it.
Be sure to launch it from your mod manager, so it has access to your load order.
[Download Link]
[Instructions to Launch an Executable from MO2]
[How to Create a Merged Patch]
Alternatively, I’m just now learning about MatorSmash [link] but I will be investigating it in the future, and it may replace TESVEdit here.
Wrye Bash
A bashed patch will be essential. It should be at the very end of your load order. This can merge a lot of your patches and .esps into the bashed patch, saving you space in your load order (since the game engine can only load so many plugins), and also helps with merging the lists of NPCs and items added by all your mods (leveled lists). Additionally, the tweaks to timescale, crime alarm distance, and one or two other parameters are quite useful.
Again, launch this from your mod manager.
[Download Link]
[How to Create a Bashed Patch]
If all this seems overwhelming, don’t worry! It’s okay to start off with just a few mods, get used to the system. Merged and bashed patches will be created after we’re done installing and ordering all our mods, so come back to the “How to Patch” links later.
Advanced Links and References
(Mostly for me! Some for later)
[Merging Plugins]
[Merging Plugins with TESVEdit]
[Merge Plugins Tool]
[Patches and Load Order]
[GamerPoets’ Channel with Video Tutorials]
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rinaris-skyrim · 4 years
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And, of course, for Khajiit players, there can be no omitting the magnificent, the much-loved:
Khajiit Speak
Overhauls dialogue options for the Khajiit player character to match both Khajiit speech patterns, and the khajiiti affinity for wry wit. A must-have if you love the cats. Activate this after you’ve patched everything, very last in your load order, just to make sure the dialogue changes aren’t overridden. [link]
Khajiit Speak Extended
Overhauls the dialogue of popular quest expansions and mods. If you use the Shadow of Meresis, Undeath, Moonpath to Elsweyr, or some of the other popular mods, check this out. At the very least, grab this for the Immersive College of Winterhold patch. [link]
2. Tweaks for Beastrace Enthusiasts
I don’t recommend many aesthetics mods. I don’t much care about ultra-high-fidelity textures, or shiny new animations. But! But.
I despise the weird human-feet they’ve given Khajiit, and the way hoods seem to magic Argonian horns off into some pocket-dimension.
So, without further ado:
Horns Are Forever
Shows your handsome Argonian horns even when you’re wearing a hood or a helmet. [link]
Helmets - Khajiit Ears and Helmet Hair
WISOTT. Shows Khajiit ears through open-faced helmets, since I doubt many Khajiit like having their ears squashed for any prolonged period of time. Still works fine for me, despite its age. [link]
Digitigrade Beast Races - Full DLC Edition
WISOTT. Gives Argonians cool raptor feet and Khajiit proper cat paws. [link]
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rinaris-skyrim · 4 years
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3. Immersion Mods
Again, I wish I had a better category for these. These are mods that mostly add their own systems to the base game, to increase immersion. This is only a rough category, and of course they touch on the game in some way, but they aren’t a huge overhaul to the core gameplay or AI.
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Alternate Start - Live Another Life
Tired of the long starting sequence? Don’t actually want to be a prisoner headed to the chopping block? This has you covered. The reason I prefer this over other alternate start mods, is the way it provides a jumping-off point for a character backstory, giving you appropriate weapons, armor, items, and a starting location. It also offers a nice segue into the main quest, with rumors of increased Legion patrols around the area you can investigate if you’re curious — and of course you arrive just in time to see the city sacked and the dragon taking flight towards Whiterun. [link]
Bathing in Skyrim
No one wants to talk to someone stinking of sweat and covered in blood and dirt and cobwebs from exploring some moldering ruin and fighting bandits. You’re also going to be carrying a bunch of germs around, if you do that. Keep yourself clean! This adds a passive effect based on your cleanliness, affecting mostly your speech skill and disease resistance, as well as craftable soaps and washrags. [link]
Campfire - Complete Camping System
Adds an excellent camping system to the game, with all the gear and items you’ll need. Build fires to roast food, pitch a tent if you need sleep, and just generally enjoy the Skyrim landscape with a touch of rugged living. Requirement for Frostfall, HearthCraft, and Tentapalooza. [link]
Carriage and Ferry Travel Overhaul (CFTO)
Extends the vanilla fast travel system in a lightweight and immersive way. You can now also ask to be “dropped off” at local villages “along the way,” and boatmen will take you to other stops along the same lake, river, or shoreline. Prices are also adjusted based on distance and danger. Just really nice and convenient if you want to travel somewhere, immersively. [link]
Diseased - Diseases System Overhaul
I like Realistic Needs’ diseases system, really, but it felt a bit too easy, especially once you learned the “cure disease” spell, or found a “cure disease” food. iNeed’s “Dangerous Diseases” felt far too punishing, on the other hand — requiring hard-to-find expensive potions or else you’d deteriorate and die pretty fast. This is just right. Diseases have stages, and after a certain period of time will either evolve or devolve. Rest, cleanliness, and good food will help you recover on your own. “Cure Disease” effects now increase your disease resistance, meaning that you’ll succeed the next “evolution check,” but won’t make anything magically go away. You can also craft simple recipes for specific diseases from common foods and items, which will also help you recover — but you still should rest! This is compatible with RND, just needs to be loaded after. [link] You’ll also want the patch for Droops medication, to deal with the disease added by Dragonborn. [link]
Dynamic Immersive Seriously Dark Dungeons
Wonder why fires are still burning in ancient Nord ruins, or torches are still lit in those abandoned mines? None of that will be an issue now! This also adds the ability to extinguish candles and firepits to make yourself harder to see if you’re the sneaky type, or re-light them (for whatever reason) if you have a torch or fire spells. Incredibly useful and atmospheric. [link]
Dynamic Things
Want to actually pick up wood from wood piles? Hack mammoth tusks off skulls? Look inside those strangely unopenable barrels? With this, you can! This expands the number of containers and resource sources available in the world, and allows you to interact more immersively with many elements. You’ll want both the original Dynamic Things [link] and then the Enhanced “patch”/update [here] installed over it.
Frostfall - Hypothermia Camping Survival
I really hope you didn’t think I’d omit this one, did you? Skyrim is a northern province, with driving wind and snow, and ice-caked seas. This mod makes it all feel real. If you don’t pay attention to the weather, bundle up, and build a fire during cold nights, you’re liable to freeze! [link]
Hunterborn
Another survival-geared mod that harmonizes well with Frostfall and your needs mod of choice. Skin, butcher, and harvest ingredients from animals, slowly gaining more as your skill and knowledge increases. Roleplay as a hunter surviving out on your own in the wild, or just bring down a few deer to tide you over until you reach the next town. Don’t forget to download the Campfire patch and the batch of other miscellaneous patches as well; you’ll need both. [link]
Hunterborn - Scrimshaw Expanded
This significantly adds to the capability of Hunterborn’s Scrimshaw, allowing you to craft a whole lot of gear, armor, weapons, and items from the bones and pelts you find in Hunterborn. Play as a Forsworn living completely off the land, or simply make several trinkets to exchange for a few drinks at the inn once you next get to town. More possibilities! [link]
Loot and Degradation
Your sword edge isn’t going to stay sharp forever, is it? Armor gets dents that need hammering out. This mod simulates that. Once you’ve tempered your gear, it will slowly “devolve” back to its “default” state through combat. NPCs will also have gear of varying states. Just a nice simulation tweak, and also provides more opportunities to hone your smithing skills. [link]
New Beginnings - Live Another Life Extension
Adds more options for your alternate game start, which I very much appreciate. [link]
Realistic Needs and Diseases (RND)
I know, this isn’t the snazziest or most compatible mod out there. I’ve tried other needs mods, I really have, but this is the one I keep coming back to. It’s just the one that feels the most immersive. Boil water to make it safe for consumption, or face the consequences. Soups, stews, and fresh fruits also help quench your thirst — but stay away from raw meat, as that can carry diseases. You need sleep, too — but a dirty bandit camp carries its own risks. You can also toggle food spoilage, and drink directly from a body of water if you’re severely dehydrated. It’s just an excellent needs mod. (There are two versions out there. 2.0, found [here] comes with some snazzier features, such as hotkeyed food categorization for new foodstuffs and a few other tweaks, but I’m not fond of the either its widgets nor its weight feature. I might try it again with those turned off... but for now 1.9, found [here], works perfectly well, too.)
Skyrim - Enhanced Camera
Allows you to actually see your body when you look down, and prevents forced switches to 3rd person. SKSE plugin, makes it all way more immersive. [link]
Spell Learning and Discovery
Instead of the vanilla face-smash-spell-learned-book-destroyed method, you now convert any new spell tomes you acquire into “spell notes,” which you study in the evening before you go to sleep, with a chance of then adding a spell to your repertoire (out of the list of spells you’re currently trying to learn). (This synchronizes well with a needs mod, too.) You now have the opportunity to talk with other mages about magic theory, take dubious memory-enhancing potions, summon an otherworldly magical tutor, and just generally feel like an actual student of magic! [link]
Spell Research
Man, I love this mod. It... can get tedious at times, I’ll admit, but I love it. It lets me feel like an actual magic researcher, and provides the opportunity to acquire spells through my own study, not just by buying a tome from someone else. Find cool artifacts! Translate ancient texts (or try to)! Read dangerous grimoires (at your own risk)! Dissolve potions! Analyze spells! Write theses on spell “types” and techniques to try to combine into new spells! (Fail sometimes, and try again!) Honestly, you won’t regret this mod — it’s also good for passing the time if you’re recovering from a disease or resting a broken limb (see some other mods on this list). I recommend version 2.1, however, instead of the newest 2.2, as 2.1 comes with all the patches for the major spell addition mods. [link]
Skyrim Reputation
The people of Skyrim now actually care about what you’ve done. Word spreads, and people will treat you accordingly. This mod adds three axes of “alignment,” Aedric vs. Daedric, Law-Abiding vs. Criminal, and Dependable vs. Power-Hungry, calculated according to the prevailing Nord culture. The effects of your reputation will also become more pronounced as your reknown spreads. Help out the law, do favors for people, and align yourself with the Divines, and reap the benefits. Being feared does come with its own perks, too, though, however dubious. [link]
Tentapalooza for Campfire
Adds more craftables to Campfire’s system, including themed tents and décor. Honestly, I mostly wanted the placeable washtubs, to be able to bathe in some places I wouldn’t otherwise be able to (e.g. a player house without a nearby water source or bathing room). The placeable containers are nice, too, though, as well as the craftable and placeable shrines. [link]
Wintersun - Faiths of Skyrim
The denizens of Tamriel are religious, and now you can be too! You’re offered a choice of deity at the start depending on your race; however, you can change allegiance later if you so desire, depending on what you’ve done and who you’ve encountered. Gain passive bonuses and active abilities based on favor with a particular deity... but take care to follow their tenets, as well. [link]
Wounds
I know the health bar is kind of a general abstraction of your bodily state, but do you ever find it... well, strange, that you never break bones or have any lasting wounds from combat? Welp, now you do! No extra visuals, just a simple mod that adds long-lasting consequences to combat. Craft medical supplies, brace fractured limbs, keep cuts clean or risk infection, and feel the effects of your bruises and concussions for a while. I’ve tried playing without this mod, and I honestly can’t anymore, even as annoying as it is to limp along on a broken leg for a while, or sew up my arm that sabre cat tore to shreds. [link]
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As always, will likely be added to later.
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rinaris-skyrim · 4 years
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2. Tweaks for Beastrace Enthusiasts
I don’t recommend many aesthetics mods. I don’t much care about ultra-high-fidelity textures, or shiny new animations. But! But.
I despise the weird human-feet they’ve given Khajiit, and the way hoods seem to magic Argonian horns off into some pocket-dimension.
So, without further ado:
Horns Are Forever
Shows your handsome Argonian horns even when you’re wearing a hood or a helmet. [link]
Helmets - Khajiit Ears and Helmet Hair
WISOTT. Shows Khajiit ears through open-faced helmets, since I doubt many Khajiit like having their ears squashed for any prolonged period of time. Still works fine for me, despite its age. [link]
Digitigrade Beast Races - Full DLC Edition
WISOTT. Gives Argonians cool raptor feet and Khajiit proper cat paws. [link]
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rinaris-skyrim · 4 years
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2. Tweaks
I wish I had a better category name for these. These are small changes, some of them atmospheric, some of them just nice to have. They don’t change anything terribly significant about the game, just add some flavor here, an item there, a little immersive utility yonder.
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A Matter of Time
In-game clock widget. Useful for checking to see when shops should be open, checking the phases of the moons if you’re a werewolf, figuring out if it’ll be dark soon. Just a gem. [link]
Aime’s Craftable Lockpicks
WISOTT - What it says on the tin. One iron ingot equals five lockpicks. No more complicated than that. [link]
Alchemist’s Journal
More for roleplaying purposes than anything. A simple book, craftable at a tanning rack, that lists ingredient effects as you discover them. [link]
Atlas Map Markers - Updated
The original Atlas Map Markers is brilliant, adding map markers for most things in Skyrim you might want on your map — the smaller camps, shops, shrines out in the wilderness, interesting spots, landmarks, whatnot. Kryptopyr updated it with an mod configuration menu. You’ll need the original [here], and then install Kryptopyr’s update [here] over it (”merge” option in Mod Organizer).
Better Stealing
A somewhat controversial tweak, one I’m not sure works well for balance, especially given various perk overhauls and other mods that allow multiple ways for you to offload stolen goods. However, I always found it stupid that shopkeepers would preternaturally “know” what was stolen and what wasn’t. This makes it simple: if it’s relatively inexpensive and no one sees you take it, it won’t be marked as “stolen” in your inventory (though the owners might still send some thugs after you after the fact, once they realize it’s missing!). Simple SKSE plugin. [link]
CS Soul Fragments to Soul Gems
Finally a use for all of those “Soul Gem Fragments” you find out in ruins or in random barrels! “Polish” the fragments with a linen rag at a forge, then combine them to make empty soul gems of the size you desire. You can also “smash” soul gems to reforge one large gem into several smaller ones, if you prefer, or combine smaller ones into larger gems. Why was this not in the base game? [link]
Dark Brotherhood for Good Guys
Why do I want this mod for a group that’s all about playing a murdering edgelord? Well, basically, because not all Brotherhood members are edgy dark edgelords, and usually when people want someone murdered, it’s for a reason. This gives you a somewhat different perspective on the Brotherhood and their victims: information, backstories, the philosophy of Sithis as morally neutral chaos instead of pure evil. I tend to play on the good-ish side of things, and I love reading and lore, so I like this. Add to taste. Be sure to merge the base mod with the provided hotfix. [link]
Dragon Wall Wisdom - Readable Dragon Walls
You’re the Dragonborn, right? Learning the dragon language, right? Gifted with an understanding of the dragon tongue and preternatural knowledge, right? Then you should really be able to read these dragon wall inscriptions in the game. This offers funny, quirky, and sometimes just downright mundane translations for these ancient arcane inscriptions. SHBITBG - Should have been in the base game. [link]
EK_RingLimiter
You have ten fingers. Why only one ring? This allows you to wear more — though for balance reasons I recommend sticking with the default of two, or perhaps four. Something something about magical auras interfering if the trinkets are worn too close to one another. ;) [link]
Even Better Quest Objectives
The default in-game journal is rather pathetic. It rarely gives you your motivations, or even a text version of where you’re supposed to go next. I very much miss Morrowind’s journal, where every conversation and relevant tidbit was recorded. This helps. [link]
Farmers Sell Produce
Seriously, again, why wasn’t this in the base game? It’s close to necessary if you’re going to use a needs mod, or something that uses produce to create medicines for diseases. Assuming, of course, you’re not inclined to go rampaging across farmers’ carefully-tended fields. [link]
Faster Transform - To Werewolf and VampireLord
Just a nice tweak. Again, time is valuable, it’s nice not to have quite such a large window in which I’m being wailed on by enemies, and I like the more monstrous touch. The middle option - only half the vanilla time to transform - is recommended for realism and balance reasons. [link]
Female Vampires Have Fangs
One of the very few purely aesthetic changes here. All vampires should have fangs. (I’m gay. Fangs hot.) [link]
Harvest Overhaul
Find it stupid you only get one flower from that whole patch of mountain flowers? Yeah, me too. This fixes that. [link]
iHUD - Immersive HUD
Neatly stows away the status bars when you don’t need them (when they’re full and you’re not in combat). Also hides the compass, because how does your character preternaturally know there’s this thing that way if they can’t see it? [link]
Immersive Dragons
Just gives dragons a larger wingspan so they can maybe actually lift themselves into the air. Another aesthetics tweak, with the goal of immersion. [link]
Jaxonz Lights Please
Incredibly useful for those using magical lighting. This maps both Candlelight and Magelight to hotkeys, removing the need to constantly switch spells. It also means you can easily toggle Candlelight on and off like a lantern or torch. Works well with mods that affect lighting and darkness, which I do. [link]
Jaxonz Map Markers
The best custom map marker mod I’ve found. Want to keep track of... well, anything? Ore deposits, NPCs, followers, your horse, that little camp... This is it! Uses the game’s built-in quest and quest objective system for map markers. Super easy to use. [link]
Kryptopyr’s Clothing and Clutter Fixes
This maybe should have gone in the “Fixes” post, but it’s... not quite “just” fixes. “Hooded robes” are separated into hoods and robes for mixing and matching, some NPCs clothing is changed to be more lore-friendly, alongside some behind-the-scenes fixes like weight adjustments. Optional, officially. [link]
Kryptopyr’s Weapon and Armor Fixes Remade
This also maybe should have gone in the “Fixes” post, but again, it’s a bit more of an overhaul, adjusting weights of things and armor scaling for consistency. Required for Kryptopyr’s great crafting overhaul, CCOR, so we definitely want this. [link]
Learn Alchemy From Recipes
WISOTT. Reading a recipe “discovers” those ingredient effects for you. Again, why was this not in the original game? [link]
Living Takes Time
I’ll be honest, I deactivate most of the features of this mod, except for “training takes time” and “reading takes time” (and increases speech skill). Crafting takes time just gets onerous, especially in the early game when you need all this gear and your bandoliers and you have needs you need to fill... And blocking the inventory or magic menu during combat is just... no. Still, the mod itself adds some nice functionality, and it can be fully tweaked to taste. If you’re using an alternate spell learning mod, be sure to set the “spell learning” time to zero. [link]
Mortal Enemies - De-Aimbot Your Foes
Once an enemy has started an attack, they’re locked into that direction and attack. This makes you able to dodge or move out of range of the attack, and they can no longer hit you anyways. They move slower when aiming or channeling as well. No instant pivots, and two-handed weapons feel heavier than one-handed ones. All in all, it makes combat feel more realistic, and allows them to miss you if you’re clever. But beware! These changes apply to you, too! [link]
No Psychic Lock Knowledge
WISOTT. You don’t somehow magically know how hard a lock is going to be just by looking at it. You just try to pick it, like... you actually would if you decide to pick a lock. [link]
No Silver at Jorrvaskr
Because a group of warriors whose upper echelons are all werewolves would totally be eating off silver. Not. [link] (in the optional files section)
Non-Exploitable Crossbow Reloading
Allows you to reload crossbows on your own time, by pressing the fire button, before firing again, without messing with your equipped ammunition. Simple and lovely. [link]
People Are Strangers
You don’t somehow magically know the names of people before you talk to them! I personally favor the “race” variant, just because... less generic, and I can usually see if someone is a Wood Elf or an Argonian anyways, but you can adjust the “stranger” label to taste. [link]
Point the Way
Roads actually have more signposts to direct people to the smaller towns as well as the large cities, and have them at more junctions. Signs also point the right way. Especially helpful along some of the more windy roads. No need to puzzle things out on your map quite so much. [link]
Realistic Capacity
Without a bag, you can only carry as much as you can feasibly wear, really. It’s that simple. This mod dynamically adjusts your capacity and allows for the armor you’re wearing and a few different weapons, e.g. a bow, a one-handed weapon, a shield, a knife or two, making those effectively weightless, and assume pockets for some meager supplies, but aside from that — backpacks and bags are mandatory. Makes things harder for a packrat like me, but it does make me think. [link]
Realistic Humanoid Movement Speed
This one takes a bit of the sting out of Realistic Capacity. Movement speed is adjusted to feel more realistic overall — you walk faster, jog more slowly (when sneaking, too), and don’t sprint like a gazelle. Take the optional horse speed modifier file to also add more value to horses: they walk and gallop faster as well now, in addition to their other benefits. [link]
Realistic Nights
Wondering why torches and night eye were even added to the game? Annoyed at how, well, bright the nights are? Put an end to that! Darker nights make light sources actually useful, and provides a good reason for sneaky types to actually consider the day/night cycle. Light adjusted based on the moons, snow reflecting night, and various other factors for an even better experience. [link]
Run For Your Lives
NPCs who are not guards or warriors run inside and hide from both dragons and vampire attacks. Like anyone with any sense of self-preservation would. I mean, I guess Nords don’t exactly revere self-preservation, but... this just seems more sensible to me, especially if we’re talking little old ladies armed with a steel dagger. [link]
SCRR - Skyrim Coin Replacer Redux
“Modern” Septims have no business deep in ancient Nordic burial mounds or Dwemer ruins. The Stormcloaks aren’t too ecstatic about Imperial money, either, and are creating their own silver currency, though gold is gold. Now silver Haralds are found in barrows, and ebony Dumacs in Dwemer ruins. All can be be melted down to ingots of their respective metals, or traded with merchants for “regular” currency. This adds massively to immersion, not to mention offering a supply of useful materials for smithing. [link]
Sleep Tight
Simple change that makes NPCs change into robes or clothes for sleeping, instead of going to bed in that hard iron armor (though for balance reasons, and modesty, people still wear chest armor). Accordingly, they’ll also take more damage if you can catch them unawares. [link]
Take Notes - Journal of the Dragonborn
I love this. I love this so so much. The ability to write a custom journal from in the game, and export it if I want to, adds so much to roleplaying. It means I can create a proper backstory, examine character motivations, process events of the game through my character’s lens, and record it all for myself later. Just, magnificent. Get it. You won’t regret it. [link]
The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options
WISOTT. Just talking to someone doesn’t automatically add a quest to your inventory. You can turn an offer down or defer an errand until later. Some things a character just wouldn’t want to do. Now that’s not cluttering up your journal. Again, SHBITBG - should have been in the base game. [link]
Timing is Everything - Quest Delay and Timing Control
This allows you to space out the steps of the main quest as seems realistic (e.g. NPCs taking some time for research), as well as control when (at which level) various quests will start. There are also a few other tweaks to be found, such as Meridia’s Beacon not responding to vampires, werewolves randomly attacking, and Thalmor ignoring you unless certain quest conditions are fulfilled, instead of attack squads simply triggering at a certain level. [link]
TK Dodge
Gives you the ability to quickly sideroll and dodge a blow. Makes light armors a lot more viable in close combat, and plays nicely with Mortal Enemies. [link]
Trade and Barter
A fantastic mod that adjusts prices, merchant gold, and other parameters around trading based on race, faction alliance, personal relationships, location, and more. Highly customizable, highly compatible, brilliant. [link]
TravelMounts
You need to have a horse in order to be able to fast travel. Offers more of a reason to drop that 1000 gold, and this small tweak makes it feel much more immersive (after all, a rider can outrun and avoid many things someone on foot can’t). [link]
Truly Absorb Dragon Souls
For every dragon you kill and dragon soul you absorb, you get just that little bit stronger, gain a little more magicka, health, stamina, movement speed, carry weight, shout cooldown, armor, and magic resist. Set the amount gained for each dragon soul on install; I recommend medium to low values for each gain, just to offer longevity. [link]
Understandable Draugrs
In the vein of “Dragon Wall Wisdom,” you can now understand the draugr when they yell at you in a fight. Just adds the English translation in parentheses to the end of the subtitled Dragon language dialogue. Now your Dragonborn will be able to understand what’s being constantly shouted at them, even if it isn’t anything particularly nice or uplifting. [link]
Wearable Lanterns
No need to constantly toggle between a torch and a shield, or fight blind in a dark ruin. Just hook a lantern to your belt, that can easily be toggled on and off (and also automatically put out when you sneak, if you’re That Sort™). Incredibly nifty and useful. [link]
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...I’m sure I’ll be adding to this later. I’m sure, honestly. Maybe with an “optional tweaks” post, too, that are very much a preference thing. Or, y’know, just reblog myself. That might actually be the best option.
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rinaris-skyrim · 4 years
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1. Fixes and Utilities
Aight, let’s get started with the actual mods! Part 1: Fixes and Utilities.
Very little of this you’ll actually see in any significant way. It’s mostly fixing stuff the base game screwed up, and providing frameworks and utility functions other mods use and build on.
SKSE
Skyrim Script Extender. Adds additional functionality, providing the basis for many, many mods. Found at skse.silverlock.org or can be connected to your Skyrim through Steam [link].
Also make sure to edit your SKSE.ini to allocate more memory, the so-called “memory patch.” [guide]
SkyUI
Overhauls the user interface for PC, offers the Mod Configuration Menu, just generally makes it all better. Lots of mods need it. Get it. [Nexus] [Steam]
If you really really hate the aesthetics, there’s SkyUI-Away [link], but I happen to like SkyUI.
USLEEP
Unofficial Skyrim Legendary Edition Patch. It may be unofficial, but many mods presume this as part of your game. It’s dangerous out there, take this. [link]
Skyrim -Community- Uncapper
Ever thought the idea of “resetting” your skills was dumb, but wanted to continue leveling anyways? Felt like you should get some benefit out of those ultra-expert skills? (You -are- the Dragonborn, you should maybe be able to supersede the limits of mortal men.) Just wanted to adjust XP gains, or what-have-you? You need this. Some perk overhauls rely on it, in fact. [link]
PapyrusUtil
A scripting framework for modders that further extends functionality. Other stuff needs this. [link]
Better Dialogue Controls and Better MessageBox Controls
Tired of having meant to click on one thing, but Skyrim’s weird interface didn’t quite register you moving your cursor because it was waiting for console/arrow key left/right input? Yeah. This fixes that. [dialogue] [message box]
FISS
FileAcess Interface for Skyrim Script. Does what it says on the tin. Usually used to allow you to import/export mod settings, and save them. Some of the stuff I love uses it. [link]
Fuz Ro D-oh - Silent Voice
If you have any quest addons, or even smaller mods that add dialogue options that don’t come with voice files, you need this. It offers “blank” voice files to sync with the displayed dialogue, so that said displayed dialogue doesn’t disappear after half a second. [link]
Various Bug Fixes and Stability Aids
Modern Brawl Bug Fix
(Engine-Related) Bug Fixes
Crash Fixes
SafetyLoad
OneTweak (Alt-Tab Fix)
Dragon Stalking Fix
Enchantment Reload Fix
Wiseman303′s Critter Fixes, Flora Fixes, and Trap Fixes
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...is that all? I think that’s all. I think.
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rinaris-skyrim · 4 years
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Philosophy and Goal of this Compilation
I’m a huge huge fan of immersion and roleplay.
I like survival-ish gameplay. Eat, drink, sleep, don’t get sick, research spells instead of book-face-smash-learned, limited backpack space, so forth and so on.
I’m not looking to up difficulty too much (because I suck), though I do appreciate a much more deadly feel to combat. After all, if you get an axe to the head, it only takes one hit and you’re not gonna be fighting much after that, assuming you’re not heavily armored. Same for an arrow to the chest, if it’s in the right place.
I like crafting. I’m a bit of a pack rat.
However, I also don’t like busywork. No skill grinding. I don’t want to trek back and forth over the same terrain ten times manually, not once I’ve been over it a couple times. (The area around my “home base” is gonna get old really quickly if fast travel is completely disabled.) My time is valuable, and I want to spend it doing things I actually enjoy.
I don’t like the feeling that the world revolves around my character and my level. Inexperience should feel inexperienced. I want to need to think and be careful at the beginning, and slowly but surely grow to be able to take on whatever Skyrim throws at me.
Immersive, broad, realistic, fun. A delicate balance, but I hope this compilation manages it.
I say “compilation” because none of these mods are mine. I have not created any mods. I lack the expertise and focus for that. All credit goes to the amazing mod authors and creators.
In the end, I’ve ended up overhauling most aspects of the game. Skyrim itself is great, magnificent, but! But. A friend called this “Skyrim, but better,” when I described it to him. I hope that holds the same for you.
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rinaris-skyrim · 4 years
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Modding Basics
If you’re familiar with modding, skip this. If this is your first time or you need some tips, continue!
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Mod Manager
You want this. Managing mods by hand is only gonna get super messy.
I’ve only ever used Mod Organizer, and I honestly wouldn’t go with anything else. You can create multiple profiles for different setups; it keeps all your mods in a virtual file system instead of messing with your actual game installation folder; it offers all the control and information I need, in one easy view.
[Download Link for Mod Organizer 2]
[Installation Instructions for Mod Organizer 2]
Load Order
This is the order in which the game loads the various mods you have installed. Position in this order is important, as plugins loaded last overwrite any plugins below them, if they overlap or touch similar things in the game, and some plugins depend on others. LOOT (Load Order Optimization Tool) is usually built into a mod manager (definitely in MO2) but it’s not perfect, and it draws from the load order you manually generate when installing the mods (or rearrange by dragging stuff up or down).
Your tools and game stability is only as good as your load order!
TESV Edit
This one isn’t quite essential, but it’s considered best practice to create a merged patch, and we need this application for it.
Be sure to launch it from your mod manager, so it has access to your load order.
[Download Link]
[Instructions to Launch an Executable from MO2]
[How to Create a Merged Patch]
Alternatively, I’m just now learning about MatorSmash [link] but I will be investigating it in the future, and it may replace TESVEdit here.
Wrye Bash
A bashed patch will be essential. It should be at the very end of your load order. This can merge a lot of your patches and .esps into the bashed patch, saving you space in your load order (since the game engine can only load so many plugins), and also helps with merging the lists of NPCs and items added by all your mods (leveled lists). Additionally, the tweaks to timescale, crime alarm distance, and one or two other parameters are quite useful.
Again, launch this from your mod manager.
[Download Link]
[How to Create a Bashed Patch]
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If all this seems overwhelming, don’t worry! It’s okay to start off with just a few mods, get used to the system. Merged and bashed patches will be created after we’re done installing and ordering all our mods, so come back to the “How to Patch” links later.
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Advanced Links and References
(Mostly for me! Some for later)
[Merging Plugins]
[Merging Plugins with TESVEdit]
[Merge Plugins Tool]
[Patches and Load Order]
[GamerPoets’ Channel with Video Tutorials]
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