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About this mod
Grimy's Unrealistic Immersionless Skill Expansion
- Requirements
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DLC requirements
DLC name Dawnguard Dragonborn Nexus requirements
Mod name Notes Grimy Plugin SkyUI Off-site requirements
Mod name Notes SKSE - Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Author: Grimy Bunyip
Vile Concoctions Mesh Artist: SDD707
Mortar/Pestle Mesh: Oaristys & Tony67
Thanks to Mattiewagg, CDCooley, and Schlangster for showing me how to acquire form ID's from an inventory menu.
Thanks to Leviathan and DienesToo for teaching me how to use SkyProc and supporting me in the legacy versions of Enchanted Loot.
This mod contains a modified version of SkyUILib: http://www.nexusmods.com/skyrim/mods/57308/?
This mod contains a plugin from KMX Utilities: http://www.nexusmods.com/skyrim/mods/67970/?Donation Points system
This mod is not opted-in to receive Donation Points
- Changelogs
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Version 2.10
- Added a dll that was missing.
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Version 2.09
- Fixed a bug where aetherial ink would be consumed even if you cancelled the creation of a signature spell.
- Applied the same fix to spellcrafting as in version 1.02 of better spellcrafting.
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Version 2.08
- You can now salvage jewelry into a random assortment of gold, silver, and gems.
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Version 2.07
- The salvage inventory hotkey will no longer salvage player made enchanted weapons and armor.
- The script that does this will be slower to do so.
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Version 2.06
- I broke identification in 2.05 trying out something, fixed it here.
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Version 2.05
- Fixed signature crossbows.
- Added something to clean refcount for player made enchantments. Turned out this would cause crashes.
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Version 2.04
- Altered spellcrafting to function with GUI Hotcasting.
- Altered spellcrafting to make spells into lesser powers if no school is assigned to them.
- Fixed a few typos.
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Version 2.03
- Fixed GELO Menu identify experience UI.
- Changed default spellcrafting hotkey.
- Crafting a spell will correctly clear pre-existing effects.
- Update the "Spell.IsHostile" Flag on spellcrafting.
- Identifying items will teach you the base enchantment, if one exists
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Version 2.02
- Any book or note is salvageable now.
- The spell menu will now instantly update with your new spell.
- Spell tomes salvage into aetherial ink.
- 1 Aetherial ink is required to craft a spell now.
- Removed the Grimy Plugin Prepackage.
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Version 2.01
- Updated Grimy Plugin Version.
- Fixed some issues with spell magnitude and cost scaling with the spellcrafting feature.
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Version 2.00
- Dwemer scraps will salvage into dwarven ingots now.
- You can no longer salvage ingots into more ingots.
- Added a new skill module: Spell Weaving
- It replaces 5 alteration perks and replaces them with spell crafting related ones.
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Version 1.39
- Edited alchemy magic effects to be in line with USKP.
- Fixed weapon speed enchantments on armor, but the fix won't be retroactive.
- Made some changes to identification to suppress papyrus log messages.
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Version 1.38
- Unidentified items have been deprecated, and the player can now "identify" generic enchanted items.
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Version 1.37
- Added a quick-identify option that lets you identify unidentify items from the inventory.
- Moved default inventory hotkeys from 1,2,3 to R,V,B to avoid a key conflict.
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Version 1.36
- Ruby and Sapphire gem sockets were flipped.
- Potion refunds no longer occur at a cooldown of 0.0.
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Version 1.35
- Non-dwemer mines require 4 blast powder to craft, as intended.
- Extracting materials from food will now work as intended.
- Fixed a typo on shock mines.
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Version 1.34
- Potion cooldowns will work while the toxicity is disabled.
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Version 1.33
- Small change to my modified SkyUILib file. This should fix some hotkey issues.
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Version 1.32
- Fixed a few papyrus error messages.
- MCM menu perk toggles give the choice to add/remove perk points now.
- Updated VC Perk descriptions to include level requirements.
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Version 1.31
- Updated the prepackaged KMX Utilities Version, and used a new feature to optimize the alcohest perk implementation.
- Alcohest is now a food item.
- You can now salvage scrolls into arcane dust, proportional to the gold value and a charcoal per scroll.
- You can now mark signature scrolls, that restock after combat using the same mechanic as the Alcohest perk.
- Altered the transcribe mechanic to work on more scrolls.
- The "toggle loading screen" option is now a slider that adjusts loading screen frequency.
- Decreased the weight of charcoal to 0.1.
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Version 1.30
- Updated the modified SkyUILib script to prevent game freezes related to text input menus.
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Version 1.29
- Fixed a typo
- Updated Signature Arms Renaming to SkyUI 5.1 MCM input.
- Updated the enchantopedia to include the divine blessings enchantment.
- KMX Utilities is now be prepackaged with GUISE.
- Fixed an issue where potion cooldowns on player made potions could cause crashes.
- The Recluse perk has been replaced with Alcohest: Mark up to 5 signature potions. When you wait, you use alcohest to refill your signature potions back up to 4 doses, so long as you have at least one of that potion left.
- Alcohol now extracts into alcohest, which in turn extracts into fire powder.
- GUISE no longer uses a list of alcohol to determine if a potion is an alcohol or not. It now checks based if a potion "IsFood" and produces a "ITMPotionUse" sound when consumed. Which allows more interaction with mod added alcohols. But it may flag, for e
- The armored abilities hotkey now triggers a list menu, in preparation for the upcoming armored arts module.
- Armored abilities hotkey has been relocated to the Armored Arts menu. Which is currently a placeholder. Coming Soon!
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Version 1.28
- Blade oils will now display in the MCM menu.
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Version 1.27
- Fixed a flag on mine projectiles.
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Version 1.26
- Had to fix the overload perk, the creation kit randomized the ordering of my perk entries again T_T.
- Updated the modified SkyUILib Script to match the latest Grimy Utilities update, where you can use number keys 1-9 to select an entry in a list menu.
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Version 1.25
- You will want to remove the perk changed in this update then re-add them. Although any "bugs" caused if you fail to do this, can be corrected in the MCM menu after the fact. So no big deal if you forget.
- This update is a rebranding of Vile Concoctions. I'm baking the toxicity and cooldown mechanics into the perk tree.
- Recluse renamed to toxicity: Increase fortify potion duration by 30x. Potions increase toxicity, and the player starts with a maximum toxicity of 3.
- Hearty Thirst is now: Double the magnitude of restore potions, but potions are now subject to a base cooldown of 10 seconds.
- Natures Balm renamed to Recluse: 1.5x potion and poison brewing. Buying from apothecaries costs 5x more. +1 Maximum Toxicity. -25% Potion Cooldown.
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Version 1.24
- The overload perk now allows the player to "overload" player made enchantments, applying more effects at the cost of reduced enchantment magnitude. Similar to the watered down perk.
- The perfectionist perk has been renamed forbidden knowledge. In addition to existing effects, it lets the player learn effects from items that can normally not be disenchanted.
- Added the inventory hotkey ability to forget enchantments.
- The enchanter perk now increases vanilla enchantment power scaled to enchanting level.
- Removed the arcane crafting and transcribe hotkeys. Those options are still available in the combined hotkey menu.
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Version 1.23
- Fixed a typo where gastromancy gave you -10,000 health per player level. Whoops. lol.
- Suppressed an error message for global incrementing perks.
- Perfectionist and arcane inspiration perks should light up correctly now if you meet the requirements.
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Version 1.22
- Fixed some more smithing perk level requirements.
- The watered down menu now displays correctly.
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Version 1.21
- Change the watered down perk to work on a hotkey in the crafting menu, instead of through an MCM option.
- Fixed some perk descriptions in vile concoctions.
- Fixed an issue where certain perks would not undo their effects when refunded. This fix will not be retroactive.
- Alchemist perk renamed recluse. It now improves potion brewing by 1.5x but causes alchemists to charge you 3x as much.
- Hearty Thirst now decreases potion cooldowns by 25%. This perk will need to be removed and re-added for this to take effect.
- Fixed a bug where amplifier enchantments were invisible on item descriptions.
- Mithridization now increases poison resist by 50%. This perk will need to be removed and re-added for this to take effect.
- Some Single Actor Value magic effects will now stack with each other.
- Introduced a new combined GUISE inventory hotkey, available in the Signature Arms Menu.
- Swapped out some of the grenade meshes.
- Fixed a bug where armor ability upgrades and blade oils were invisible on item descriptions.
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Version 1.19
- Added the conversion of soul gems into magical explosive powder.
- You actually need the transcription perk to transcribe scrolls now.
- Fixed an issue where the alchemy extractor wasn't X experience when extracting X materials.
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Version 1.18
- Fixed an formatting issue with the enchanted loot menu.
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Version 1.17
- Default potion cooldown changed from 0s to 10s
- Toxicity engine enabled by default
- Identify spell will be added to the player the first time the MCM menu is loaded.
- Default sneak explosives mult set to 3.0x
- Default sneak scaling set to 200%
- Default grenade cooldown decreased to 10 seconds
- Added food magnitude and duration sliders
- Removed chaos and order perks. They weren't interesting enough. You may want to remove these perks before updating. They have been replaced with the tier 1 and tier 2 enchanter perks, which have been named Tinkerer and Warden.
- Misc and Epic perk requirements decreased by 10 levels.
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Version 1.16
- Fixed an issue where you were no longer getting arcane dust from salvaging player enchanted items.
- Fixed a typo in the upgrade kit menu.
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Version 1.15
- Engraving maces won't produce signature battleaxes anymore.
- The wood -> charcoal fix from 1.13 is now also applied to inventory hotkeys.
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Version 1.14
- The engrave and identify spells will now mark the player as the owner of the item.
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Version 1.13
- The "Smithing" perk has been fixed. It no longer requires you be exactly level 30 smithing to unlock.
- The "Smithing" perk now unlocks the ability to craft unidentified jewelry and robes from gems and silver/gold ingots.
- Dragon bones and scales can be used towards crafting unidentified weapons and armors now.
- Crafting of unidentified items will provide experience.
- Silver and gold ingots can no longer be used to craft unidentified weapons and armor.
- Updated pop-up menus to fancier skyuilib list menus.
- You can now rename your signature weapons and armor from the convenience of the Signature Arms Menu.
- GUISE will now use a custom variant of SkyUILib.
- Added option to inject Schematics instead of manuals.
- Grenades are crafted one at a time again, now that Grimy Utilities has a Craft X feature.
- Added explosives damage slider and doubled base damage for grenades and mines.
- Adding loading screen tips.
- Fixed an issue where firewood could not be salvaged into charcoal.
- Removed Signature Arms Weapon information, now that the same feature is implemented in Grimy Utility's inspect hotkey.
- Gastromancy has been optimized to use fewer condition functions. It gives +5 health every level now, instead of 50 every 10.
- Player made enchantments will transfer properly after engraving.
- Using the extractor on an ingredient now teaches you all the effects.
- Signature Armors are no longer chosen by armor weight keyword, which should fix the issue of not being able to engrave signature shields.
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Version 1.12
- This update applies the fix from version 1.10 to existing saves, not just new games.
- Added a 0.5 second delay to swap toggle, to insure it hits after the signature weapon textures are loaded.
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Version 1.11
- Changed default upgrade scaling from 100% to 200%.
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Version 1.10
- Forgot to attach a property in the Signature Arms MCM menu, which could prevent ability hotkeys from not re-registering when the player reloads his save.
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Version 1.9
- Added inventory hotkeys
- I'm removing 4 sliders from Vile Concoctions, moved them to SkyTweak
- Engraving weapons will work on crossbows properly now.
- Formally updating requiresments to SKSE 1.7.3, since SkyUI 5.0 did it and everyone will have 1.7.3 now.
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Version 1.8
- Decreasing the default salvage exp from 50 to 15.
- Weapons and armor will ALWAYS salvage for something, even if completely un-keyworded.
- Added descriptions to Vile Concoctions descriptions in the MCM menus.
- Fixed the name of the old salvage perk, since it got changed the last update.
- Arcane dust is now a "soul gem" that can be used to recharge weapons.
- Efficient filtering is now the watered down perk, instead of the just giving bonus potions.
- Added unidentified crossbows to loot lists.
- Enchanted Loot lists will no longer always give you the best tier unidentified items for your level.
- The "Extra Armor Slot" and "Extra Weapon Slot" perks have been expanded into "Arcane Armor Forge" and "Arcane Weapon Forge".
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Version 1.7
- Snapshot enchantment will no longer cause recoil on shots that aren't snapshot'd.
- Fur, Hide, Scaled, and Steel Plate armors will be salvageable.
- Pelts will be salvageable.
- Ammo can only provide 1 bar per 15 instead of 1 bar per ammo now.
- Items with the word "Wood" in the name can now be salvaged for charcoal.
- Schematics cost steel ingots instead of corundum.
- I want to edit higher level schematics to require gems as a material. Just as another gem sink.
- New slider for amount of resources per weight salvaged.
- Decreased the amount of resources per weight salvaged by 5x.
- Added new torchlight schematic.
- throw explosives hotkey will now prompt the user to select a new explosives type, if you are out of the current grenade type.
- Default extraction xp increased 5x.
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Version 1.6
- Fixed the GSA Loot Injector displays to show up instantly, instead of on a delay.
- Changed the Smithing perk to distribute vanilla smithing perks gradually as you level up.
- Salvaging can be done at any level now, and will provide experience.
- A slider for salvaging experience has been added.
- Upgrade manual price decreased from 250 to 100 gold.
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Version 1.5
- Unidentified armor and weapons cost a lot more now. 2 * old price + 200 specifically.
- removed the existing loot injectors and replaced them with 4 new scroll sliders. You will want to revert the old injectors before updating.
- I've had to make a fix to the implementation of attack speed enchantments.
- Rebalanced explosive dust. It's a lot more expensive to make explosives now.
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Version 1.4
- Fixed quickening enchantment
- Removed text in perk descriptions about loadout perks, now that they have been removed
- Salvaging and re-rolling enchanted loot items now costs/produces 10 or 20 dust, instead of 1 or 2 now. Dust costs 10 times less.
- You can now salvage soul gems into arcane dust, using the salvage perk from the smithing tree.
- The signature arms MCM menu will now display weapon charge information. Nice since Enchanted loot weapons have randomized weapon charges.
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Version 1.3
- Potions will be correctly refunded now, during potion cooldowns.
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Version 1.2
- Fix to make Enchanted Loot injector also inject unidentified weapons into weapon shops.
- Added a menu option to allow you to temper signature weapons. I previously disabled this because they are kind of powerful as is, and the name would just be obnoxiously long.
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Version 1.0
- Loadout perks for VC are gone. Most are still available as armor upgrades now.
- Minor fixes and tweaks for GELO
- Big rework of the explosives crafting system
- Removed a number of bug fixes that are now redundant with USKP
- Reformatted the vile concoctions MCM menu
- Toxicity engine and potion cooldown are disabled by default now
- Hotkey throw grenade script throws the desired explosive now, instead of always trying to throw grenades.
- The mine ore too list is handled by script now, and is no longer a possible compatibility/record conflict
- The Identify spell will treat "Signature Unidentified" items the same as "Unidentified" items.
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GUISE
Grimy's Unrealistic Immersionless Skill Expansion.
1st Place Skyrimmods - Smithing Competition
Description
GUISE is a skill expansion. That is, it adds new features without removing vanilla features.
GUISE does replace the perk tree though. This perk tree is optional.
Brief Feature Overview
See the articles page for more details on each of skill modules.
Enchanted Loot
The Enchanted Loot module adds Diablo style loot to the game along with over 100 new enchantments.
It works by rerolling generic enchanted items. If you find say, "Iron Sword of Flames", you can attempt to reroll the enchantment into a diablo style enchantment.
Detailed Info Article
Enchantopedia
Signature Arms
The Signature Arms module improves weapon upgrading to offer a slot based upgrade system, instead of simple tempering.
You mark your weapons/armor as signature items, and then apply upgrades to these signature items.
Signature Arms also makes leveling more interesting.
You can gain experience for salvaging armors, weapons, and a number of other materials.
You can also craft unidentified items for the Enchanted Loot module, that way you actually have a chance to craft something new every time.
Detailed Info Article
Vile Concoctions
Vile Concoctions is a "Battle Alchemy" expansion that adds new game mechanics to make Alchemy more engaging.
It features explosive grenades, mines, arrows, and optional toxicity/potion cooldown systems.
Detailed Info Article
Spell Weaver
Spell Weaver is an expansion to the Alteration tree.
It introduces 5 new perks that give the player the ability to craft spells.
Demo Video
Crafting spells consumes Aetherial Ink, which is acquired by salvaging spell tomes.
Requirements
SkyUI 5.1+
SKSE 1.7.3+*
Dawnguard
Dragonborn
Compatibility issues are basically non-existent, so no real need for patches. See article for more detailed information.
SkyTweak is highly recommended for balance
Menu based hotkeys may not work for mods in your 127th mod slot or higher.
If that is the case, it is because your SKSE is either installed incorrectly or outdated.
Grimy's Unrealistic Immersionless Skill Expansion.
1st Place Skyrimmods - Smithing Competition
Description
GUISE is a skill expansion. That is, it adds new features without removing vanilla features.
GUISE does replace the perk tree though. This perk tree is optional.
Brief Feature Overview
See the articles page for more details on each of skill modules.
Enchanted Loot
The Enchanted Loot module adds Diablo style loot to the game along with over 100 new enchantments.
It works by rerolling generic enchanted items. If you find say, "Iron Sword of Flames", you can attempt to reroll the enchantment into a diablo style enchantment.
Detailed Info Article
Enchantopedia
Signature Arms
The Signature Arms module improves weapon upgrading to offer a slot based upgrade system, instead of simple tempering.
You mark your weapons/armor as signature items, and then apply upgrades to these signature items.
Signature Arms also makes leveling more interesting.
You can gain experience for salvaging armors, weapons, and a number of other materials.
You can also craft unidentified items for the Enchanted Loot module, that way you actually have a chance to craft something new every time.
Detailed Info Article
Vile Concoctions
Vile Concoctions is a "Battle Alchemy" expansion that adds new game mechanics to make Alchemy more engaging.
It features explosive grenades, mines, arrows, and optional toxicity/potion cooldown systems.
Detailed Info Article
Spoiler:
Show
Spell Weaver
Spell Weaver is an expansion to the Alteration tree.
It introduces 5 new perks that give the player the ability to craft spells.
Demo Video
Crafting spells consumes Aetherial Ink, which is acquired by salvaging spell tomes.
Requirements
SkyUI 5.1+
SKSE 1.7.3+*
Dawnguard
Dragonborn
Compatibility issues are basically non-existent, so no real need for patches. See article for more detailed information.
SkyTweak is highly recommended for balance
Menu based hotkeys may not work for mods in your 127th mod slot or higher.
If that is the case, it is because your SKSE is either installed incorrectly or outdated.