Skyrim
0 of 0

File information

Last updated

Original upload

Created by

PerilousGard

Uploaded by

PerilousGard

Virus scan

Safe to use

About this mod

Tired of reloading because of multiple followers getting into fights with each other? Guards won't talk and keep attacking even with your weapons sheathed after you hit them accidentally? Just need everyone to calm down for five freakin' seconds? Give them the Chill Pill.

Permissions and credits
The Skyrim Special Edition Version is now available here.

This mod adds the Chill Pill spell to your game, accessible through console commands (or mods like AddItemMenu).  It's basically an overpowered, novice-level Harmony spell that lasts 5 seconds, doesn't cause a huge explosion, and works on absolutely anything that isn't over level 1000 (if you've got something like that, you're on your own).  You can use it as either a lesser power (i.e. a power that can be used unlimited times per day) or a normal, one-hand-cast spell.  You don't need any perks to make it work - it'll work on undead, daedra, and automatons without Master of the Mind, it costs no magicka, and doesn't actually raise your Illusion skill at all.

I mainly made this mod for myself, because I like having multiple/modded followers but Serana's explosions kept causing fights that were impossible to break up without reloading.  And, if I accidentally shot a guard while trying to kill a dragon, the guards often seemed very unhappy with the concept of sheathing their weapons and letting me just pay off my bounty already.  This spell gets everyone to calm down long enough to start being reasonable again.  I figured that I'd make it available in case other people think my little solution to that will be helpful.

It now comes with an optional, even more ridiculous version that includes a mass paralysis effect called "Naptime", for those moments when you want to see everyone in Solitude flop over en masse.  Or if you just want your followers to sit down and think about what they've done for a few seconds.  In this version, the calm effect is extended to 10 seconds so you still have an opportunity to talk to guards/etc. after they get to their feet again, before the effect wears off.

I take no credit for this idea; I got the concept from a random comment on the internet, which I then lost track of, so I can't credit it at the moment.


Version 1.1
- Now comes in two flavors: the original Chill Pill, or an optional file with the Naptime spell included.
- The NPCs will no longer complain when you hit them with either spell.

Version 1.0
- Introducing: The Chill Pill.  Calm everything and everyone down for five seconds.


Can't this be used to cheat?
Sure.  If you use it to cheat your way through the game, that's up to you; I just provide the means.  I just figured that a person should be able to make their followers stop fighting regardless of level, Illusion mastery, type of follower, or current amount of magicka.  They shouldn't be fighting in the first place.

Help!  How do you get this through the console?  I barely/never use the thing.
Press the ~ key (by default) to bring up the console.  Type:

help "chill pill"

This should bring up something that looks like the following list:

MGEF: (XXXXXXXX) 'Chill Pill'
BOOK: (XXXXXXXX) 'Spell Tome: Chill Pill'
BOOK: (XXXXXXXX) 'Spell Tome: Chill Pill P'
SPEL: (XXXXXXXX) 'Chill Pill'
SPEL: (XXXXXXXX) 'Chill Pill Power'

You need the XXXXXXXX value - the one in the parentheses - corresponding to the thing you want,, which in this case will be either a BOOK (to get the spell tome) or SPEL (to give your character a spell or power directly).

To add a spell or power directly, pick one of the values n the parentheses following 'SPEL', which will be a mix of letters and numbers.  Now, take your selected value and type the following into the console, substituting that value for the X's:

player.addspell XXXXXXXX

Or give your player the spell tome using the following command ("Spell Tome: Chill Pill" for the one-handed spell, "Spell Tome: Chill Pill P" for the power):

player.additem XXXXXXXX 1

If you used the "additem" commands, then just look in your inventory to find the spell tomes, use them, and you're good to go.  For the Naptime spell and power, type "help naptime" and then use the associated codes to get the spell the same way you got the original version.

Or just use AddItemMenu to grab the spell tomes or something.

Console commands or item-adding mods are annoying and immersion-breaking.  Why not make the spell available in the game without those?
As far as I can tell, messing with that sort of thing is a great way to cause the ever-dreaded Mod Conflicts.  And I'm lazy as all get-out so nope, not going to bother with figuring out how to get NPCs to sell the spell tomes or put them in a(n) (in)convenient place for the player to pick up.  Especially since alternate start mods lower the relative convenience of the usual spots, anyway.  Maybe one day I'll find myself bored enough to figure out how to add the spell tomes to the world more immersively  - or at least with less console-fu - but today is not that day, and tomorrow probably won't be either.

If you don't want to make this mod more immersive/less overpowered/less obviously-made-by-an-amateur, then I will!  Or maybe I just want to use your mod for another reason.  Can I?
Sure.  If it's a relatively minor modification and you'd like me to upload it as an alternate version, then send me a message and I'll upload your version alongside mine and credit your work.  If you want to use this mod for any other purpose - make a new, fancier mod out of it, use it in a Skyrim playthrough on Youtube, put it in a modpack, anything like that - then go right ahead with that too.  But let me know where to find it, yeah?  And credit me because my ego could use the stroking.

Every mod has compatibility issues sometimes.  What sort of mods might not play nicely with this one?
Any mod that edits all spells - base cost, magnitude, duration, etc. - might make this spell not have quite the advertised effects.  That's not to say it won't work with them; but I can't guarantee it won't, say, last 10 seconds instead of 5 or something.

I found a bug while using this mod!
Are... are you sure?  If you can use the normal Harmony spell and normal vanilla powers in your version of Skyrim, and this mod is installed correctly, then I don't think it should cause any problems.  But, to be honest, I'm no expert at this, and I really don't know Creation Kit that well; so feel free to tell me what the problem is, but I can't guarantee I'll be able to fix it.

This is quite the long F.A.Q. for someone who literally just published a mod for the first time and doesn't actually have anybody asking questions.
You've read quite far in this F.A.Q. for someone who is looking at a just-published mod.  Have some virtual cookies and tea, you deserve it.


Credit goes to the citizens of Solitude, who I threw into complete chaos multiple times while testing this mod, as well as the Whiterun guards who were repeatedly set upon by draugr, vampires, and dwarven spheres, as well as getting punched repeatedly in the face, also in the name of testing this mod.