Skyrim Special Edition

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ChocolateNoodle

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chocolatenoodle

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This is a collection of small files I made for myself to finish balancing my game where other mods don't. I like a lot of mods that make Skyrim fun & balanced, rewarding, and more interesting. If you're wondering what I mean, here's a short list of mods that I consider "cornerstone":
If you run a similar modlist, these plugins might be for you.

Plugins List

Weapon AF
This adjusts weapons in Skyrim for better scaling and variety between weapons. Here's a rundown:
Spoiler:  
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Weapons scaling now goes Dwarven < Elven < Orcish (to match armor scaling) - this includes leveled lists!
Dwarven Weapons now also gain +25% from Ancient Knowledge (except Crossbows)

All Greatswords now swing at 0.8 speed instead of 0.75 (better consistency)
Elven weapons are now lighter than Iron, also 10% faster attack speed
Glass weapons are now slightly heavier than Elven, 10% faster attack speed
Daedric weapons now weigh the same as Ebony, have the same damage & value as (vanilla) Dragonbone
Dragonbone weapons now have (vanilla) Daedric gold value, 10% slower attack speed

Anything from USSEP or WAFR has been forwarded in the changes (keywords will do nothing until WAFR is ported)
This means weapon types will now properly follow Smithing perk progression, there's now some correlation between weight & attack speed, and Daedric once again takes its rightful place as the king of TES weapons & armor. Dragonbone is still awesome, just not the best. Elven & Glass weapons might also be a little quieter for stealth. In a future update, I'd like Daedric equipment to receive more powerful enchantments to emulate Morrowind.
MLU USERS: load above MLU, no patch necessary. Weapon AF was designed to accompany MLU in the absence of WAFR for SSE.



Perky Races - Vokrii, Hand to Hand, Aetherius
A race and perk add-on that requires VokriiVokrii - Hand to Hand and Security AddOn, and Aetherius.
Grants tree perks to each race, such as Augmented Flames to Dunmer, Silent Roll to Khajiit, and Speak with Animals to Bosmer. A new or existing character will see those perks already allocated and functioning in-game. Some races get two or three, but most races have a penalty such as 25% Magic Weakness for Altmer or 4% slower Sneak XP for Orcs.
Skills learn faster instead of having flat bonuses, +8% instead of +10 and +4% instead of +5, for the same skills in Aetherius.
Subtle differences to starting Magicka, Health, and Stamina and racial heights, such as shorter Bosmer and taller Nords.
Readme with full details included.

Perked Races is done! Every race starts with 3-5 Tree Perks, and old Racial effects are much more subtle.


Mental Elemental Spells
My first attempt at a Spell balance mod, nerfs the Elemental Flare, Bolt, Burst, and Blast spells from the Arcane Accessories Creation to something I feel is more appropriate (they were silly). Should now go something like this:
No Destruction Perks for any single Element: these spells will be slightly better than any single-element Destruction spell
At least one Perk for a single Element: these spells will be worse than spells of that element, but still better than the others
Perks for two or three different elements: these spells will be better than any single-elements
Also sets each damage component to be properly affected by Resists and Perks separately.
No other changes for now, may touch on the other CC spells later. I'm not sure how it plays with Perk mods, but shouldn't work any differently from how those spells already did.



Better Reanimate and Illusion spells

If you are as god damn sick of reading that "Blahblah is too powerful for [insert spell you wish you could fucking use]" message as I am, this plugin is for you. Level limits are 50% higher and mana costs have been doubled. I've been playing this with Path of Sorcery and it's so much more fun. You can actually Raise or Fury important targets now! Compatible with Perk Mods, Apocalypse, and anything that doesn't edit the same vanilla spells.
I highly recommend Simple Magic Rebalance to make magicka stats more important


Economy Tweaks

Much higher prices and lower sales, richer merchants, and Khajiit Caravans buy stolen goods. The global settings fBarterMax and fBarterMin are both raised by 50%. This has a massive impact on your accumulation of wealth and need to invest in Speech perks if you want good prices. I've tried different values and feel like +50% is healthy. All merchants have double gold, which is for both convenience and consistency with the higher prices you'll see. Investor Perk gold is also doubled, from 1000 to 2000. These same merchant gold changes can be found on Rich Skyrim Merchants. Khajiits buying Stolen Goods lets you keep avoiding the Thieves Guild.
This is designed to compensate for the absence of the Oldrim mods Trade and Barter and Scarcity.


125 Skillcaps and 0.5x Leveling Speed
(requires Skyrim Skill Uncapper)

Simply slows leveling by 50% and raises skill caps & formulas from 100 to 125. Great alternative to the stupid "Legendary Skills" mechanic. Leveling-up requires the same amount of skill-ups, they just take twice as long. Caps at 125 because it's disappointing to finally learn your Master Perks or Spells, only to not want to use that skill anymore since it can't level you. This also means more total Perk Points by max level. Skill formulas set to 125 means, even with Fortify effects, if a skill would exceed 125 then Skyrim will only read it as 125. I recommend ESO Skyshards and Ish's Souls to Perks for alternative Perk sources.
I tried 75% for a while but went back to 50%. I find this ratio of content-to-leveling much more satisfying in an unleveled game like with MLU (and I've been testing unleveled Skyrim for a long time).
If you'd like different values, just open Data\Plugins\SkyrimUncapper.ini and edit as you see fit.


Dwarven Metal Ratios

Adjusts the weight and smelting recipes of Dwarven Metal clutter to make their weight-to-ingot ratio all about the same (1 ingot per 2 pounds). Solid Dwemer Metals now have the best ratio by a small margin, Large Decorative Dwemer Struts the worst by a small margin, and the rest are all exactly 1 Ingot per 2 Skyrim weight units. Works perfectly alongside Ars Metallica or CCOR, load after WACCF if you have it.
Now allows Ancient Knowledge as an alternative requirement to the Smithing Perk for breakdown recipes.
This greatly simplifies inventory management when farming for Dwarven Metal
Total ingots per dungeon I kept as close as possible to Vanilla but will be slightly inflated


Harvest Overhaul reduction
Requires Harvest Overhaul (both creatures & plants), this cuts down on harvest inflation. For example, a plant might guarantee you at least 2 ingredients, but up to 5. With this plugin, the chance of those extra 3 is cut in half. Some ingredients were affected less and many not at all. I avoided diminishing anything that I felt was not problematic, such as rare ingredients.
I actually ended up just uninstalling Harvest Overhaul, personally, because experience gain and gold values in Skyrim and even Ordinator are balanced around Vanilla numbers. I'll still leave this file up.


Material Enchanting Bonuses
You know how Stalhrim gets a 25% bonus to Frost enchantments? Remember in Morrowind how better equipment could store better enchantments? Well, here's something nice for Skyrim's other sweet gear. Elven, Dwarven, Glass, Ebony, and Dragon receive 10% better enchantments of any kind. Daedric equipment receives 15% better enchantments.
This plugin is unnecessary with MorrowLoot Ultimate v2.0 or above because it implements the same in its own way. They do stack, if you'd like.
Readme
Spoiler:  
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  • Works on items from mods, should be compatible with everything, CCOR is only known conflict (optional file included in installer)
  • CCOR nerfs Stalhrim bonus to 10% by default (WHYYY, Krypt??), if you had CCOR pre-installed you should use its MCM to turn that back to 25%
  • This mod adds its effects to the DLC2StalhrimEnchanting perk, which isn't added to the player until Dragonborn initializes (when the cultists talk to you, I believe). If you're not seeing the bonus, use the console command "player.addperk 04026233" to add it manually.


Recommended Mods

Everything already mentioned plus my own mods:


Skyrim Alchemy Fixed
- Ends potion spamming, Fixes Fortify Crafting Exploits, and rebalances effects. Potions restore over 5.
Simple Soul Gem Crafting - So small I should take it down & post it here, this mod adds Soul Gem crafting in a simple and balanced manner.
Perked Races - Instead of Racial Powers, they start with Perks from the Skill Trees! Also replaces flat Skill Bonuses with % increased XP and tweaks starting Attributes and Resists. It's the successor to Subtle but Classless.