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About this mod
Cold survival, needs, food spoilage, camping, backpacks, better animal loot, vampire overhaul, werewolf disease and hunger, spell mastery, skill books, wenches, courtesans. Firewood gathering, alchemy, archery, combat overhaul with animations, refined weapon meshes, shrines don't cure diseases, witchhunter spells and prayers, and more!
- Requirements
- Permissions and credits
- Changelogs
- Donations
I've researched, compiled, tested and tweaked for interactions and bugs, conformed to USLEEP, and am now sharing what I made for my personal use in Skyrim Legendary Edition.
What is it? It's a carefully merged and rebalanced collection of mods that bring several survival and immersion gameplay aspects to Skyrim.
This is like a merge between my Skyrim SE mods Nirnfeel Immersion Overhaul Survival Needs Spell Learning and More and DynaMo Dynamic Movement Collection DAR OAR ESPFE, except I sourced Legendary Edition mods and built the mod in LE instead of backporting my SE work.
Plus, I took inspiration from mods like Hunterborn and Orion's Calling to add several more features, such as archery changes, backpacks, alchemy requirements, better pelt and animal part pricing, death items to mammoths and trolls, as well as recipes to tan mammoth hides and troll hide into leather.
The point here is having gameplay changes similar to mods like Hunterborn, Archery Gameplay Overhaul, Frostfall, Campfire, Realistic Needs and Diseases (included), as well as overhauling the way you play with alchemy, magic, as a vampire or werewolf, and completely changing combat.
This mod gives you a much richer gameplay experience, but be aware that it also makes the game harder. Play on Adept, vanilla difficulty changes suck anyway.
User testimonies:
"Nirnfeel gives you anxiety" - unsatisfied user comment
"it's peak, and a breath of fresh air for some of us in LE, and it's kind of the best survival module out there." - satisfied user comment
Yes. It is complex, frustrating at times, requires a thorough attention from both the seasoned Skyrim player and the new player.
If you're looking for a simple playthrough, this is not your mod. If however you enjoy a challenge and thrive on overcoming adversity through practice, experimentation and constant progression, you'll possibly come to love it as I do. I would argue that Nirnfeel DynaMo is more forgiving than Requiem or YASH, but it is much more challenging than vanilla. Gameplay is also very distinct from vanilla, even if at first it seems similar.
Changelog:
- NEW! Patch for Beyond Skyrim: Bruma (available from Optional Downloads)
- adds RND food, drink, alcohol and spoilage effects to BS Bruma food and beverages
- adds meat to relevant animal death items list
- adds and/or changes some ingestibles sounds
- rebalances pelt prices to conform with Nirnfeel
- adds "warming" keyword to the oven reference specific to BS Bruma
Version 1.1 of Bruma patch adds support for choppable trees to most or all Bruma trees (I think I got them all, but there's many variations so I might have missed a couple)
Nirnfeel DynaMo UPDATE FILE ONLY version 2.01 - Requires main file version 2.0!
- Added weight of lockpicks of 0.01 per lockpick. Combine with my Gleanerborn mod so you can craft lockpicks out of iron ingots.
Nirnfeel DynaMo Version 2.0 (recommended new game):
- added weight to gold septims. Each coin now weighs 0.001. 1000 gold coins weigh 1.0.
- added a currency exchange system, that allows you to acquire different Credit Notes (ancestors to the bill), exchange septims for gold ingots and more. Exchanging for notes or ingots has its own included cost, namely 100 septims for the 1000 note, or 20 septims for a gold ingot. Gold ingot value has been changed to 200 septims.
Besides the general store merchants being able to exchange currency, you will find new currency exchangers in Solitude, Windhelm and Markarth.
This is for the sake of immersion and added gameplay restrictions. you now have a reason to actually store your 100K septims instead of lugging them around, since they now add to your inventory weight. Of course you can just dump the cash into Lydia's inventory, but she will then be unable to carry your other burdens...
- Version 2.0 also implements
- an improved model for the Blade of Woe, and
- an almost full retexture to the world of Skyrim (excepting trees, grass and flora, which are covered by my mod Mojo Mari Mega Flora Mana Vault Overhaul, creatures and animals covered by Bikiniborn EX, sky and lighting or ambient-related textures covered by WeReLight ReDeLuxe).
- added improved mesh and texture replacers to all vanilla staves
- added improved meshes and textures to:
- All the regular skeletons.
- All the static skeletons such as the ones laying in nordic ruins and the bone piles inside pillars and such.
- All the skulls.
- All the bloody bones.
- Armored skeletons.
- Soulcairn skeletons (I added a few animated effects to them inside their nifs to hopefully make them a tiny bit less boring looking).
- Necro skeletons (the dark ones with red eye sockets).
- Hearthfire home trophies (the skeleton archer and the troll with a skull and femur in his hands).
- Loading screens (the skeleton archer, the troll with a skull and femur in his hands and the skull sitting on a scroll next to coin bags).
- Pelagius Hipbone.
- Bandit poles.
- Evil RockCairns.
- Miraak's skeleton form once he's killed
About included textures: All textures are performance-grade, meaning they are 1K and compressed where necessary and possible, except for ARMOR textures, which are 2K, also optimised.
Skyforge weapons are vanilla-shaped with unique textures, thanks to aMidianborn's Skyforge Steel Weapons.
Recommended: Use Rustic Clothing, placing it above Nirnfeel so Nirnfeel loads after, so you can cover the remaining textures. Use Frankly HD Dawnguard and other Frank Family textures to cover some clothing not approached by Nirnfeel (basically Dawnguard DLC stuff). Always load these mods BEFORE Nirnfeel so they don't overwrite its textures. Falmer textures are already covered by Bikiniborn EX.
I HIGHLY Recommend you use Enhanced textures detail (UV-tweaks) at Skyrim Nexus - Mods and Community WITHOUT its textures but with their improved meshes.
Q.: But I don't want these, I use my own texture pack selection!
A.: Load it after Nirnfeel DynaMo then, if you feel confident in your modded files managing in folders, go ahead and delete my integrated textures. I won't give support to this action though. The purpose of including these is, first, they're incredible and the ones I always use. Having aMidianborn opened perms, of course I will want to include all of these, properly selected by me and optimised where needed, so everything can be easily installed with one mod only.
- version 1.98-RC:
- removed time limit on use of woodchopping blocks
- several small tweaks
- Version 1.97-RC:
- added universal effects clearer starter spells, these remove unwanted effects from player and NPC (this is for fixing visual glitches if necessary, it's not really a gameplay feature. I chose to implement in this mod though, because Nirnfeel is meant to be a basis for any playthrough);
- added a craftable leather trimming knife, only accessible after the player reaches a certain level in smithing and archery (I chose archery because it correlates with hunting, and this is supposed to be a hunter's tool). This knife is not upgradeable, but will open a tanning rack crafting menu if you long-press activate when unequipping it;
- rebalanced some recipes, including scrolls of Nirnskip, Traveler's Tent and Tinderboxes;
- added missing recipes for Charred Meat from some meats that didn't have them before, such as horker meat, chicken breast, pheasant breast and rabbit leg;
- revised Predator's Furs upgrade path. Right now you have Novice, Apprentice, Adept, Expert and Master Predator's Furs, attainable through hunting different pelts (more challenging as you go);
- tweaked woodchopping restrictions;
- several tweaks.
- Version 1.96:
- added a Scroll of Nirnskip to player inventory (available from the start of the game). When the player uses the scroll, they will be teleported to a random location. can be vanilla or from a mod, can be a hostile or friendly location, if it's a location that is still locked, you'll need to start over, 'cos guess what, you're irrevocably stuck - unless you coc to another cell, but that wouldn't be the point of this feature now, would it?.
This is implemented as a sort of 'rogue' or 'random' start, no matter if you play the vanilla intro or an alternate start mod (might be incompatible with mods that remove your start items, so beware). You're not forced to use it, you can keep it until you have the ability and materials to craft your own scrolls at a tanning rack (it might be a while and it's not exactly easy, since this is a bit overpowered, as you can flee from any battle with these, of course there's no telling where you'll end up). This feature is inspired by Random Alternate Start, but gives you the possibility of "starting" anew anytime. My advise, save before using it;
- added lore-friendly thalmor dossiers about several prominent Skyrim inhabitants. Just a bit of immersion, but it seems very interesting to me in terms of adding richness to the game, so yeah;
- the player now has the chance to have dreams whenever they sleep. Some dreams give you buffs, others just the dream description. Even if you're not playing the dragonborn, your dreams will somehow haunt you;
- visual overhaul to rowboats and respective oars (not the misc item, but the oars included in the rowboats). Because I use Bikiniborn EX, which has real sailable ships, and wanted my summonable rowboat to look better;
- okay this feature can actually be very OP, but... it can also be extremely punishing: your movement speed and jump height will increase or decrease, depending on your level, your stamina amount, your total carryweight versus used carryweight, and is affected by enchants or potions that make changes to these. I'm at level 50 with a relatively comfortable stamina pool (250), and my character moves very nimbly, but at lower levels or with a smaller stamina pool, you'll be slow, especially if you're carrying a lot of weight around. Different races will have different edge in terms of their ability to run and jump higher. Here is a quick breakdown:
Jumping height = (70 + Level + JumpMod + (Stamina * 0.25) - (Weight * 0.1) - (InventoryWeight * 0.2) + (FortifyCarry * 0.2))
Speed multiplier = (90 + Level + SpeedMod + (Stamina * 0.25) - (Weight * 0.1) - (InventoryWeight * 0.2) + (FortifyCarry * 0.2)))
JumpMod and SpeedMod are modifiers, the values depend on your race.
Khajiit: JumpMod = 20, SpeedMod = 20
Nord: JumpMod = 0, SpeedMod = 5
Argonian: JumpMod = 0, SpeedMod = 15
Breton: JumpMod = -5, SpeedMod = 0
Imperial: JumpMod = 0, SpeedMod = 0
HighElf: JumpMod = -10, SpeedMod = -5
WoodElf: JumpMod = 15, SpeedMod = 0
DarkElf: JumpMod = 0, SpeedMod = 0
Orc: JumpMod = 0, SpeedMod = 5
Redguard: JumpMod = 5, SpeedMod = 10
Vampire Races receive a boost of 25 to each modifier. If you use a custom race and become a Vampire, you should still receive a boost since the script also checks if you are in the Vampire faction (untested).
- Sybile Stentor sells a UNIQUE, very expensive spell tome now (this is INCOMPATIBLE with mods that make changes to her specific merchant container). This spell tome gives you a lesser power that will allow you to lie down and sleep, meditate or sit anywhere. Sitting accelerates your stamina regen, meditating accelerates your magicka regen, and sleeping, well, allows to rest so you can mitigate debuffs from tiredness anywhere. Considering that Nirnfeel punishes you for not sleeping, I took a step back from making this ability available as a start power, since it would partially break the hardships of Nirnfeel. You can still get a disease from sleeping on the floor, or severe hypothermia if you sleep out in the cold or rain though;
- Rainmaker gameplay: thanks to sarrai's permission grant to integrate this mod into my own mods, Rainmaker is now a part of Nirnfeel DynaMo! Pray for rain, gain experience as a rainmaker and perks for doing it. Considering that you get debuffs for being soaked, you will need to balance things out for yourself, but there are multiple blessings from bringing the rain to Skyrim. For a full breakdown of what this new feature does, please refer to sarrai's mod page (which looks great by the way): Rainmaker - For Pluviophiles in Skyrim at Skyrim Nexus - Mods and Community
- Version 1.95:
- firewood overhaul: now instead of having infinite firewood from chopping block, you only get 2 free firewood pieces each time you use it (I tried to have the woodchop block not give you any, but the game's minimum yield is 1 firewood, and setting it at zero gives me 2 each time, so...), plus the block is now a crafting station where you can either chop logs if you have a woodcutter axe, or an iron battleaxe or a steel battleaxe, or you can convert Hearthfire sawn logs into firewood if you have a saw in your inventory.
Please be aware that the crafting menu is only accessible while the woodcutting animation is playing.
To harvest lumber from a tree, approach it until you see a message stating "haverst pine tree" or "harvest dead tree", you get a message stating you need a woodcutter axe independently if you have one or not, but you're able to harvest the log either way - I wasn't able to correct this.
Compatibility notes:
IF you have ANY mod that changes tree records in ANY way, it'll mess up the lumber log harvesting. This means you NEED to place NIRNFEEL DYNAMO CLASSIC as LOW as possible, followed by nothing that makes these changes. Please also be aware that those tree record-altering mods will not have any effect when you do this. IF you are unable to harvest logs from trees, firewood will become much more of a nuisance to obtain, but you can purchase logs from general store merchants - and you can still buy firewood as before, as well as buy sawn logs from a lumber mill. This last feature is locked until you purchase your first land to build your Hearthfire home, or if you have my mod Gleanerborn installed and running below Nirnfeel DynaMo.
My whole-hearted advice, if you want to use this wood overhaul I made immersively, is that you only replace tree meshes and textures WITHOUT having to change anything in their records. I believe adding more trees shouldn't be an issue, again as long as there are no changes to the existing records.
I'm including a patch for Enhanced Vanilla Trees, which is what I use. If you use EVT, you can have it load after Nirnfeel DynaMo Classic as long as you install this patch and place it as low in your load order as possible.
I might make a patch for another tree record-altering mod, as long as it loads in my game and is extremely popular. Sorry, I won't do it for every tree mod out there.
- usable lanterns: they're relatively scarce at the beginning of the game, but if you manage to get your hands on a clutter lantern, you'll no longer need torches, as the lantern's light is infinite (I might rebalance this in an update, by either assigning it some sort of timed degradation similar to torches but longer, or by making it heavier).
- draugr and skeletons have a chance to infect you with Brainrot: this is meant to make draugr and skeletons more dangerous for the player. The disease overhaul I have implemented in Nirnfeel has Brain Rot as the the disease with worse longterm effects (not entirely sure, but I think it can be deadly). And to me at least, this makes sense. Otherwise, they stop being challenging from a certain point on. Of course, you can find an amulet of disease resistance or become either a vamp or a wolfie, but this brings a bit more challenge and immersion. As a counter-balance, I have implemented a Concoction of Disease Resistance recipe, accessible when you reach level 30 in Alchemy, craftable at a cookpot from Potions of Cure Disease, Cure Poison, Troll Claws, Frostbite Venom. These Concoctions give you 50% chance to resist any disease for 120 seconds (yes, they're kind of like momentary prevention for scuffles, not vaccines);
- meat pie satiates: I overlooked this before, but since Nirnfeel DynaMo requires USLEEP anyway, I thought it would be best to integrate it;
- rebalanced Gale's stats: Gale had an issue with her levelling and offsets that I addressed, where she wouldn't level with the player in fact;
- removed essential flag from some basic wenches: there were a couple of basic wenches who were set essential. I might have done it when I made them possibly recruitable, but I'm changing it, since they aren't really supposed to leave the inn anyway;
- I have possibly made a couple more tweaks, but can't recall them right now.
- Version 1.94:
- rebalanced satchels and backpacks;
- added the possibility of getting infected by werewolf attacks;
- several small tweaks.
- Version 1.93:
- added three recipes for wearable satchels, one for alchemical ingredients, another for smithing materials and one for any item. All craftable at Skyforge except the alchemy one, which you can craft at any tanning rack. Recipes have been rebalanced, as these satchels are more adequate for mid/late game (as containers, only the Alchemy one has a weight limit, the other two have infinite carryweight).
- Changed the regular Wanderer's Backpack to be droppable and usable as a container as well, changed its weight and recipe to rebalance it, as it is more adequate to mid to late game. It is now only craftable at the Skyforge in Whiterun.
- corrected the Wooden Container of Empty Bottles recipe, it is now properly obtainable at a tanning rack.
- Version 1.92:
- added several cats that can become your pets, with their own feeding and other stats.
- added the possibility to claim unowned horses by buying, finding or crafting a rope.
https://www.nexusmods.com/skyrim/mods/108173
https://www.nexusmods.com/skyrim/mods/104070
Darkfox's statement about his mods, before he left the Nexus:
" No Further Updates
Thank you to everyone who has downloaded and enjoyed my mods over the years. It's amazing to see so many people enjoying the content I create.
I no longer intend to provide updates to any of my existing mods and focus some time on new projects. I will be keeping the bug reports tab available for reporting issues and offering solutions to anyone else that may encounter similar issues.
Here and there, you may find me replying to some comments but certainly not all.
You are free to create alternative versions of my mods, patches or translations so long as I and others included in the original mod's development are clearly credited for their work."
- Version 1.91:
- Several consistency fixes.
- Version 1.9:
- adds craftable two craftable backpacks (Wanderer's Backpacks backported, downscaled to 1K textures and rebalanced by me - they weight 5 weight and add 70 carryweight, in line with Bikiniborn EX woodframe backpacks Wanderer's Backpacks at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) by Remiros)
- changes made to archery gameplay built from Complete Archery Overhaul at Skyrim Nexus - Mods and Community (nexusmods.com) by Horrible Andy, rebalanced though, plus several recipes for bundles of fletchings added
- Disabled aim assist.
- Dead Arm at zero stamina (Camera and controller shakes if a drawn bow is held when Stamina is zero).
- Arrows/Bolts cause bleeding damage to NPCs .
- Drawn Bows now drain stamina.
- Bows/Crossbows now require a Bow String. They can be crafted, bought or found throughout Skyrim.
- Arrows/Bolts now require x6/x3 Bundle of Fletchings. They can be bought or found throughout Skyrim.
- A bundle of Arrows/Bolts is now 24/12.
- Added Steel/Dwarven Arrows of Fire/Frost/Shock to the Forge since their Bolts counterparts are in the game.
- Chance to pin limbs on critical hit.
- Up to 15 Arrow/Bolts can be seen on a body.
- Increased the number of stray Projectiles allowed in a Cell to 50.
- Craftable Hunting Bow added to Iron section of Forge.
- Craftable Imperial Bow added to Imperial section of Forge.
- Crossbows/Bolts can now be crafted at any Forge, provided you have the pre-requisite DG requirements.
- Arrows/Bolts fly flatter.
- NPCs use ammo.
- Bound Bow Spell Tome appears in Leveled Lists.
- Added Apprentice level Spell 'Ethereal Bow'. It is a lower level Bound Bow (vanilla BB stats). Added to Leveled Lists so it can be bought from merchants who sell Apprentice level Spells.
- Removed the Skyrim Sidestep.
- Fixed the bug with the follower Hunting Bow. By default, all followers used their Hunting Bow rather than the Bow you give them, even if you removed the bow from their inventory. Followers will also no longer pull a Hunting Bow out of thin air if they have no Bow in their inventory.
- adds 9 courtesan NPC to capital hold taverns, who will help you relax for a price. They give you a Lover's Comfort buff for 8 in-game hours. They wear Nocturnal Robes. This is an integration of Horrible Andy's Angels of Skyrim at Skyrim Nexus - Mods and Community (nexusmods.com) , with an integrated Botox Patch so they look easier on the eyes Botox for Skyrim at Skyrim Nexus - Mods and Community (nexusmods.com)
- adds the need to acquire an Wooden Empty Bottle Container in order to be able to use Alchemy Tables. This can easily be crafted at a Tanning Rack (Bottles Required at Skyrim Nexus - Mods and Community (nexusmods.com) by Horrible Andy)
In order to access an alchemy workbench, you will need to have a Wooden Container of Empty Bottles in your inventory. If you try to activate a workbench without one in your inventory, a notification will be displayed telling you that you need empty bottles and the workbench will not activate.
ACQUIRING EMPTY BOTTLES
There's no need to worry about acquiring empty bottles in order to refresh your stock. After drinking a potion, the bottle is automatically added to the wooden container.
I have removed the mesh and texture changes and kept only the gameplay changes.
The Mana Vault's Notes about 1.9
This update is meant to add more immersion (empty bottles, tavern courtesans and Backpacks) and simultaneously add a higher focus on hunting activity - hunters' main weapon is usually the bow and arrow. The goal is to make the mod more liable to be played standalone instead of requiring camping, backpack, archery or alchemy overhaul mods. The empy bottle container solution in itself will prevent spamming potions to level alchemy, effectively rebalancing alchemy. Ending archery magical arrow dodging from NPC as well as making NPC ammo finite are as well clear improvements over vanilla, implemented in a straightforward, non-intrusive way. You can still use Archery Gameplay Overhaul, but I would argue it is no longer necessary. Backpacks are very helpful in carrying those extra camping items like Traveler's Tent, Traveler's Bedroll and Cast Iron Pot. And the courtesans just give an extra level of immersion for comfortable tavern moments, even if they were already improved with the wenches added previously.
I would say this makes the mod complete, but I'll refrain from doing so, since I thought this before and then found these gems which screamed for being rebalanced and integrated into Nirnfeel DynaMo.
Again, I thank the immensely resourceful, talented and generous mod authors who not only made incredible works to up immersion, but also shared them with open perms, which permitted me then to achieve what I have achieved with this mod.
- Version 1.8 (Updated ESP only, requires main file 1.71):
- Adds recipe to convert 1*Sawn Log to 4*Firewood at a Tanning Rack, as long as you have a Saw in your inventory. While what I intend to add at some point is a way to harvest firewood directly from the wilds, that will imply the ability to create several more wood-based objects, plus I still need to figure out a balanced way to implement it. Currently available solutions feel OP. Since there are several sawmills around, this feels like a meaningful implementation, since Nirnfeel's included camping gear requires relative quantities of firewood.
- Version 1.71:
- hotfix to version 1.7
- Version 1.7:
- added hidden spots throughout Skyrim;
- added recipe for Predator's Furs - based on Savior's Hide, but with a different enchantment, enhanced sneaking - craftable at a tanning rack.
- Version 1.6 (UPDATE plugin only, requires MAIN FILE 1.5):
- Corrected Gale follower package, combat style, leveling, stat offsets.
- Version 1.5:
- Added hides and pelts as death items to mammoths, trolls, frost trolls and boars, as well as recipes to tan them into leather. Added claws to troll and frost troll death items.
- Added a recipe to make skaal clothes from mammoth hides at the tanning rack.
- Added recipes to make all fur armor variants from wolf pelts at the tanning rack.
- Added Hypothermia keywords to RND tents, bedrolls and campfires, as I had missed doing this before.
- Version 1.4:
- Meet Gale, Isran's sister, in front of Castle Dawnguard. She will help you. She is NOT essential, but heals herself and has a few good perks in one-handed and restoration. Visual overhaul of Gale.
- Version 1.3 (Update ESP only, requires you to install the main file and then overwrite it with the 1.3 update):
- Removed the healing scripts from Gale, as she was healing enemies instead of the player, and glitching the game.
- Rebalanced portable bedroll crafting, recipes now require deer, wolf or cave bear hides.
- Version 1.2:
- Added 20 racemenu lore-friendly female hairstyles,
- added a new NPC, Gale, to Dawnguard HQ exterior (near the campfire). Gale is weight 100, height 0.92, Sultry voice, one-handed oriented Dawnguard, with experimental healing setup ( experimental because it might not work, otherwise she's completely functional and stable), and Sunfire spell. She is however non-essential and non-aggressive.
- Made 6 random NPC from the new wenches recruitable as hirelings, no changes to their skills, so you will need a mod to make them more powerful, otherwise they'll most probably flee and/or die from combat.
- Made one wench powerful in combat, she's not recruitable as a hireling, but if you manage to somehow improve your relationship with her, she'll become recruitable as a follower (this is experimental, as right now I have no idea how I can actually raise her affection levels, I set up gift filters for alcoholic beverages but it seemed to not be working. Anyway, if you find another way to raise her affection, she'll be a valuable warrior).
- removed unused facegen files (meshes and textures).
- version 1.11: hotfix, removed Better Swimming changes as they would make character slower indefinitely and not only when in water, plus they would make Bikiniborn EX barely usable;
- Version 1.1: Added jg1's incredible Believable weapons (open permissions), now ALL weapons' meshes are replaced with more refined ones.
Features:
* Advanced Cold Survival, should be compatible with everything (properly patched Hypothermia Plus)
* Needs, diseases, food spoilage, camping gear, alcohol drunkenness, shrines don't cure diseases, ability to milk cows, improved animal loot with more yield and better values (all toggleable except animal loot changes, properly integrated Realistic Needs and Diseases)
* Potion Toxicity (toggleable)
* Alcohol and Drug Effects (getting too drunk can lead to a blackout, skooma can cause addiction)
* Bathing and showering (toggleable Water is needed for bathing, for compatibility, optional FNIS animations, optional Fuz Roh Da for follower dialogue reading, no patches have been made for Interactive Wash Basins or Realistic Room Rental, but as stated before, you can just use MCM to turn off Bathing Requires Water for compatibility, this is the full Bathing in Skyrim mod, so you assign shortcut keys to perform the actions, I highly recommend you get a mod that allows to use both gamepads and a keyboard simultaneously)
* Swimming does not clean you, but now you will swim faster or slower depending on your equipped gear and inventory versus total carry weight. You will also have access to distinct animations depending on your current stamina and equipped armor. Argonians will always swim like fishes
* Burdens of Skyrim ensures that you can't just pick up an ebony sword at level one, or wear that random Glass-class custom armor you just managed to smith with cheat materials (you can make strength weight-dependent instead of level dependent and set weight to 100 if you want to circumvent this even if a little, but I HIGHLY recommend you don't, for gameplay reasons of course. Instead, you can leave it as is if you're weight 100 or you can connect it to weight gain, set your weight to ZERO and install Pumping Iron or another mod that gives you weight gaining over time or skill growth. How's that for immersive?)
* Speaking of smithing, Craftspeople will now take your smithing orders, but you need to have all the materials for it
* When you want to use a spell, you need to have its corresponding spell tome in your inventory, at least until you've used it and re-read the book enough times to master it. You may have a flash of insight when sleeping after reading the tome and using the spell
* Speaking of books, why would you instantly get a skill when reading a book? The knowledge you get now makes you more prone to learn instead, and the more books you read on the subject, the more perceptive you'll get (limited to five books learning bonus, bonus is enhanced if you have the Scholar's Insight from the Blackbook Winds of Change. This feature is not compatible with mods that give you the choice to directly read from the world, like Sometimes Pick Up Books, it is not compatible with moreHUD Inventory Edition as well. This will only work with Vanilla Skill Books for gameplay balance reasons)
* Hypothermia can prevent you from fast travel if you're in a hypothermic state, but even when you're not, fast travel takes not only time but also money (supplies, resting places, healing, etc.). Pay your way or walk there
* Frustrated you've run out of lockpicks? Saynomoa, just get your weapon and try your luck smashing that nasty lock. Your lockpicking skill and the number of times you hit the lock will play into the formula for determining if the lock will break or not. You're Harry Potter? Just throw Flames or Fireball at the poor lock
* Sometimes, when you're on the road, you'll come across events that may or may not call for action on your part. Your choice if you want to get involved (unless you're being attacked of course)
* Tired of travelling? Want to see a friendly face? Want a beautiful girl to help you with your drunken respite? I got you. Every tavern and inn in Skyrim and Solstheim now has a lovely serving wench for all your needs. She'll sell you food, drink, water and even rent you a room. Are you smitten with her? Get Nether's Follower Framework to help you convince her to either become your travelling companion or your eloped waifu
* You got bit by a bloodsucker and decided it was not so bad? Harkon convinced you of the sheer powa you'd get by becoming a royal vamp? Well, friend, now you (and any vamp) WILL burn when under the sun. But wait, you'll also need to feed on blood to remain sane and be able to still carry on in the sun although it hurts. You'll have access to different approaches on hunting and feeding, depending on your intended roleplay. As you age, you'll become more adept at using your vampiric powers, with 29 new or revised perks and powers to unlock. Different blood will have different taste and will be important for a balanced diet. You'll be able to unlock Vampire Lord powers in human form in case you get the blood gift from Harkon. Other vampires will also be stronger and smarter (please don't use other vampire overhauls, it will break this feature, and what's point? This is the best there is!)
* Well, you've become a full-fledged Companion, member of the Circle. That's nice. Wait, no it's not. You won't be able to simply "forget" that you are a werewolf. You are now a hunter beast of Hircine. This means you need to HUNT, you need to FEED! When sated, you'll have bonuses to your werewolf skills, but in any other state, you'll have debuffs, visual and sound hallucinations, but also the ability to shift as many times as you want! Compatible with werewolf visual changes, compatible with werewolf perk overhauls except when instead of editing existing perks the mod replaces them with new ones. Compatible with Moonlight Tales, Predators - A Werewolf and Vampire Roleplaying Tool, Bloodmoon Rising and Lupine)
* COMBAT OVERHAUL! Yes, this is what you've been waiting for. Weapon parrying, pain reaction, exhaustion, counter-strike, vulnerability, poise system for determining staggering, timed blocking, timed warding, scripted improvements to enemy AI, unarmed blocking (and blocking if you have a weapon in right hand and a spell on the left), sprint combo attacks for several weapons (press directional button - can press the sprint button simultaneously or not - and sheathe button. You'll be able to perform a timed combo by pressing sheathe again or one of the attack buttons while performing the first move. You'll only be able to sheathe your weapon while standing still), directional bow/crossbow melee attacks, 3-slash power attacks for two-handed weapons, one-handed weapons AND unarmed, with different combos depending on direction pressed (back, right, left, forward). Several great animations were implemented for this feature, they require DAR, and if you want the directional acrobatic dodge aimations you also need a properly configured TK Dodge with the Sidestep option turned on. I have tested this feature with Combat Gameplay Overhaul and 360 Movement Behaviour Overhaul, as well as with Ultimate Combat, and everything runs well (haven't tested the unlocked grip, but I feel that CGO feature looks a bit strange anyway). You don't NEED CGO, but I'd say a 360 movement mod is very handy and looks great (use version 1.20 from Dservant if you want to use FNIS instead of Nemesis).
* I have included Enai Siaion's Modern Brawl Bug Fix in Nirnfeel DynaMo, because it's a requirement for your game to not turn into utter chaos when brawling (especially if you have followers with you, but look, when you plan on brawling, just make your followers wait somewhere else, okay?).
Recommended mods (a sort of mod list):
+ aMidianborn Armors and Weapons and Creatures
+ Rise of the Dawnguard Armor, Dark Disciple works well
+ BD's Armor and Clothes Replacers or The Book of UUNP
+ WeReLight Classic (and Kwanon ENB for beauty)
+ Mana Vault NPC Replacers - 15 appearance Replacers plus a follower and 15 weareable hairs
+ HDT KS Hairdos
+ Tempered Skins for Males
Racemenu plus Expressive Face Morphs and Expressive Female Animations
+ The Faiths Skin Eyes and Mouth for UNP (I'll make a CBBE-based skin mix eventually, but I tend to use UUNP in LE) - already has Eyes, makeup tinta and mouth replacer, plus an optional plugin to replace female vanilla brows
+ USLEEP and Unofficial Modder's Skyrim Patch, Project Optimization, Bug Fixes, Crash Fixes, One Tweak, Animation Limit Crash Fix, Skyrim Combat Style Crash Fix, Private Profile Rediction something, I'll add more fixes here
+ SkyUI, iHUD Immersive HUD, Better Message Controls, 3PCO Third Person Camera Overhauls and more
+ Immersive Sounds Compendium
+ Nyghtfall plus all addons
+ Bard Music Overhauls
+ Become a Bard or Skyrim's Got Talent
+ PC Headtracking and Voice
+ Dynamic Animation Replacers
+ Fores New Idles FNIS
+ Archery Gameplay Overhaul
+ 360 Movement Behaviour (version 1.2 for FNIS, follow instructions on how to integrate)
+ Better Jumping (with sprint jump set up)
+ Immersive Interactions
+ Smooth Random animation series
+ Yield to Me - a simple defeat and naptime mod
+ Savage Skyrim - beasts of Skyrim completely wreck you, and look fiercer on top
OBIS, High Level Enemies, Splendor Dragons, More Werewolves, Mihail Vampire Lords and Beasts, Mihail Giants Overhaul, Hunter's World - The Hunt Continues and others alike - make your Skyrim drag you on the floor with enemies
+ ezPG - gives you voiced quests, interesting companions, unusual NPC, an alternate, faster and more interesting start, a combat enhancement and death alternative, and much more!
+ Interesting NPC - still one of the greatest content additions to have
+ Inconsequential NPC - more NPC still to speak to
+ Yuriana and the Wench series of mods - if this flavor is to your taste - sexy kinky buxom -, these mods will completely change your game (be warned, chaos ensues during battles)
+ Focus on getting cool content for your list instead of more small tweaks to gameplay, Death Consumes All, Beyond Skyrim: Bruma, Beyond Reach, Faalskar, Rigmor series, Summerset Isles, The Shire, etc. And followers like Aurlyn, Inigo, Thogra, Sofia, Recorder, Ambriel, Mirai, etc. Just remember to test before commiting. And if possible, don't active all at once so you won't get incredible amounts of lag and can do them in time.
+ I'll add more as I test
Compatibility:
+ Hunterborn works well with Nirnfeel DynaMo, load it after and it will override changes to animal loot (that said, apart from the forage feature and a few new items plus the immersive interaction with game, Nirnfeel DynaMo kind of has you covered, especially if you pair it with Hunter's World, which has relevant gear, dangerous animal spawns and superior yield. You can also just use Nirnfeel DynaMo for the new animal loot values, it simplifies things, doesn't add to the script lag and frankly is more fair than getting a bazillion cuts of meat for each prey, interacting better with the needs aspect in this case, since you won't be loads of meat and won't fill up your inventory with spoiled food).
+ Campfire - and similar mods - has no interactions with Nirnfeel DynaMo, as it adds its own items. If you want followers to also be able to sleep in your tent or their own tent, that single cot and traveler's tent won't be enough.
+ I have not tested Wet and Cold, but I know it's compatible. I just don't use it because it's kind of heavy. Just get your favourite scarves/cloaks/hoods mod instead if you like.
+ You can use mods like Alternate Start or Random Alternate Start, I actually tried to include the latter in this mod but it hasn't worked for me unless I install it on the side.
+ Enchantments mods should be okay as well, World's Dawn works but gives too much of and OP progression, even with Savage Skyrim, OBIS, High Level Enemies and the like. If you get your hands on its enchanted gear, pretty soon you'll be dominating the fights, as long as you keep agile. Try something more balanced or patch ASIS in (untested).
+ Combat Consequences or Wounds should work well with this mod, making it harder.
+ Cobb's Encumbrance should also work well.
+ Magic Spell packs should work properly, as long as they have their own spell tomes. Nirnfeel DynaMo however already has a good witchhunter spell pack.
+ I've tested this mod with Truly Undead Redone, to discover it has interactions with Vampiric Thirst. While it hasn't provoked a crash, it caused a vampire who died from the sun to respawn several times until it was able to enter a building. It also strangely made interacting with the last ash pile produce a dialogue with said vamp. Please avoid undead respawners, as it's kind of silly fun but Immersion-breaking.
+ I took care to integrate the mods to play well with eachother, and conformed with USLEEP changes where possible, leaving out ONLY the changes that were intentional and those that would make USLEEP a requirement (it's still recommended but not a master file to Nirnfeel DynaMo).
+ You probably noticed this mod touches on a lot. I plan on making a few patches when I find that something is off, but please always make a backup save BEFORE running this mod.
Test it thoroughly with what you have, or if you're starting a new modded build, do it around it.
+ Ideally you would integrate this in a new game, as there are several moving parts which may not start up properly when installing it mid-play.
+ You should place this mod near the bottom of your list, where the gameplay changes and vampire or werewolf mods are.
+ I have tested this in both a new game and on an existing save. It mostly worked in both, but the new game worked better.
+ New food items from mods need to be patched in.
+ I admit this doesn't address a couple of gameplay points, such as shouts,
+ Combat already includes unarmed blocking, timed blocking, timed parry, enemy AI and movement changes, a poise system, combo attacks, aimed for a fast-paced combat. The only things it doesn't include is Jump Attacks, but you'll find that easily (I didn't want those as they involve setting up a double jump in Better Jumping, which I don't want for my gameplay this time around). I do recommend you get Better Jumping and set up sprint jump though, although it's not a requirement). This is to say, please don't add even more combat mods, if you must just add Combat Gameplay Overhaul, 360 movement and TK Dodge, it doesn't need anything more. I have not tested this with MCO ADXP, as I don't use it.
+ It has been brought to my attention by a user that mods which apply "fixes" to weapon speed, such as certain perk tree overhaul mods (Simonrim's stuff is I believe affected, although Enaision's Ordinator shouldn't be), will inequivocally buff weapon speed with Nirnfeel no matter what values they aim to change. I strongly advise you to not use perk overhaul mods with this mod.
Requirements:
SKSE
Sky UI
Dynamic Animation Replacer
TK Dodge (optional for the sidestep animations)
FNIS or Nemesis
If you enjoy this mod and/or my work in general, please take a moment to endorse.


I have a new DISCORD Server! Join for support on mods and collections, to chat, to share mods, screenshots and videos!
https://discord.gg/jWTuxuDXmZ
Credits:
Extended Encounters at Skyrim Nexus - Mods and Community (nexusmods.com) by Jonxor
Basic Wenches at Skyrim Nexus - Mods and Community (nexusmods.com) by NerdofPrey
Alternative Crafting System - I dont want to be a blacksmith at Skyrim Nexus - Mods and Community (nexusmods.com) and Toxicity - A Witcher-like Toxicity System at Skyrim Nexus - Mods and Community (nexusmods.com) by Bralormarr
Burdens Of Skyrim at Skyrim Nexus - Mods and Community (nexusmods.com) , Grimoire - Spell Mastery at Skyrim Nexus - Mods and Community (nexusmods.com) and Fast Travel Cost at Skyrim Nexus - Mods and Community (nexusmods.com) by Narue
Hypothermia at Skyrim Nexus - Mods and Community (nexusmods.com) and Better Swimming at Skyrim Nexus - Mods and Community (nexusmods.com) by N1tor
Hypothermia Plus - Unofficial Upgrade at Skyrim Nexus - Mods and Community (nexusmods.com) by granson
Realistic Needs and Diseases at Skyrim Nexus - Mods and Community (nexusmods.com) by Perseid9
Werewolf Hunger at Skyrim Nexus - Mods and Community (nexusmods.com) by Nyphani
Vampiric Thirst - Dawnguard Edition at Skyrim Nexus - Mods and Community (nexusmods.com) by MsLeeches
Alcohol and Drug Effects at Skyrim Nexus - Mods and Community (nexusmods.com) by Invisible Ace
Bathing in Skyrim at Skyrim Nexus - Mods and Community (nexusmods.com) mz1n
Witchhunter Spells and Prayers Pack at Skyrim Nexus - Mods and Community (nexusmods.com) by Robbie
Reading Is Good at Skyrim Nexus - Mods and Community (nexusmods.com) by Parapets
Deadly Combat at Skyrim Nexus - Mods and Community (nexusmods.com) by Borgut1337
Really Simple Smash Lock at Skyrim Nexus - Mods and Community (nexusmods.com) by stradivuckos
DAR - Dynamic Swimming at Skyrim Nexus - Mods and Community (nexusmods.com) by Rikushai
Dynamic Combat Module at Skyrim Nexus - Mods and Community (nexusmods.com) by Eskyrim
Several combat animation mods by Orakin2020's Profile | Nexus Mods
Action Combat at Skyrim Nexus - Mods and Community (nexusmods.com) by Proksi
Modern Brawl Bug Fix at Skyrim Nexus - Mods and Community (nexusmods.com) by Enaision
Believable weapons by jg1
Hidden Hideouts of Skyrim at Skyrim Nexus - Mods and Community (nexusmods.com) by lesi123
Wearable Satchel at Skyrim Nexus - Mods and Community by IsharaMeradin
Canis Hysteria, backported by me, made by Tate Taylor and VictorF, link Canis Hysteria - The Werewolf Disease at Skyrim Special Edition Nexus - Mods and Community
Wood Chopping Block Depletion - No More Infinite Woodpiles https://www.nexusmods.com/skyrim/mods/68205 and Woodcutting Tweaks (backported by me) https://www.nexusmods.com/skyrimspecialedition/mods/53538 by ANDREALPHUSVIII
Usable Lanterns https://www.nexusmods.com/skyrim/mods/8835 by Higeyosi
Scrab - backported by terminetwork
Quickport
https://www.nexusmods.com/skyrim/mods/115393
More Thalmor Dossiers - Andrealphus VIII
https://www.nexusmods.com/skyrim/mods/114686
Administer Potions and Poisons - Andrealphus VIII
https://www.nexusmods.com/skyrim/mods/96746
Quad2Core's Inventory Functions - Quad2Core originally - updated and extended by Kalivore
https://www.nexusmods.com/skyrim/mods/78986
Kaxalie
The Dragonborn Dreams and The Dragonborn Dreams Addon
https://www.nexusmods.com/skyrim/mods/118017
Elmiraguth
https://www.nexusmods.com/skyrim/mods/118128
PraedythXVI
Rowboats and Oars of Skyrim
https://www.nexusmods.com/skyrim/mods/114393
Volek
SKSE Athletics
https://www.nexusmods.com/skyrim/mods/28675
BralorMarr
Simple Actions
https://www.nexusmods.com/skyrim/mods/58296
sarrai
Rainmaker
https://www.nexusmods.com/skyrim/mods/97262
Leather Trimming Knife by giamel
Universal Unwanted Effects Clearer Backport and Edit by wskeever, backported and edited by me
uni_SL
Exchange Currency https://www.nexusmods.com/skyrim/mods/67504
CaBal
aMidianBorn Landscape, Forts, Whiterun, Caves and Mines, Farmhouse, Solstheim, Blade of Woe, Book of Silence Unique Items, BoS Weapons, BoS Armors, BoS Dragonborn DLC
https://next.nexusmods.com/profile/CaBaL120/mods?gameId=110
TDN
TDN Vampire Armor Retexture https://www.nexusmods.com/skyrim/mods/55640
Praedy's Staves AIO - SE at Skyrim Special Edition Nexus - Mods and Community by PraedythXVII backported by me