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-------------------------------
-MARELO'S OVERHAUL: MAIN FILE-
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------
COMBAT
------

*Archery*

* Bullseye replaced with Mercy Shot, dealing 50% more damage to enemies below 20% health.
* Rearrangement of tree along right side: Ranger (30), Critical Shot (50/70/90), Hunter's Discipline (70), Mercy Shot (100)

*Heavy Armor*

Adjusted equipped item requirements on the following perks to either not require a helmet or only require three pieces of armor: Cushioned, Well Fitted, Matching Set, and Reflect Blows. The Dawnguard and Dragonborn perks that tie into these perks have also been adjusted.

*One-Handed*

* Bladesman now includes daggers.
* Weapon specialization perks now apply a flat 25% damage bonus to relevant weapon types, but have only one rank, and only one can be taken across both Two-Handed and One-Handed perks. Perk descriptions have been adjusted to include Heavy Armory weapons.
* Spellsword added, granting a 25% reduction in all casting costs as well as a 100% increase in magicka regeneration while wielding a one-handed weapon. Requires the first rank of Armsman and One-Handed level 30.

*Two-Handed*

Weapon specialization perks now apply a flat 25% damage bonus to relevant weapon types, but have only one rank, and only one can be taken across both Two-Handed and One-Handed perks. Perk descriptions have been adjusted to include Heavy Armory weapons.



-------
STEALTH
-------

*Light Armor*

Adjusted equipped item requirements on the following perks to either not require a helmet or only require three pieces of armor: Matching Set, Custom Fit, Wind Walker, and Deft Movement. The Dawnguard and Dragonborn perks that tie into these perks have also been adjusted.

*Lockpicking*

The Novice/Apprentice/Adept/Expert/Master perks have been tripled in effectiveness, which should make it much more worthwhile to take them.

*Sneak*

* Assassin's Blade has been replaced with Quiet Casting from Illusion (and Quiet Casting is thus removed from Illusion). Quiet Casting now also doubles Destruction spell magnitudes and durations when sneaking and undetected.
* Muffled Movement has been given a second rank, providing 50%/100% noise reduction at skill levels 30 and 70. In accordance, Silence has been removed.
* Rearrangement of tree: Right side: All perks accessible at skill level 30, requiring only the first Stealth perk. Left side: Muffled Movement (30/70), Silent Roll (50), Light Step (90), Shadow Warrior (100).

*Speech*

* Removed Allure.
* New perks: Good Deal (15% better buying prices); Hard Sell (15% better selling prices); Connections (10% better buying and selling prices with friends and allies).
* Rearrangement of tree: Left-hand side: Fence/Merchant (30), Investor (50), Hard Sell/Good Deal (70), Connections (90), Master Trader (100)
* Gold increases from Master Trader and Investor increased threefold and tenfold, respectively.



-----
MAGIC
-----

The following changes to mage perks have been made:
* Alteration: Changed Dual Casting to Alteration Mastery, allowing dual casting and increasing Alteration spell power by 25% at skill levels 20/40/60/80.
* Conjuration: Changed Dual Casting to Conjuration Mastery, allowing dual casting and increasing Conjuration spell power by 25% at skill levels 20/40/60/80. Twin Souls renamed to Soul Grip and given a second rank. Mystic Binding now also grants 10% of Conjuration skill as bonus damage. Soul Stealer now also causes bound weapons to absorb 10 magicka on strike. Oblivion Binding now also grants a maximum of 7% of current magicka as damage, increasing based on whether you have Conjuration Mastery and the Novice/Apprentice/Adept/Expert/Master perks. OBLIVION BINDING CHANGES REMOVED FROM MAIN FILE AS OF VERSION 31.
* Destruction: Changed Dual Casting to Destruction Mastery, allowing dual casting and increasing Destruction spell power by 25% at skill levels 20/40/60/80. Impact now only takes effect 20% of the time. Intense Flames and Deep Freeze magic effects changed to Destruction. All Augmented [Element] perks now exclude the other two paths; you can only take one path. Intense Flames, Deep Freeze, and Disintegrate now apply to staves as well as spells.
* Illusion: Changed Dual Casting to Illusion Mastery, allowing dual casting and increasing Illusion spell power by 25% at skill levels 20/40/60/80.
* Restoration: Changed Dual Casting to Restoration Mastery, allowing dual casting and increasing Restoration spell power by 25% at skill levels 20/40/60/80. Recovery given three ranks at 50% magicka regeneration each.

The following changes and additions have been made to Alteration spells:
* Feather spells added: Lesser Feather (Apprentice), Feather (Adept), Greater Feather (Expert). Increase carrying capacity for a short time, up to 200 for 5 minutes.
* Open spells added: Lesser Open (Apprentice), Open (Expert), Grand Open (Master). Unlock doors and containers, all the way up to Master level.
* Augment Strikes spells added: Fire/Frost/Shock (Adept), Chaos (Expert), Paralysis (Master). Apply an effect to every strike with a melee weapon for a short time; 20 fire/frost/shock damage, 50% chance each for 20 fire, frost, and shock damage in one strike, or a chance to paralyze your opponent for 4 seconds.
* Waterwalking spell added (Adept). Press Right Shift to dispel.
* Create Pickaxe and Create Woodcutter's Axe spells added. Apprentice level, last 2 minutes.
* Swift Steps spell added, which increases movement speed by 30%, and twice that outside of combat (Apprentice).
* Levitate spell added (Expert), which allows the caster to levitate when outdoors, jump 10 times as high, and suffer no fall damage, for 60 seconds. While levitating, look up while moving or jump to ascend, look down while moving to descend, and hold Left Shift to fall. Press Right Shift to dispel.
* Swift Levitate spell added (Master), which combines Swift Steps and Levitate, but will not stack with either.
* Transmute Ore now favors Iron before Silver, and works on ingots as well as ore. Can be dual-cast to mass transmute.
* Armor spells generally increased in magnitude and doubled in duration. Dragonhide changed to function with armor values like the other four, and can be cast with one hand, and benefits from dual-casting.
* Press Right Shift to dispel Candlelight.

The following changes and additions have been made to Conjuration spells:
* Release Conjured Spirits spell added. (Novice)
* Mark and Recall added. Allows Marking a destination and instant Recall to that destination. Only works outdoors on Nirn. Must be cast again to Mark a destination after Recalling. (Adept)
* Teleport added. Allows instant travel from anywhere to each of the five major cities, the College of Winterhold (if a member), or Raven Rock (if previously visited). Only works outdoors on Nirn. (Expert)
* All bound weapons now have the precisely the same appearances as their Daedric equivalents, and the visual effects from the enchantments have been removed.
* Storm Thrall now summons proper actor.
* All summoned Daedra (including from Soul Cairn and Apocrypha) from spells, staves, and scrolls now leveled to match the player, with the previous level as the minimum.
* Conjure Seeker now properly responds to Soul Grip (Twin Souls).

The following changes and additions have been made to Destruction spells:
* Touch spells added at Apprentice and Expert levels. They deal 1.5x the damage of the projectiles, but have the same range as daggers and cost slightly more (lower base cost, but higher calculated cost because of the increased magnitude). They benefit from the Backstab enchantment, at 3x damage. Named as "(Element) Palm" and "(Element) Strike".

The following changes and additions have been made to Illusion spells:
* Night Eye spell added (Apprentice). Recast to extend duration. Press Right Shift to dispel.
* Allowed Master spells to be cast with one hand and dual cast, effectively removing their level cap (if you have the magicka, and provided no absurdly high level creatures from mods). Charge time also set to 0.5 seconds.

The following changes and additions have been made to Restoration spells:
* Cure Disease spell added. (Adept)
* Destroy Black Soul Gems spell added. Can be dual-cast to mass destroy. (Expert)
* Halved the cost of all ward spells.

All spells are now available at various hold wizards, even up to Master level:
* Expert and Master Alteration spells added to Wylandriah's inventory when the player reaches appropriate skill levels.
* Expert and Master Conjuration spells added to Falion's inventory when the player reaches appropriate skill levels.
* Expert and Master Destruction spells added to Wuunferth the Unliving's inventory when the player reaches appropriate skill levels.
* Expert and Master Illusion spells added to Sybille Stentor's inventory when the player reaches appropriate skill levels.
* Adept, Expert, and Master Restoration spells added to Madena's inventory when the player reaches appropriate skill levels.

Also, Bound Dagger, Frenzy Rune, and Poison Rune have been placed in leveled items for stores and loot along with other spells of their school and level.



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CRAFTING
--------

*Alchemy*

* Cooking now progresses Alchemy skill.
* Nightshade damage health magnitude increased to match River Betty, and Lingering Damage Stamina replaced with Lingering Damage Health.
* Giant's Toe's Fortify Health duration decreased to match other ingredients with this effect.
* Fortify Magic School potions now reduce casting cost instead of increasing spell power or duration.
* Concentrated Poison given three ranks, each increasing poison doses by two per use at skill levels 60/70/80.

*Circlets*

All circlets craftable at a forge (some of which require certain smithing perks), and the circlets renamed to match the materials used as follows:
* Jade -> Malachite
* Copper -> Corundum
* Onyx -> Ebony

The circlet values have also been adjusted to reflect what goes into making them. They now are worth the total cost of their materials x1.1. For most, this was a very large jump in value, but for a couple it was either a slight drop or a slight increase. These price changes also take effect on the enchanted circlets found as treasure and in stores.

*Enchanting*

The following changes to enchanting perks have been made:
* Corpus Enchanter merged with Insightful Enchanter. Insightful Enchanter now also applies to armor rating enchantments.
* Extra Effect renamed Extra Effects and given second rank. Replaces Corpus Enchanter in tree, and requires 60/80 skill level.
* Soul Siphon increased in magnitude and given three ranks. 40/60/80, 10%, 20%, 30%.
* Soul Squeezer changed to a percentage and given three ranks. 20/40/60, 15%, 30%, 45%.
* Crystallize Hearts replaces Extra Effect in tree. 20% chance for a slain animal or creature to contain a filled soul gem of appropriate level.
* Spell Weaving added with three ranks (50/75/100), allowing the crafting of scrolls and staves up to Adept, Expert, and Master level.
* Channeling added, granting a 25% reduction in all casting costs as well as a 100% increase in magicka regeneration while wielding a staff. Requires the first rank of Enchanter and Enchanting level 30.
* Fire Enchanter affects Sun Damage enchantments as well.

The following enchanting effects have been tweaked as described:
* Backstab: Now doubles sneak attack damage for all one-handed weapons except daggers, and triples sneak attack damage for daggers and Destruction touch spells. Added leather gauntlets with effect to Halted Stream Camp. Dark Brotherhood gloves are now disenchantable. (The description says "daggers and shortswords" to be in line with Heavy and Bound Armory Tweaks.)
* Dragonbane: Now deals damage to dragons and half as much shock damage to non-dragons. Now disenchantable.
* Resist Magic: Base magnitude increased to 10.
* Fortify Magic School enchants now increase magnitude of spells. Base: 8.
* Fortify Magic School & Magicka Regen base increased to 25 on the Magicka Regen (static).

The following effects can now also be added to the equipment slots listed in parentheses:
* Fortify Magic School (Hands)
* Fortify Magic School & Magicka Regen (Head, Neck, Hands, Ring)
* Fortify Unarmed (Feet)
* Resist Magic (Feet)

*Nurnorion's Enchantments*

On a bookshelf on the uppermost floor of the Winking Skeever, you can find Nurnorion's Ledger. This is a list of all enchanted items added or distributed in the world by this mod, and when you open it, it will add markers for mentioned locations to the player's map. Nurnorion himself is an enchanter for hire with some rare skills, and is, well, less than scrupulous about his customers.

The following new enchantments can be found on items in the following locations:
* Fortify Armor Rating: One Circlet of Hardened Flesh added to Fort Greymoor, on the podium in the room with the boss chest. Effect maxes out at roughly 100 Armor Rating with all relevant perks, and can be placed on head, hand, chest, foot, and shield slots.
* Ingress: Open any level lock up through Expert. Can only be placed on hand slots. Gloves of Ingress added to Volskygge, on a table just after the entrance to Volskygge Passages.
* Stagger: One Orcish Mace (Kneebuckler) leaning on a bench at the top of White River Watch. 20% chance to stagger on strike.
* Sun Damage: Extra damage to undead (slightly stronger than fire enchantments). One Elven Sword of Dawn added to Fort Dawnguard, on two barrels in the large circular chamber.
* Waterwalking: One set of Boots of Waterwalking added to Redoran's Retreat, on the ground near the bed rolls.

*Craftable Staves and Scrolls*

Staff enchanters have been added to Solitude, Whiterun, Windhelm, Riften, Morthal, Markarth and the College of Winterhold. They can be used initially to craft staves and scrolls for any Apprentice-level or lower spell you know, but with certain perks, you can craft staves and scrolls up to Master level. The Heart Stones used in Dragonborn's original requirements have been replaced with filled soul gems, of appropriate level (Petty = Novice, Lesser = Apprentice, etc.); I suggest you use Acquisitive Soul Gems in order to make acquiring these easier. If you don't use ASG, the crafting recipes won't accept soul gems you fill yourself. I further suggest using Soulfire as a means to recharge staves if you plan on relying on them as your main means of combat.

Some staves have been added, and some fixed. Notably: The Grand Staff of Charming has been renamed to Staff of Pacification, and has the correct spell effects now. The Staff of Thunderbolts now uses the correct enchantment. You can also craft staves for the fire/frost/shock runes.

Master staves do not actually cast Master spells, but rather, Expert spells as if they were dual cast (2.2x more powerful/longer lasting), at no higher cost than their normal staves. Unenchanted staves, the base templates for all other staves, can now be crafted at a forge or anvil with firewood and empty Petty gems.

All Master staves added:
* Dread Zombies
* Flame Wall
* Frenzy
* Frost Wall
* Grand Repulsion
* Icy Spear
* Incineration
* Pacification
* Paralysis
* Rout
* Storm Atronach
* Storm Wall
* Thunderbolts

Additionally, all standard staff enchantments have been given about five times as many uses (except Courage, which was already absurdly high).

Three Grand Master staves have also been added for Conjuration, Destruction, and Manipulation, which are craftable with the last rank of Spell Weaving. These staves allow you to choose their effects on the fly with the Attune Staff lesser power, and cast those effects at the same strength as the Master staves (2.2x normal). Just use the power while one of the staves is equipped and you'll be presented with a menu that lets you choose a spell. You must know a spell in order to attune a staff to it!

The following spells can be chosen for each staff:
* Conjuration: Flame Atronach; Frost Atronach; Storm Atronach; Dremora Lord
* Destruction: Incinerate; Icy Spear; Thunderbolt; Flame Wall; Frost Wall; Storm Wall
* Manipulation: Frenzy; Rout; Pacify; Paralyze; Magelight

The Staff of Magnus has an increased capacity and can be attuned to any of the spells that all three of the Grand Master staves can be attuned to, as well as its default effects. Its default effect has been given five times as many uses.

The crafting recipes are a bit more expensive for the Grand Master staves, requiring three filled Grand gems, a quicksilver ingot, a gold ingot, and the unenchanted staff.

For scrolls, all standard scrolls are now craftable with paper and filled soul gems of appropriate level (same logic as for staves).

Some of the craftable scrolls were in the game data but unimplemented or incomplete, while others have been added from scratch:
* Ash Rune
* Conjure Dremora Lord
* Dragonhide
* Expel Daedra
* Fire Rune
* Flame Cloak
* Flame Thrall
* Frenzy Rune
* Frost Cloak
* Frost Rune
* Icy Spear
* Incinerate
* Lightning Bolt
* Lightning Cloak
* Lightning Rune
* Pacify
* Poison Rune
* Rally
* Reanimate Corpse
* Repel Lesser Undead
* Repel Undead
* Revenant
* Rout
* Thunderbolt
* Turn Greater Undead
* Waterbreathing

These particular craftable scrolls are entirely new, from spells added by this mod as described above:
* Cure Disease
* Feather
* Firepalm
* Firestrike
* Grand Open
* Greater Feather
* Greater Open
* Icepalm
* Icestrike
* Lesser Feather
* Levitate
* Lightningpalm
* Lightningstrike
* Mark and Recall
* Night Eye
* Open
* Swift Levitate
* Teleport
* Waterwalking

Finally, all craftable staves will increase your experience in their magic school. It's not as complex as actual spell casting experience, though, because that would just be more complicated than is worth the trouble. Instead, you (should) get a fixed amount of experience per cast, with the amount being different per school of magic. It's close to an average of experience gained for the equivalent spells in each school, divided by three. This feature may be buggy, so don't hesitate to let me know if it isn't working as described here, and I'll take a look.

*Smithing*

* Adds firewood, pickaxes, and woodcutter's axes to blacksmith inventories.
* Makes tanning racks and smelters increase Smithing skill.
* All tempering benefits removed from material perks. Tempering benefits are now handled by a separate perk, Regular Maintenance, which scales with your smithing skill, giving a 20% benefit every 20 skill levels, up to a maximum of 100% at skill level 100.
* Adds a lockpick smithing recipe, yielding 4 picks for 1 iron ingot.
* Adds a charcoal smelting recipe, yielding 6 charcoal for 1 firewood.
* Adds smithing and tempering recipes for Silver Swords and Greatswords.
* Adds smithing recipes for Long Bow and Hunting Bow.
* Adds crafting and tempering recipes for unenchanted replicas of Thieves Guild, Dark Brotherhood, and Blades equipment. Requirements are that you have completed the quests in which you acquire the originals. Blades equipment additionally requires Steel Smithing.

*Misc Stations*

* Adds an enchanting table to the Breezehome alchemy lab upgrade (and changes the dialogue to buy it to reflect this).
* Adds an enchanting table to the Ragged Flaggon once you're at the fourth stage of the guild's restoration.
* Adds safe satchels to the enchanting and alchemy stations in Breezehome, Proudspire, Severin Manor, and the Arch-Mage's Quarters. Severin Manor also has a safe chest for smithing materials.
* Adds smelters to Solitude Blacksmith and The Scorched Hammer, in Solitude and Riften, respectively.
* Adds a full set of smithing stations and a wood chopping block to the College of Winterhold grounds.



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DOVAH SIL
---------

Adds a lesser power to the player, called Dovah Sil, upon absorbing Mirmulnir during Dragon Rising. It allows you to convert dragon souls and perk points into various stat bonuses.

The options and costs are:

* 3 Dragon Souls -> 1 Perk Point
* 3 Dragon Souls -> 10 Health
* 3 Dragon Souls -> 10 Stamina
* 3 Dragon Souls -> 10 Magicka
* 1 Perk Point -> 3 Dragon Souls
* 10 Dragon Souls -> Dovah Su'um

Dovah Su'um (acquired through Dovah Sil) is a constant effect ability with four ranks, each granting a 20% Shout cooldown reduction, for a total of 80% reduction. Paired with Dragon Aspect, from Dragonborn, that's free Shouting once a day... for the ridiculous total cost of 43 dragon souls (or 15 perk points). Just to make it a little tougher to get free Shouting, Morokei and the Blessing of Talos have both been changed to fortify most Shouts with a 25% increase in magnitude and duration.

This ability is conceptually based on many of the various dragon soul to perk point converters out there, but I was never too satisfied with them, so I made my own. The key differences are that, with Dovah Sil, you can convert perk points back into dragon souls, and you don't have to go out of your way to acquire the conversion power, which is available the instant your character is revealed as Dragonborn. The conversion back is because I was always annoyed that I could end up with perk points that I had nothing to spend on, and they'd just accumulate. Now they can be channeled into direct stat bonuses as well as spent on perks. Dovah Su'um is just a long-term bonus to make the Thu'um a bit more of an active element in the game. Between all of these capabilities, being Dragonborn and eating dragons for their power should feel like a much more significant blessing.

If you have already completed Dragon Rising, you will have to use these console commands to acquire the Dovah Sil power:
* help "dovah sil"
* player.addspell [use id from help results]



---------
ROTMULAAG
---------

Each of the quest-locked words of power in the base game is now available to any player by way of Ancient Notes found in the following ruins:
* Animal Allegiance: Ironbind Barrow
* Disarm: Ragnvald
* Fire Breath: Rannveig's Fast
* Ice Form: Shriekwind Bastion
* Marked for Death: Ansilvund
* Slow Time 1: Labyrinthian Exterior
* Slow Time 2: Valthume

Note: If you use one of these notes and then visit a word wall for that Shout that was quest-locked, there will be visual glitches on whatever word wall remains after you learn the complete Shout. Basically, all the carvings for every word of the Shout will be layered on top of and clip through each other. It looks a little funny, but it's not too distracting. If it bothers you, just be careful not to use a note for a word you plan on acquiring through the relevant quests, or maybe rationalize it as the Draugr losing their minds and carving over pre-existing carvings, or something like that. Trying to fix this bug with the mod would basically be a logistical nightmare, and would require trying to account for which walls the player has already visited and disable just the right text in just the right order, and it's basically far too much work.

Also, you can now keep all three bonuses given by Paarthurnax to Unrelenting Force, Fire Breath, and Become Ethereal, instead of only one at a time.



-----
LIVES
-----

The player is essential, and can be forced into a bleedout state up to three times before being killed, constituting three lives. These three lives can be restored by sleeping (without being interrupted).

To adjust the maximum and current lives, use these console commands, replacing X with the desired number:
* set LivesMaxLives to X
* set LivesCurrentLives to X



------
QUESTS
------

*First Lessons* - CHANGES REMOVED FROM MAIN FILE AS OF VERSION 03

Removes the journal entries and quest objectives for First Lessons up until you speak with Mirabelle Ervine for a tour. You also won't be made a member of the College of Winterhold or get the achievement until you do so. This is so you can play a Dragonborn character through the main quest without having to join the College just to talk to the librarian.

For best results, also install The Choice is Yours, the spirit of which is why this change was made. It will eliminate the miscellaneous objective to join the College you get just for hearing about it.

*No Stone Unturned*

Moves the three quest-locked Stones of Barenziah from Proudspire, the College, and the Sanctuary to new, more easily accessible locations, and gives you quest markers for all 24 stones. The quest markers might be a little buggy, though. For example, the Pinewatch stone has a marker in the right place when you look at the local map, but the world map has it in the wrong place and the marker doesn't show up over the actual gem when you look at it. As far as I can tell, that's just a vanilla bug that I can't fix, but at least there are markers, eh?

Works best with a new game. Might not work properly on a pre-existing save.



--------------------
TRAINERS AND VENDORS
--------------------

*Trainers*

* Balimund is now a Master trainer of Smithing.
* Dravynea the Stoneweaver is now a Master trainer of Alteration.
* Garvey is now a Master trainer of Sneak.
* Grelka is now a Master trainer of Light Armor.
* Sergius Turrianus is now a Master trainer of Enchanting.
* Silda the Unseen is now a Master trainer of Pickpocket.
* Sybille Stentor is now a Master trainer of Destruction.
* Torbjorn Shatter-Shield is now a Master trainer of Two-Handed.

*Vendors*

* Niranye, Bits and Pieces, and Belethor now sell 15 charcoal, 15 rolls of paper, 3 of each gem (not flawless), and 1 of each gem (flawless).
* The general store and blacksmith in Falkreath now sell all materials required to build and furnish a Hearthfire house except sawn logs, religious amulets, and a few other items.
* Birna now sells a Steel Sword of Fiery Souls, available at level 24 or later.
* Quintupled normal soul gem supply at magic vendors, excluding Black Soul Gems.
* Quintupled alchemy ingredients available at apothecaries.



---------
WEREBEAST
---------

* Renames Werewolf skill tree to "Werebeast" (minor aesthetic compatibility for mods that allow different kinds of beast forms). This change extends to perk descriptions throughout the tree.
* Bestial Strength now grants 15% damage reduction in beast form per rank.
* Howl of Terror, without Totem of Terror, affects enemies up to level 40. With Totem of Terror, 80.

Two new Werebeast perks have been added, requiring only the first rank of Bestial Strength:
* Animalism: Increases unarmed damage by 15 and melee weapon damage by 10% when not in beast form.
* Wild Resilience: Gain 30/60% magic resistance in beast form (two ranks).


--------
UNCAPPER
--------

An uncapper .ini file is included with the following settings:
* Combat skills capped at 200 and grant double character experience. Non-combat skills capped at 100, grant zero character experience, and gain twice as fast.
* Character level experience per skill level gained drops to half at level 30.
* 2.5 perks awarded every level.
* Carry weight increased by five at every level, regardless of whether an increase in stamina was chosen.



----
MISC
----

* Adds safe to Breezehome bedroom decorations.
* Adjusts Vale Deer Hide and Vale Sabre Cat Hide prices to 200 and 450 respectively, to be in line with The Hunting Game's prices.
* All three mage hood variants can be purchased from Radiant Raiment, Belethor, and Brand-Shei, and they can be worn with circlets.
* Can always reenter the Soul Cairn after Chasing Echoes is completed, regardless of whether you chose to be soul trapped or changed into a vampire, with no need to be a vampire in the latter case.
* Changes cell respawn to 48 hours and cleared cell respawn to 72 hours. (Vanilla values are 10 days for normal respawn, 30 for cleared respawn.)
* Disables fast travel except when riding a dragon. Compatible with Apocrypha's Black Books.
* Disables ranged kill cams.
* Fixes bird effect outside Riverwood that is visible because it's too high up (looks like four birds pinned on top of each other in space). Moved underground where it's supposed to be; the effect still plays, but the weird monster bird is gone.
* Guards should reliably help you when you get attacked in their jurisdictions.
* If you are unable to fast travel (whether due to vanilla game mechanics or a mod that restricts fast travel), you won't get a message telling you that you can't when you click on a map marker.
* Mirrors Thunderchild fixes to the effects of Marked for Death, and adds to Marked for Death a magic resist debuff (25/50/75) and ability to bypass magic resist and spell absorb/reflect.
* Most safes and strong boxes will now respawn.
* Reduces the Lesser Power cooldown from 3 seconds to 0.5.
* Removes Astrid's immunity to paralysis.
* Replaces the full Unrelenting Force used by higher-level draugr and the Ebony Warrior with the weaker version used by lower-level draugr. This is to avoid bugs like being thrown out of the world or stuck in walls; now instead of sending you flying, their Shouts will stagger you.
* Training can be done 100 times per level.
* Warded Bookcases added to Tel Mithryn and College Arch-Mage Quarters. Safe storage capable of removing Black Books and Elder Scrolls from inventory even when they're quest items.





----------------
-OPTIONAL FILES-
----------------



----------------
BANDOLIER TWEAKS
----------------

Disallows disenchanting of all bandoliers and pouches from Bandoliers - Bags and Pouches. Increases carry weight effect of smallest pouches to 50.



-------------------
HEAVY ARMORY TWEAKS
-------------------

Makes all shortswords in Heavy Armory silent and count as daggers. Obviously, this requires Heavy Armory.



-----------------------------
MERGED MARELO MODS USKP PATCH
-----------------------------

Patches records that require USKP as a master file.



---------------------------------------
SKYRIM COIN REPLACER REDUX WEIGHT PATCH
---------------------------------------

Makes all coins in Skyrim Coin Replacer Redux weigh 0.01.



---------------
SOULFIRE TWEAKS
---------------

Allows the Soulfire spell tome to be purchased at multiple vendors.





--------------------
-COMPATIBILITY INFO-
--------------------

Where possible, USKP fixes have been carried forward, or suitably modified to have a comparable effect without using USKP as a master. (Looking at you, Linwe's Armor...)

Note that if you use USKP and do not use the patch in the optional files, circlets will sometimes be quite buggy on elf characters! You are warned!