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Minor Quest and Role-playing Adjustments For The Good Alignment Characters.

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Synopsis:

This mod is about Role-playing.
In the original game, you have only a single option to finish some quests, forced quests and some strange mismatching with Lore.
This mod adjusts that for some quests, so you can play as a Good Alignment Character.
These adjustments are not big enough for the individual pages.

Quests touched by this mod:
I. Diplomatic Immunity Quest.
II. Blood on the Ice Quest.
III. The Forsworn Conspiracy Quest.
IV. The Break of Dawn Quest.
V. The Heart of Dibella Quest.
VI. Ill Met By Moonlight Quest.
VII. The Wolf Queen Awakened Quest.
VIII. Dark Ancestor Quest.
IX. Some Light Theft: Nelacar's Staff Quest.
X. Shalidor's Maze Quest reward: Diadem of the Savant.
XI. Good Intentions Quest reward: Mage's Circlet.
XII. Containment Quest reward: Savos Aren's Amulet.
XIII. Touching the Sky Quest rewards: Auriel's bow and Auriel's Shield.
XIV. DragonbornVisit the hunters at Frostmoon Crag Quest.
XV. A Return To Your Roots Quest reward: Sinderion's Serendipity Perk.
XVI. Lights Out! Quest.
XVII. Unfathomable Depths Quest reward: Ancient Knowledge.
XVIII. The Cursed Tribe Quest reward: Volendrung.
XIX. The Only Cure Quest reward: Spellbreaker.
XX. The Pale Lady Quest reward: The Pale Blade.
XXI. The Raid Quest.
XXII. Rise in the East Quest.
XXIII. DragonbornPaid in Full Quest: Recover the bonemold formula for Glover Mallory.
XXIV. Additional Plugin: Dragon Priest Masks into unique Circlets.
XXV. The Whispering Door Quest reward: Ebony Blade Replica.
XXVI. Impatience of a Saint Quest reward: Locket of Saint Jiub.
XXVII. DragonbornUnearthed Quest reward: Relics of AhzidalAhzidal's Ring of Necromancy and Ring of Arcana.
XXVIII. Lost to the Ages Quest reward: Aetherial Staff.
XXIX. Hidden Treasures Quests.

Description:

I. Diplomatic Immunity Quest.
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This is very specific adjustment, for a very specific game.
In the original game, if you play as an Altmer, you can use a disguise, and under it, as a spy Illusionist mage, take everything you need and leave, but only if you kill or pickpocket, which is steal, the key. Therefore, you have a limited choice in the original game. 

This mod adds an option to lockpick the trapdoor. Trapdoor looks very squalid and, therefore, can be unlocked by the Adept of Lockpicking.


II. Blood on the Ice Quest.
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In the original game, it is a heavily scripted, full of bugs and overall disgusting quest, the reason to stay away from Windhelm.
This mod makes that this quest will not start and you will never hear about this quest from NPCs.

With this mod, the Necromancer Amulet belongs to the most powerful necromancer in Skyrim, who is able to corrupt the Temple of the Daedric Prince Meridia, the Lady of Infinite Energies herself. You can find the amulet in the room, where he dwells.

The Necromancer's Amulet now is truly a legendary artifact:
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“The Necromancer's Amulet is a legendary artifact, created by the necromancer lord Mannimarco. In appearance it is an exquisite amulet, often with a skull emblazoned upon it. It grants the wearer magical protection equivalent to plate armor, as well as the ability to regenerate from injury, resist mundane weapons, and absorb magicka and life force. The wearer also becomes wise beyond his years and far more capable in the School of Conjuration. This comes at a price, as the amulet can drain the wearer's strength, endurance, health and stamina.”
Daggerfall: "The legendary Necromancer's Amulet, the last surviving relic of the mad sorcerer Mannimarco, grants any spellcaster who wears it the ability to regenerate from injury, and absorb magicka. The bearer also becomes wise beyond his years. This artifact is popular amongst mages."

Adjusted to be in more correlation with the Lore:
The legendary artifact, the last surviving relic created by the necromancer lord Mannimarco.
200 Magicka ("The wearer also becomes wise beyond his years.").
Necromage Wisdom: Reanimate spells are more effective and can raise more powerful undead. (Up to 90th level (instead of 40th. It is ridiculous how a 80+ level mage, Master of Conjuration, can’t raise a regular bandit, because bandit is “Too strong” for the reanimate Thrall Master spell.) reanimating with master spell.). 25% less casting cost in the School of Conjuration ("...far more capable in the School of Conjuration".).
Permanent Magical Damage Resistance Armor 90 ("It grants the wearer magical protection equivalent to plate armor.". Steel Plate Armor set is 87, Ironflesh is 80. Works in conjunction with the Mage Armour Alteration perks.).
Absorb Magicka, Atronach 20% ("...the ability to … absorb magicka".).
Drain Stamina (endurance) curse (-100) and Drain Health (strength) curse (-100) ("...the amulet can drain the wearer's strength, endurance, health and stamina.").
25% higher regeneration rate of Health and Stamina. ("...the ability to regenerate from injury...").

With this mod you can become a Thane of Eastmarch. You can find the note in the Eastmarch inns, or in a Palace of the Kings. You will still be able to join the Stormcloaks, or, fully ignore the Civil War.

Hjerim is clean and purchasable, without a disturbing quest, can be fully upgraded. With this mod it is just an empty purchasable house.

Korvanjund door can be unlocked without starting the Civil War quest-line, therefore, Slow Time shout can be learned.


III. The Forsworn Conspiracy Quest.
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In the original game, you are forced with this quest, you can not drop the Eltrys' note, and if you will read the note, quest will start.

With this mod, you can throw the note away, as well as you can read it, but quest will not be forced. If you will decide to participate in the quest, you can, still, meet with the Etrys at the Shrine of Talos.


IV. The Break of Dawn Quest.
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In the original game, if you are a Vampire, you can easily touch the Meridia's Beacon.

With this mod, you will be annihilated by the Lady of Infinite Energies, if you will touch the Beacon being the undead.

If you will approach the Temple being a vampire, Meridia will not communicate with you, understanding who you are, not giving you her quest against darkness.

For the vampires, who still want to obtain the Necromancer's Amulet:
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There is a way inside the Kilkreath Temple, locked on Master level lock, accessible without starting the quest. Only use this way if you are a vampire, or you will not be able to obtain the Dawnbreaker. Vampires, of course, will not be able to obtain the Dawnbreaker, artifact forged in a holy light, a priori.



V. The Heart of Dibella Quest.
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In the original game, you are given the blessing at the end of the quest, becoming the Agent of Dibella. In original game, it means that "You do more combat damage to the opposite sex.". Absurd.

This mod changes the blessing to be appropriate for the Dibella, Goddess of Beauty, Love, and Affection.
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Blessing will be "Goddess of Beauty blesses her Agents with irresistible charisma. Speechcraft is 5% better.".

With this mod, you also will be able to give the Degaine any gold Dibella Statue, from the Temple or not, and quest will not be forced when you will speak to the beggar. You will be able to find the statue through The Heart of Dibella quest as well.


VI. Ill Met By Moonlight Quest.
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In the original game, you are forced to kill the hunters, if you want the Ring of Hircine. This makes no sense, because you've made the initial deal with Hircine about the lifting the curse from the cursed ring. This mod adds an additional option for werewolf players, who don't want to kill all the hunters instead of Sinding.

With this mod, when you've skinned the Werewolf Sinding, you can choose what Artifact you want, the true Ring of Hircine with the lifted curse, or the Savior's Hide.

The statue and shrine of Talos, as well as the Bolar's Oathblade in Bloated Man's Grotto will not magically disappear now. Bolar's Oathblade now is a unique powerful katana.
In conjunction with Akaviri katana of the Blades, the Oathblade now has an improved damage and enchantment, does shock damage, has chance to paralyze. The more you devoted to Talos the more additional damage blade will deal. Praying to Talos and having his Blessing will strengthen the blade's Oath enchantment, and even more, if you also have the Amulet of Talos equipped, while blessed.

Oath of the Blade left the trace. Katana is crepitate with will to protect, in the name of Talos.


VII. The Wolf Queen Awakened Quest.
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Light bug fix for this quest, now Potema's Remains skeleton does not wear a fine raiment, only the copper and moonstone circlet, as on her skull. Idea is from the bug fix that is already exists but requires an additional .esp file.

The Wolf Queen Awakened Quest Reward: Shield of Solitude, can now be tempered with ebony (Arcane Blacksmith perk), adjusted weight and value to correlate with the artifact.


VIII. Dark Ancestor Quest.
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In original game you don't have the opportunity to have this quest, unless you steal the letter from the Lod, for Dengeir of Stuhn. Now, Dengeir will give you the quest to destroy his risen ancestor, vampire Vighar, if you have became the Thane of Falkreath.


IX. Some Light Theft: Nelacar's Staff Quest.
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In Winterhold's Jarl's Longhouse, you are talking to Malur Seloth, asking him about what he does. He reveals that he doesn't really do anything. He wants to appear more mage-like when in the jarl's presence, and wishes to acquire a staff of Nelacar, who resides in the Frozen Hearth inn. He wants you to stole it. You, of course, refuse. You go to look at the staff and see that this is an Illusion Staff of Fear. You know, that you have the Staff of Fear in your storage, that is identical to Nelacar's. Why not help the Dunmer steward.
Adds an additional option besides the original option.

Also, there is an option to finish the Some Light Theft: Stands-In-Shallows Quest.
Exploring, you can find a Sabine's Footlocker, hidden beneath the dock leading to the Red Wave in Solitude harbor, locked on Expert level lock. Contains the contraband of skooma (Balmora Blue, Double Distilled, regular). By this, Stands-In-ShallowsSome Light Theft Quest can be done without stealing. If you have the Double-Distilled Skooma in your inventory, you’ll see the additional option.


X. Shalidor's Maze Quest reward: Diadem of the Savant.
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Diadem of the Savant now is a unique Gold and Diamond Circlet, with the appropriate, unique and respectable enchantment, that worth the fight with the Dremora Arch-Mage in the Labyrinthian's Shalidor's Maze, a valuable and unique artifact. Spells of all Schools of Magic cost 10% less to cast and Magicka regenerates 100% faster, while wearing the Diadem. Enchanting 10% more powerful.
The Diadem made to be counted as clothing, to not break the Mage Armor perk.

Dremora Arch-Mage of Labyrinthian's Shalidor's Maze is very strong now, has Ancient Frost Atronachs as allies in battle.
Spellbook to conjure Ancient Frost Atronach (Thrall, Master Ritual Spell) can be found on the Arch-Mage Dremora. More powerful than regular Frost Thrall, cost much more to conjure (you need to be truly a Master of Conjuration). Conjuration perks work flawlessly (Atromancy, Elemental Potency, Twin Souls).




XI. Good Intentions Quest reward: Mage's Circlet.
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"This circlet once proved invaluable to me. I hope it can be of use to you now." - said, when given by the Arch-Mage himself.
Mage's Circlet now is a unique Gold and Sapphire Circlet, a valuable and unique artifact, with the respectable enchantment: up to level 15, it is 100% faster Magicka regeneration rate, after level 15, the enchantment is 200% faster Magicka regeneration rate.



XII. Containment Quest reward: Savos Aren's Amulet.
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Savos Aren's Amulet - amulet of Arch-Mage of the College of Winterhold, Skyrim's equivalent of the Mages Guild. Amulet, that you receive only after the Arch-Mage's death, given to you by the Mirabelle Ervine as a support when traveling into the Labyrinthian, the most dangerous place in Skyrim. 
Now, the amulet is a unique Gold and Sapphire Amulet, with the respectable enchantment, appropriate for the Arch-Mage, a valuable artifact. Increases your Magicka by 200 points.



XIII. Touching the Sky Quest rewards: Auriel's bow and Auriel's Shield.
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Auriel's Bow is a powerful bow allegedly used by the elven god Auri-El.

Auriel's Bow ... one of the mightiest weapons ever to exist in Tamriel's history. Allegedly created and used, like its sister Auriel's Shield, by the great Elvish demi-god, the Bow can turn any arrow into a missile of death and any wielder invulnerable to any lesser attacks. Without Auriel's power behind it, however, the bow uses its own store of energy for its power. (ArenaDaggerfall, Morrowind).

Bow was adjusted according to the official Lore. Base damage made to be between glass and ebony, slightly faster draw speed, adjusted weight, infinite enchantment: does 10+n sun damage to undead where n is the number of undead killed since the last sunrise, plus base sun damage. Full power of the Legendary Auriel's Bow can achieve the maximum of 150 additional sun damage to undead, when you destroy 500 unholy beings with the holy bow.

Damage will grow consistently, for 50 undead bow will become stronger on 20 additional sun damage, and will achieve 100 damage on 250 undead. Afterwards, there will be only 2 iterations, on 350 (125) and 500 (150) undead respectively. With every precise strike against an undead creature, its power grows. Set to be non-Daedric artifact (because Auriel is the elven variant of Akatosh, Aedra). 

Auriel's Shield was adjusted according to the official Lore.

It has several magical abilities that help to make its wielder nigh invulnerable. Its known enchantments include resistance to fire, shielding from either magical or physical attacks, healing properties, magical armor enhancement, and spell reflection. Sometimes it also appears to be seemingly unenchanted. The shield has the ability to absorb the power of blocked attacks; this energy can then be released by bashing an opponent with the shield, delivering a devastating physical blow. Its shielding ability is supposedly unsurpassed.

Auriel's Shield, an Ebony shield said to have once belonged to the quasi-mythical Elvish deity Auriel, can make its wielder nigh invulnerable. In its resistance to fire and magick, Auriel's Shield is unsurpassed. To defend its wielder from any attacks it cannot absorb, the Shield lends him or her health. (Arena, DaggerfallMorrowind).

Resistance to Fire is set to be 50%, resistance to Magic is 20%. Has Healing Aura that heals the owner while blocking, bashing power now indeed delivering a devastating physical blow. Set to be non-Daedric artifact (because Auriel is the elven variant of Akatosh, Aedra).


XIV. DragonbornVisit the hunters at Frostmoon Crag Quest.
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Since only the battle with the hunters-werewolves will remove the quest from the journal, battle with werewolves will bring some unique items.
Majni has four rings he'll sell only to a werewolf, that now can be found in his inventory. His pack will attack any non-werewolf who will approach. Aggressive Daedric beasts will attack you, and it is up to you to decide what to do.


XV. A Return To Your Roots Quest reward: Sinderion's Serendipity Perk.
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There is a 50% chance of creating a duplicate potion when using your alchemy skill.


XVI. Lights Out! Quest.
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Captain Hargar's journal adjustment because of the possibility of clearing the Broken Oar Grotto before the quest.
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21st of Evening Star, 4E 200
It's on! Jaree-Ra and his sister, Deeja, have something cooked up. All they need is to find someone to do what they say.



XVII. Unfathomable Depths Quest reward: Ancient Knowledge.
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Adjusted to be in more correlation with the Lore.

Breya:"The Lexicon had better be worth all this trouble."
Roots:"I assure you, it is. The knowledge contained in the Lexicon created everything you see around you."
Roots:"Properly controlled, it has knowledge enough to turn paupers into kings."
Breya:"You sure that's power we're meant to have?"
Roots:"Absolutely."

Blacksmithing and Heavy Armor skills increase 20% faster.


XVIII. The Cursed Tribe Quest reward: Volendrung.
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Adjusted to be in more correlation with the Lore.
It is enchanted with the power to paralyze foes and drain them of their strength, conferring it to the wielder.

The Hammer of Might, Volendrung is said to have been created by the Dwarves of the now abandoned clan of Rourken, hundreds of years before they disappeared from the world of Tamriel. It has the ability to grant health to its wielder, but it is best known for the paralyzing and strength leeching effects it has when cast at an enemy. (Arena, DaggerfallMorrowind).

Weight set to be 50, higher reach, 25% chance to paralyze for 1 sec. Absorbs Stamina, Health, Magicka, does not require charging, being Legendary Daedric Artifact.


XIX. The Only Cure Quest reward: Spellbreaker.
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Adjusted to be in more correlation with the Lore.
The Spellbreaker (also spelled Spell Breaker) is an artifact attributed to the Daedric Prince Peryite. Superficially a Dwarven tower shield, it is one of the most ancient relics in Tamriel. The shield not only protects its wielder from physical damage, but also from magical attacks, by reflecting magicks, dispelling curses, or silencing any mage about to cast a spell. (Arena, Daggerfall, Morrowind).

Stronger ward, Magic Resistance set to be 35%, additional 20% Elemental Resistance (fire, shock, frost). Poison resistance 50% and full resistance against deceases (that can be considered as curses, dispelled by the Spellbreaker). Now it is indeed a Legendary Artifact Shield.


XX. The Pale Lady Quest reward: The Pale Blade.
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This now is a truly unique blade, has chance to deep freeze, deals frost damage and causes stamina drain. Can be tempered with moonstone and steel (requires Arcane Blacksmith perk).
Blade causes instantaneous frost and Stamina damage, and has chance to encase the foe in a solid block of ice for a few seconds.


XXI. The Raid Quest.
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Riften Warehouse has no owner now, therefore, there will be no trespass and no stealing when you will take the note, to stop the illegal skooma trade in town.
In the original, it belongs to Drifa, which is nonsense, since it is clearly said that only the Jarl has the key from the Warehouse.


XXII. Rise in the East Quest.
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In the original, to help the lawful organization, the East Empire Company, you must steal the Suvaris Atheron's Logbook. Very roughly done.
Now it is a spy-quest mission. Now, role-playing as a spy, under invisibility, you can take the logbook, without stealing, show it to Orthus Endario and silently return it back. Logbook will not be permanently removed from you now (like in original), Orthus will take it, read it, and give it back. You are helping to stop the Blood Horkers and re-open the East Empire Company in Skyrim.

Haldyn is a very strong battle-mage, and his outfit was improved respectively, more expert battle-mage worthy outfit. Japhet's Folly Haldyn’s room chest has Adept level lock, improved. 
Reward for the quest is greater (you helped the Imperial Trading Company).


XXIII. DragonbornPaid in Full Quest: Recover the bonemold formula for Glover Mallory.
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To start this quest in original game, you need to join the Thieves Guild. Only join, nothing more. But this does not really make overall sense and logic in the context.
Since quest starts from you noticing the shadowmark on Glover Mallory's house, logically, it can be started by anybody who knows about shadowmarks, more precisely, who have read the book about shadowmarks, by Delvin Mallory, and has it in inventory.
From the quest you will be rewarded with various treasure. Fixed bug with respawn for armor container. You will be able to produce Improved Bonemold Armor, which is heavy armor, and has little value for thieves, but good value for warriors, who will now be able to craft it. And, you will be able to tell Sapphire the truth, and receive the reward, a unique exquisite sapphire.


XXIV. Additional Plugin: Dragon Priest Masks into unique Circlets.
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Every circlet is unique and considered as clothing, value increased, weight adjusted, designed for Mages, and to look like initial concept by Adam Adamowicz. This separate plugin requires USLEEP, because of some fixed meshes of the circlets for elves.
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Hevnoraak - Jade and Ruby Circlet.
Krosis - Gold and Emerald Circlet.
Morokei - Silver and Diamond Circlet.
Nahkriin - Jade and Sapphire Circlet.
Otar - Jade and Diamond Circlet.
Rahgot - Jade and Emerald Circlet.
Vokun - Copper and Sapphire Circlet.
Volsung - Copper and Ruby Circlet.
Konahrik - Dwarven and Diamond Circlet.
Ahzidal - Copper and Garnet Circlet.
Dukaan - Silver and Sapphire Circlet.
Zahkriisos - Gold and Amethyst Circlet.



XXV. The Whispering Door Quest reward: Ebony Blade Replica.
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After obtaining the accursed Blade, you will be able to replicate this two-handed katana (nodachi) with designs similar to normal ebony weapons. Replica can be crafted by a skilled blacksmith, who knows techniques of Ebony Smithing and Arcane Blacksmithing, and, who has the cursed Blade in the inventory, to mimic its form and features. Making a duplicate will require Ebony and Gold. Blade will be slightly faster than Ebony greatsword and will have a slightly higher reach. You will be able to put any enchantment on the replica, and temper the blade.


XXVI. Impatience of a Saint Quest reward: Locket of Saint Jiub.
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Unique amulet, Locket of Saint Jiub adjusted according to the Lore (read the Saint Jiub's Opus).
Worth collecting the Saint Jiub's Opus’ pages all over the Soul Cairn.
Bows do 30% more damage, Stamina regenerates 50% faster. Health regenerates 30% faster.”. No armor rating now, to not break the Mage Armour perk.


XXVII. DragonbornUnearthed Quest reward: Relics of AhzidalAhzidal's Ring of Necromancy and Ring of Arcana.
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This adjustment is more of a role-playing adjustment, an implemented thought of how Artifact Rings of a powerful ancient Dragon Priest-Acolyte should be.
Ahzidal's Ring of Necromancy gives you the ability of Ahzidal's Necromancy Mastery: "You can have one more reanimated undead creature.".
Compatibility note:
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To achieve the effect, there was need to change the Original’s Twin Souls Conjuration perk, as it should be, adding +1 creature modifier instead bluntly setting 2 creatures cap as it is in original. Perk still works identically to original, but gives opportunity for further creature addition. If you use Requiem or Ordinator, delete the Twin Soul perk entry in Tes5Edit (I will make patch for Requiem later). Ring will work with Requiem/Ordinator perk.

Ahzidal's Ring of Arcana gives you the ability of Ahzidal's Arcane Mastery: "Your Wards absorb 50% of the magicka from incoming spells. Magicka regenerates 100% faster.".


XXVIII. Lost to the Ages Quest reward: Aetherial Staff.
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In the original, the Aetherial Staff can hardly ever be useful, despite being a Legendary item. With this modification, this is indeed a unique and Legendary staff, that is able to summon powerful Dwarven automatons:
Dwarven Spider Guardian,
Dwarven Ballista Master,
Dwarven Sphere Master,
Dwarven Centurion Master.
Chances for summoning:
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As on the Aetherial Staff page, but now, there is no mishap or scrap chance, and automatons were made to be as stated above, of four types, of high level.

Automaton will be created by the magic of Aetherium for 300 seconds. Conjuration perks on duration will apply. With Twin Souls perk you can have two automatons at a time.



XXIX. Hidden Treasures Quests.
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In the original game, you must read the note to enable the treasure chest. Before reading the note treasure does not exist in the world. Nonsense.
Now, maps are indeed only the hint notes, not magical unhiding instruments. Hidden treasures are in the world from the beginning, as they should be.


Additional (optional) plugins:
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These are personal adjustments that I decided to share, separated from the mod, optional for installation.

Breezehome Exterior Garden For Alchemist (Optional Plugin).
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Includes: 24 planters (48 plantable soil spots), beehive, ivy with jazbay vines and creeping cluster on the walls, woodpile to store wood (container). Purchased with Alchemy Laboratory. Additionally, Froki’s Shack has two beds now, since two people live there.

Alchemical Phials Unified (Optional Plugin).
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Does not require additional .esp, uses original game meshes (texture mods will work). The idea is that nobody creates fancy bottles for every potion/poison, especially in Skyrim conditions, the glass bottles for alchemy for the most part are unified (there are still some unique bottles, for example, for Blood Potion, Skooma), differentiate rather by colour and labels than by size and form. There is a label on every bottle. As well, I always found the concept of huge high-tier bottles (which you suppose to drink in a battle) ridiculous, now the idea is that alchemical properties depend on your/alchemist’s skill of extracting features and making the potion stronger rather than that you must drink five times bigger amount of potion for it to take higher tier effect.



Q&A:
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Q: I want to turn off /some part of this mod/.
A: You can easily do this with TES5Edit and deletion of the scripts.
Q: /Some mod/ has the same scripts touched, what should I do?
A: Clearly, if you want adjustments from this mod, place it after the /some mod/.
Q: Changelog of the latest update?
A: II, IX, X, XXVI, XXVII, Additional (optional) plugins.


Requirements:
Dawnguard DLC.
Dragonborn DLC.
Hearthfire DLC.

Credits:
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Saerileth for the models and textures of the combinations of circlets.
Gamwich for the the amulet texture (the metal part).


Permissions:
This mod is Nexus exclusive. DO NOT download FILES from this mod on other sites. Giving the link on this mod is allowed.
Translations are allowed if linked to the original mod and contain only translated .esp file.
If you live in China/Japan/etc. and want to translate and upload the mod onto the Chinese/Japanese/etc. servers, you are permitted to do so, only if you contact me in Personal Messenger, giving the link onto the site and onto the mod page [, so I can put the link in the description], making the mod page with proper credits, links, and proper description from the original mod page.


My mods are mostly suitable for Good (and Neutral) Alignment (Lawful good, Neutral good, Chaotic good, Lawful neutral, True neutral, even for Chaotic neutral and Lawful evil) Characters (based on D&D). Honorable Hero, you are welcome here.

If you feel grateful for my mods, you can show your gratitude.

Cheers.