Skyrim Special Edition

1. All vanilla and DLC Potions, Elixirs, Drinks and basically consumable not considered a potion now weigh 0.1 instead of the vanilla 0.5.
"But why?"
I am a hoarder and the thing that weighs me down the most are these damnable potions. This was my solution.

2. Changed the weight of all vanilla and DLC woodcutting and mining equipment to 2.
"But why?"
Same reason as above. I always walk around with a pickaxe and woodcutting axe in my inventory and the fact that they weigh around 10 each is just waaay too much for me to afford. So I changed it to 2, mainly because it will still take up place and matter, just not as much.

3. Gave the Skaal villagers and Frea som new weapons to match their lore. They now wear a mix of nordic and Stalhrim weaponry.
"But why?"
I always found myself wondering why, for example, the Stalhrim master who teaches the player how to forge Stalhrim do not have a Stalhrim weapon himself and why he keeps all of the villagers so horribly equipped. This changes that, so that the more conflict-inclined Skaal villagers have a Stalhrim weapons and the regular-Joe kind has regular Nordic Steel daggers and such.

4. I gave Skjor some gloves.
"But why?"
Skjor was the only companion outside of vanilla Farkas who did not have gloves equipped. This resulted in him sometimes equipping some farmers gloves or something similar when outside, which just looked dumb as heck.

5. The duration of Candlelight is now set to a base of 10 minutes.
"Why?"
I run with EFLX currently in my load order and found that a lot of areas are incredibly dark. So, I use Candlelight to fix this, but candlelight runs out all the damn time and results in me having to bring it out over and over again to refresh it. This simply saves the headache and annoyance of Candlelight running out in the middle of a scene or quest so that you miss stuff happening. Magelight remains unchanched.

6. Serana now uses Conjure Boneman/Mistman/Wrathman (Depending on level) instead of her raise dead spells.
"But why?"
Because I hate having my loot suddenly stand up and become unlootable for the duration of her stupid spell.

7. Potions of Well-Being now restore the same amount of Health/Stam/Magicka as vanilla counterparts (That is, 25, 50, 75, 100, 150, Full). Prices are updated to match the change accordingly.
"But why?"
Because frankly? The vanilla amount that they restore kind of suck. This will give them some actual value and be worth saving for special occasions.

8. Added a trapdoor beside the Thieve's Guild Cistern Cemetary shortcut that leads into the Ragged Flagon.
"But why?"
Because I am lazy and do not want three loading screens to turn in my thieve's guild quests. I also like to access the Ragged Flagon directly from Riften. This is the only change that may be considered not very lore friendly due to geography, so might be an optional change in the future.

9. Changed the outfit for a Dawnguard NPC with a Heavy Cuirass to have Heavy Gloves and Heavy Boots to match.
"Why?"
Why not?

10. Changed so that all Hold Guards should now have equipped gloves/gauntlets.
"Why?"
No gloves or hand protection is not a fashion statement. It's stupid.

11. Updated most of the named Dawnguard NPC's Armor to reflect their stats.
"Why?"
For some reason, nearly all of the named Dawnguard NPC's wear armor opposite to what they prefer. For instance, Ingjard likes Heavy Armor more than Light Armor. It is only fitting that she would use what she prefers more, right?

12. Gave Celann (Dawnguard) a Crossbow.
"Why?"
In addition to updating his armor, Celann lacked a Crossbow. All his friends has one, so why should he not have one?

13. Gave Beleval (Dawnguard) a Shield because she lacked an Off-Hand item.
"Why?"
In addition to giving her her preferred armor and given that she is quite low level compared to other Dawnguard NPCs, I gave her a shield that will hopefully aid her survivability.

14. Leveled all the inhabitants of the Skaal village up to match their origin.
"Why?"
For some reason, every inhabitant bar Frea of the Skaal village is stuck at level 1. This does not match their lore, of being survivors of a harsh land. Thus, their level has been updated depending on NPC to somewhere between level 15-40.

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Joleg