Skyrim Special Edition
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Eremus007

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Eremus007

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About this mod

This mod reverts a variety of annoying changes from USSEP to 'features' that were part of Todd Howard's original vision.
Because as we all know, 'It just works' and 'Skyrim is a perfectly balanced experience'.

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This mod reverts a variety of USSEP changes from of 'features' that were part of Todd Howard's original vision.
Because, as we all know, 'It just works' and 'Skyrim is a perfectly balanced experience'.

All the changes in this mod have been inspired by my own gripes with USSEP or by mods I saw around on the nexus that I included in one place.
Down below is a list of standalone/modular plugins that do the same thing as this mod. 


WHY THIS MOD?
------------------------
The beauty of modding this game is that everyone can install whatever they want.
From Lore-friendly stuff to Thomas the Dank engine and MLP replacers to simple engine fixes, all opinions on what peeps want to do with their game are valid, and that is exactly why I created this ESP for myself and I figured 'some peeps may agree and want to have this too'.

It simply exists for the people who want to play modded Skyrim and still have some vanilla mechanics and exploits that have, for some, become Iconic to Skyrim. 
Be kind to each other in the comments, respect everyone's opinions and most importantly, have fun with this lovely game <3.


CHANGES
-------------------------------
* Aspect of terror perk now boosts fire damage if the 'Intense flames' destruction perk is activated. USSEP made it, so Aspect of terror did not boost fire damage. 
* Necromage perk now affects the player if they are a vampire. USSEP fixed this, so necromage only worked on enemies.
(while this was not said in the perk description, it said 'spells are more effective against undead').
* Soul trap spell now works on corpses again. USSEP made it so it only works on living targets.
Revert Blizzard spell damage USSEP nerfed the Master level spell Blizzard's damage with the Augmented frost perk. It was already barely worth using, so this change was deemed excessive.

Vanilla:
No perk: 20 dmg/sec, displays as 20 dmg/sec;
Augmented Frost 1/2: 31 dmg/sec, displays as 25 dmg/sec;
Augmented Frost 2/2: 45 dmg/sec, displays as 30 dmg/sec;
Damage depends on player resistance.

USSEP:
No perk: 20 dmg/sec, displays as 20 dmg/sec;
Augmented Frost 1/2: 25 dmg/sec, displays as 20 dmg/sec;
Augmented Frost 2/2: 30 dmg/sec, displays as 20 dmg/sec;
Damage no longer depends on player resistance.

* Wearing a Falmer helmet and circlet at the same time this feature was removed by USSEP, and was a nice way to equip an extra headgear that can be enchanted with whatever (usually fortify alchemy or fortify smithing).

Optional EXPLOIT EXTRAVAGANZA file:
* Caravan chest exploit reintroduces a clipping caravan merchant inventory chest next to a mine in Dawnstar. This chest can be infinitely reset by punching the Khajiit merchant and reloading the save. This was patched by USSEP for obvious reasons.

Fortify restoration loop the one and only integer overflow introducer (use responsibly)
For those that don't know the loop:
  • Have a set of Fortify Alchemy gear and equip it.
  • Create a Fortify Restoration potion.
  • Drink the potion and exit your inventory.
  • Un-equip and re-equip your Fortify Alchemy gear.
  • The boost you get from fortify Alchemy should be stronger
  • Repeat from step 2 to create ridiculously powerful potions

If the boost stops after a certain point, it's because your alchemy and/or your enchanted gear simply isn't good enough.

Here's a quick and simple way to test if it works, using console commands:

  • player.additem 0003995c 1
  • player.additem 0010df48 1
Then equip the armor, chug the potion and requip. If the enchantment percentage increases, it means you are doing it right.

This exploit was, of course, removed by USSEP and is reintroduced in this patch.


INFO
---------------------
USSEP itself is not required, as the ESP works perfectly fine without having it installed (it just simply overwrites vanilla records with identical records).
But without it, the ESP simply does nothing <3


Future implementations and suggestions (perhaps):
----------------------
* Staff enchanter XP gain from Bloodchill manor (USSEP applies a perk immediately that kills any enchantment XP from staff enchanters)
* Merchant/followers player can get gold back from inventory glitch(USSEP removes this)
* Revert windshear nerf
* Trying to include the open-source changes from this (much more comprehensive mod that I strive for)
https://www.nexusmods.com/skyrimspecialedition/mods/72083?tab=description
* Try my hand at a FOMOD installer, so all changes in this mod can be modularly installed as loose esp's. 


STANDALONE PLUGINS THAT THIS MOD IS BASED ON
-----------------------------
You can install these separately for if you want some, but not all, changes in this mod:

* Aspect of terror perk fix
https://www.nexusmods.com/skyrimspecialedition/mods/3713

* Necromage perk fix
https://www.nexusmods.com/skyrimspecialedition/mods/3202

* Soul trap fix
https://www.nexusmods.com/skyrimspecialedition/mods/27700

* Revert Blizzard spell damage fix
https://www.nexusmods.com/skyrimspecialedition/mods/23685

* Wearing a Falmer helmet and circlet at the same time fix
https://www.nexusmods.com/skyrimspecialedition/mods/7334

* Caravan chest exploit fix
https://www.nexusmods.com/skyrimspecialedition/mods/52835

* Fortify restoration loop fix
https://www.nexusmods.com/skyrimspecialedition/mods/4391

* Incredibly comprehensive USSEP fixes mod (that I strive this mod to be like):

https://www.nexusmods.com/skyrimspecialedition/mods/72083