Skyrim Special Edition
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  1. TheManaVault
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    @everyone I added detailed information for each section of this mod.
    Please re-read description so you can grasp the true scope of Nirnfeel.
    Also, if you're on Anniversary Edition update (later than version 1.1597), please refer to REQUIREMENTS for a link to Survival Control Panel, which will help you mitigate Survival Mode's interference with the changes added by this mod. More information in the description.
  2. TheManaVault
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    Everyone, a new important update is up, craft pouches and bandoliers to help you be able to carry more when dungeon delving!
  3. Maui81
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    This looks interesting, my new modlist is almost finished at around 1k mods with requiem and I will test this to see how it works. Btw have you heard about Book' em ? https://www.nexusmods.com/skyrimspecialedition/mods/84213?tab=files

    It might be a better fit for this list then the current book mod you are using.
    1. TheManaVault
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      Hi, so first of all, I wouldn't advise you to use my mod in tandem with Requiem, I believe they overlap in several aspects.

      I have seen the Book'em mod, but it doesn't give me what this mod does, it's something entirely different. My mod changes the way skill books function, as well as rewards the player for reading common books. That's what I want for my game. Book'em is all about compatibility and user configurability, although I admit having that in mind is pretty handy, I myself don't need it - I don't use glowing books, and don't really want to configure what bonus I get for what book, since it ruins the more random aspect that I'm looking for here.
      Nothing against that mod, it's just overkill for me is all. Besides, unless the mod author gave me permissions to include Book'em in my mod, I can't integrate it.

      Which leads me to this last part: this isn't a mod list, it's a collection of mods integrated into a single plugin. I have established what I wanted to include, researched for source material, tested said source material, merged it, patched it, conformed it with SSEdit, then tested some more, for 100 hours, before releasing. Actually this mod is currently my main Gameplay Changes mod in my SSE build "Skyrim Simply Sugoi Renewal" (youtube series), so testing has officially gone over 200 gameplay hours.

      I understand it's not modular as many modders like, so they can create their own vision for the game. But the logic here is more like, grab a few of my mods that I play together with, complement with one or two other mods, then focus on getting quests, dungeons, new lands, followers, etc.
    2. Maui81
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      Gotcha, after carefully reading trough all the mods included here I don't think it's as incompatible as you think but a coupple of mods there can cause problems I see, Toxicity being one of them. I decided just to pick a coupple from the list below instead. There was a few there I didn't know about.
    3. TheManaVault
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      Nice, have fun, and thank you for your interest in Nirnfeel. :)

      Edit: Toxicity can be left turned off in MCM.  ;)
  4. MisterB1969
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    This looks rather impressive. Any plans for a PDF or website, that deep dives into all the changes of this Overhaul?
    1. TheManaVault
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      Hey! First of all, thank you for your patches for Frostbite! <3

      I have no plans for website, but I will scrounge something more detailed up and put it on the description soon. For you, this is basically a joining of the two foundation mods Hypothermia Plus and Realistic Needs and Diseases, with extra QoL features like bathing, potion toxicity and ineffectedness, inventory limits and books and tomes changes. I've made a few edits to some parts of this mod, so they would play well with eachother, but you can get loads of still relevant information by following the links from the credits. I hope you enjoy testing this out, and please let me know of things you find that may need some edits on my part. This mod was thoroughly checked with USSEP to keep its changes, except when Nirnfeel itself needed them.
    2. MisterB1969
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      Ah! Thank you, and your welcome. I'm glad someone still uses those. heh. 
      One of the reasons I ask, was I was curious what was done with the food. 
    3. TheManaVault
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      Yeah, I use Frostbite on one of my modded games, your patches really came in handy. :) RND keywords and effects have been implemented on vanilla food. I noticed you made Chef, if you had a "new food" only version there, it would work well with a patch for Nirnfeel.
    4. TheManaVault
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      MisterB1969, just commenting to let you know that I updated this mod's description to have much more detail, and also that I since released an alternative to this mod, called Nirnfeel DynaMo. There's a couple of features this mod has and Nirnfeel DynaMo doesn't, but for the most part ND covers more gameplay aspects (and is slightly more forgiving in terms of inventory management).
    5. MisterB1969
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      Thank you for the extra effort, it's much appreciated. 
  5. abelyo
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    Looks like a cool replacer mod for a log of plugins I have but is there a way to completely turn the inventory management part off?
    I can't even properly test the mod cuz I can't carry stuff and got a bug where a potion kept spawning in front of me infinitely.
    1. TheManaVault
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      If the option is in the MCM, you can, otherwise no.
      What the MCM does have are options for increasing the several different capacities of each 'pocket' besides a general capacity increase.
      Sounds like you're testing in an existing save in which you have many potions in your inventory, and/or have a mod conflicting.
      You can also try my alternative version of this mod, Nirnfeel DynaMo, which doesn't have the inventory limits but instead an equipment wearing limit, you won't find this issue with it. Just browse my mods page. Read its description though, it makes alot of changes.
  6. Skyrimer3232
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    Looks good! What about compatibility for Requiem?
    1. TheManaVault
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      I don't use Requiem, so I can't help you there.
      Also I understand that Requiem already implements several changes to the same records, it's its own ecossystem with specific patching for a few mods already implemented. My suggestion, if you plan on using both, is that you check the credited mods on this page and eventual interactions between them and Requiem, lest one breaks the features of the other. From there on, make a backup save and test them out in tandem before commiting to a playthrough.
  7. moebius45
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    Hello, i started yesterday a new run using your mods, and in these few hours i loved it, fresh air for Skyrim; to make my game experience better wanted to ask you a couple things
    1) first of all, noob question, should I activate the survival option in the game setting menu?
    2) I saw it uses vanilla food system, what about alchemy, standing stones and religion?
    3) i am having a little trouble with things I can carry, what are the best values to give to the carryweight?

    Endorsed without doubts :) 
    1. TheManaVault
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      Wow thank you so much for your words! Credits of course go fully to the amazing legacy left by incredible creators of past and present Nexus Community, I merely put things together and made some tweaks so they would work well together for my play style.
      Now, your questions:
      1. Don't activate Survival Mode. You can activate CC Camping if you want the additional camping options and also CC Backpacks or whatever it's called, but I made no patch for it yet, so you won't benefit from it for inventory limits. I'll have a look at this soon.
      2. Although it uses vanilla food and drink items, these are all edited to work with the needs system, their effects were also overhauled. Besides, it adds a few recipes, mostly for water and milk. I play this in conjunction with Bikiniborn EX and Gleanerborn, two of my other mods. Both those mods have new food items and recipes, if you don't like bikini armor just Gleanerborn already adds recipes to make all cheeses, desserts and alcoholic beverages from the vanilla game. It also doubles as a spell package for magic that's in the vanilla game but you couldn't use in vanilla, and a few new custom spells. You can also upgrade a few armors to their better version (example hide armor to leather armor), craft rustic magic wands and advanced shield staves and wands with spells (example a staff with a ward spell that activates when you block). You can upgrade resist, heal, stamina and magicka potions to their higher grade as well, so that partially covers alchemy. That's Gleanerborn, have a look at it to see if it fits what you need, it's meant to play well with this. Still, regarding alchemy, since I made changes to the way you benefit from potions I mostly left it alone. Drinking potions has nocive effects on the player (can go from tripping and falling to passing out or getting paralysed randomly if toxicity is high, venoms from creatures also add to toxicity levels) and if you take several potions they'll gradually be less and less effective. I think these changes balance out vanilla OP alchemy implementation, if only a bit, and since I don't focus much on alchemy I left it alone. About Standing Stones, I thought of changing them but thought it would make things too OP, so I left them as they are. Skill books however now provide boosts similar to standing stones that will stack with these benefits, and common books have a chance to give you skill XP. As for Religion, the only (toggleable from RND MCM, Toggles pane) change present in Nirnfeel is that shrines don't cure diseases. I haven't tested the mod with mods such as Pilgrim, food item mods such as Gourmet or Brewer, alchemy overhauls or standing stone overhauls, so interactions with these mods are unpredictable - you would need to make a backup and test for yourself. My idea here was to address some elements of the game that needed it, without being too intrusive on existing systems (crafting, alchemy, perks, magic, levelling, Magic, etc.), but instead working with/around them or adding to them. I feel many great mods that address these elements just make the game feel too easy in Adept, which is the difficulty I use for playing. I hope this is helpful.
      And finally, 3. - sorry for the long text :D - I'm playing the game with default inventory limits, it makes looting and gearing up much more difficult. I would advise you to not mess with default values unless you wear armor with many different pieces (example Bikini armor). If you do, set the first carry bonus from backpacks to the max, so you can get a total volumetric limit of 300 (still not the same as vanilla, it's a different measure). That will allow you to carry probably one more piece of gear with you (like a shield or something). When you're level 1, you won't be able to carry much, you're supposed to be weak. As you level, your limits will slowly increase, and things will get easier. Craft a backpack and pouches, get a horse (highly recommend Quick Inventory or another mod that gives you access to the horse's inventory), find a companion or two to help you haul stuff out of dungeons, buy a house to store stuff you don't immediately need, travel light, that's my advice. It will make you look at looting (and the game itself) in a completely different way, that's my experience at least. Lastly, I also haven't touched overall loot, enchantments or tempering, I strongly suggest you check out my port of World's Dawn, it addresses these and adds an extra layer of ability scaling. For shouts, you should look around the Nexus, there's interesting stuff that shouldn't interfere with what I made. Same thing about artifact overhauls. Racial overhauls shouldn't interfere with my mod either, I simply left them as is. For fiercer vanilla animais (with skeletal changes to make them look fiercer as well), I highly recommend Savage Skyrim by rougeshot. Just be careful to place my mod at the bottom of the quests section of your load order so its changes don't get overwritten. I hope these informations are useful to you, I am indeed passionate about what I achieved with my suite of mods, so I apologize if I went offtopic or too much into detail. :)
    2. moebius45
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      thank you for your answer :) I use quite all your mods, and have to say it works greatly! i found out how to deal with items i can carry, had only to undestand how it works, i noticed  that some foods don't feed you quite at all, but i guess it came from me using the CC survival mod, and btw Jayserpa's fishing and hunting look going very well with your mods. Will deactivate alchemy, stones and magic mods to see how it works without
      I am using Valhalla as combat system and so far i see no problems with Dynamo or you do suggest other mods? 
      PS trying savage Skyrim ;) 
    3. TheManaVault
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      So nice to know that my mods work out for you. I usually made followers but these kinds of mods really make all the difference in making the game replayable.
      Currently working on putting together a Death Alternative mod with a couple of extras as well.
      I highly recommend, in case you're starting a new game, to either get Alternate Start or Random Alternate Start Reloaded (for replayability definitely get this last one!).
      Also, about combat mods, Nirnfeel makes a couple of changes to the attack cones of every melee attack, so unless you're running something more precise, I'd keep Nirnfeel ESP lower in your LO. I've tested just DynaMo with Tk Dodge and Ultimate Combat (changes enemy behaviour, not the player), and also with DServant's suite of mods, Combat Gameplay Overhaul, Archery Gameplay Overhaul, 360 Movement Behaviour and Jump Behaviour Overhaul, with a couple extra anims from Skypia's Smooth Random series.
      From what I see, the combat section of Nirnfeel addresses a few of the same things Valhalla does, albeight with a slightly different philosophy and end-result. Here are the combat module's addressed features: Staggering, Timed Blocking, Timed Warding, Scripted Improvements to NPC AI, and magical Ward Spells (even those added by new mods) can now be used to block physical attacks.
      Of course, Valhalla is interesting as well because of its stamina management feature, but as with DynaMo and Nirnfeel you also need to be careful as stamina regen rates are lower than vanilla (especially if you're tired, diseased or in the cold) and DynaMo's combo attacks consume quite a bit of stamina, I think things get balanced out.

      You can get or keep magic spell packs, as they'll work well with spell mastery feature from Nirnfeel - as long as there's a spell tome associated with the spell, you'll need to carry it with you in order to actually use the spell.
      About the food, it's possible it's something related to another mod/CC content making changes to the food items, yes. Besides that, USSEP's Meat Pie doesn't work either, as I decided to not make the mod depend on USSEP.
      Just remember, some features are obtainable by playing through certain aspects of the game. This is especially true for Gleanerborn. For some exclusive things, you need to be a certain level at a certain skill, or to have carried out some specific task(s) a certain number of times, or to have played through certain questlines.
    4. TheManaVault
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      About the food, I can't say for certain, you might have some mod editing food references that overwrites mine.

      Keep your magic spell packs, they go well with the spell mastery of Nirnfeel, as long as they have a spell tome, you'll have to carry them to be able to use the spell, and can study them for insights and special bonuses.

      Nirnfeel also addresses combat, specifically Timed Blocking, Blocking with Wards, NPC AI Improvements and attack range of every melee attack. Unless you really want Valhala, you don't actually "need" it, as my mod already makes improvements to combat.
      Scratch that, that's one of the features I plan to implement in the future but haven't decided how yet. :) You still need Valhala for combat changes.

      Usually, I either use TK Dodge and Ultimate Combat, or DServant's Combat Gameplay Overhaul with Archery Gameplay Overhaul, Jump Behaviour Overhaul and 360 Movement Behaviour Overhaul, combined with Skypia's Smooth Random Series (the ones which don't need ADXP MCO Combat, as I don't use that. As long as they don't have hundreds of megabytes zip file, and use Dynamic Animation Replacer, Open Animation Replacer and/or FNIS/Nemesis, I get them). I place Skypia's and/or Verolevi's (think Vanargand anims) stuff above my mods so to not overwrite the anim suites I've included (many in Bikiniborn - movement and a few non-combat and sneaking weapon anims, plus floating anim when dual-wielding magic, and some random sit, warm hands, etc. -, a couple in Gleanerborn and several (combat animations) in DynaMo).
    5. moebius45
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      Edit-  I noticed that if i don't use survival mod option in game setting page, the needs don't start at all, maybe i did something wrong in LO? Limit to carryweight as well remain vanilla ones, unless i toggle the survival option 
      I use LAL as alternative start
      Looks like that Savage Skyrim doesn't match with Simple Hunting overhaul
    6. TheManaVault
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      If I remember correctly, when you start the game you get a prompt asking you if you want to turn Survival Mode on or not, is this what you mean? If so, that's strange, and probably means Bethesda has edited their food records for Survival Mode.
      With Survival Mode on, is it only with the food that you notice different? Do you feel weather effects doubled or any other strange thing?
      Ah, I didn't know you used SHO, I myself use Hunterborn with no issue whatsoever, but Nirnfeel also bypasses (for me at least) the need to use HB, as it has Improved Animal Loot integrated (animal loot is more valuable).
      Granted, it's not the same as Hunterborn, but you should also be okay with using just the SHO comments to your hunting and a OAR Dressing Animations mod in conjunction with mine, that way you'd be able to test out Savage Skyrim.
      I made this mod in pre-Anniversary Edition Skyrim, and as it should be working correctly in AE, there might be a couple of things that need further testing.
    7. TheManaVault
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      I'll do a small test myself in Anniversary Edition to see how this rolls.
      Maybe need to make a patch though.
    8. moebius45
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      About the survival matter, when i start the game i press no, then when you click the in game options (game, video, audio ect) there is the box to toggle the survival mod on/off
      So, if i don't trigger this on, it's like i am playing without needs and have over 300 of carryweight and i can fast travel 
      so far, but consider i have been playing few hours with your mods, the only weird stuff in game is the food, i can eat a bunch of meat and i stay hungry, then if i cook a fish i just caught fishing, i am well fed lol 
      Except this so far it is working nicely
    9. TheManaVault
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      Okay my mod doesn't completely prevent fast travel, you can't fast travel when you're under the influence of cold survival characteristics.
      You should have not only the need to eat and sleep, but also the need to drink, and when you eat an apple or soup, you should get a message stating something about both food and beverage.
      I'm firing up my AE game with Nirnfeel, Simple Hunting Overhaul, Fluffworks and Savage Skyrim to test things out.
    10. TheManaVault
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      Testing with AE will take longer than expected, since Steam updated my Skyrim version without my consent.
      Gotta love Skyrim, really. Once in a while I am reminded of why I actively chose to play and mod on Version 1.597, and kept the game in a separate folder.
      But my AE serves the purpose of sharing Vortex Collections, and for Vortex I need to have the game in its default location, unfortunately.
      Please bear with me while I quickly rebuild and reconfigure my mod list - could take a while, depending on the errors I get...
    11. moebius45
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      No worries, take your time :) in the meanwhile i go on testing the mods ;) 
    12. TheManaVault
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      So I was able to do a quick test after hours of trying to figure out what was messing up my OAR animations (turns out it was Underdog for some reason, just run it through Nemesis then disable it and things will kind of fall into place).
      I tried with Survival Mode off but neither needs nor cold survival from my mod kicked in. I then tried to turn SM on, and these still didn't work.
      On the other hand, with SM on at least, I have inventory limits. My combat mod DynaMo works as well, spell mastery works, toxicity I think works... Summarizing, things apart from the main reason I made this seem to be okay.
      So I would suggest you to get a mod called Survival Control Panel, it seems it spoofs Survival Mode, so maybe that's enough for Nirnfeel to work properly in AE latest version 1.16.1170.
      Or you can try to downgrade the SkyrimSE.exe , although I hear there are some mixed results. I very much prefer 1.597 where most SE mods work and there is less directionless bloat with those CC contents (I really did want to try trainwiz's mod, but since it's paid on top... oh well).
      Sorry about the inconvenience really.
      If you do try Survival Control Panel, please let me know results so I can let everyone know.
    13. moebius45
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      looks like toxicity is fine, a giant spider attacked me and toxicity kicked in, changed visual and my character fell down for a bit, then i used a anti poison potion and i felt better, tho toxicity was still up. I think there is a little trouble with dirt: after a while the status was filthy, i tried to swim to stay in water but nothing, my character was still dirty, and couldn't find troll fat to craft the soap, nore vendors in whiterun and riverwood had soap, but my follwer used a bucket to wash herself in the river. i took the bucket but no idea how to activate it lol
      do you think that the mod keep it clean could help? i used it in the past and worked ok 
      About food, i am a little confused, you can eat a ton of apples, sweets, cooked beef but you never get fed, then a cooked fish is enough... but i found something weird in the active effect panel, in the top of it i was well fed, scrolling down i was famished without having hunger penalties at all
      Anyway i'll follow your suggestion installing SM panel and see what happens
      PS. i am trying Gods and Deities for religion part and looks like working nicely
      For the rest all your mods work greatly, will update you in next hours, have a great day ;)

      EDIT --- I tested a little , keep it clean soap doesn't work properly, i finally was able to craft soap and it worked
      with SM panel food part looks fixed for the hunger and thirst too, but i need to keep  survival mod on in the game option
    14. TheManaVault
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      Thank you for reporting back moebius45!
      About bathing, the mod is a very cut down version of Bathing in Skyrim. What's strange is that the 5 initial bars of soap (potions) didn't spawn in your inventory. Swimming doesn't work for cleaning you, only that soap works. You don't need to be in water, also I don't think my mod affects NPC, you might have something else working there.
      I am very relieved Survival Control Panel worked for you, the food, drink, food spoilage and Diseases part of Nirnfeel are at the center of what I wanted to change! I'll test with it myself then. I also need to make sure that cold survival portion of the mod Hypothermia is working properly. Thank you very much for this, really!
  8. Lauffeyy
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    love it, i will try it now
    1. TheManaVault
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      Thanks! Don't forget to make a backup save in case you have a running game!
    2. Lauffeyy
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      SOrry, i'm getting this ERROR: archiev is broken
    3. TheManaVault
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      You have 7-Zip?
    4. TheManaVault
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      Try again, I reuploaded it. Apparently there was an issue with the upload before... :'/ Apologies.
    5. Lauffeyy
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      thank u, i will test it