About this mod
A hub of patches, fixes and/or small mods I've made that don't require their specific page.
- Requirements
- Permissions and credits
- Changelogs
An assortment of patches, fixes and small mods that I've made (and currently making) that don't require their specific page. Most of the patches and fixes I made while playing Gate to Sovngarde collection.
Quality of Life:
Gather Branches: A tweak for Skills of the Wild mod so you can scavenge resources to start a fire early on.
When first placing a campfire, you'll receive the "Gather Branches" ability. With this ability, you can spend 30 minutes gathering branches to start the fire. In Realistic Mode, you can start a small fire with three branches. After you unlock the "Lumberjack" perk, the ability will be upgraded to the "Harvest Wood" ability.
This is only useful if using the Realistic Mode from Campfire.
Requires: Skills of the Wild - New Campfire Survival Skill Trees.
Climbable ladders for Hendraheim: Replaces the ladders from Hendraheim Tweaks and Enhancements with climbable ladders from EVG Animated Traversal. P.S.: NPCs can also use the ladders.
Requires: EVG Animated Traversal and CC Hendraheim - Tweaks and Enhancements
Dynamic Race Based Lich: Adds new models for Argonian, Khajiit, Elf, and Orc Lichs. The appropriate model is dynamically applied when your character transforms into a Lich, based on their race.
Custom races can be patched by adding their race records to the following Formlists:


Khajiit:

Elf:

Orc:

Requires: Undeath Remastered
Load the plugin after UndeathFixes.esp (from Undeath - Classical Lichdom), if using both mods.
Credits and special thanks to the authors of: Beast Skeletons, Undead FX, Undeath - Skeletal Liches for all Races for sharing the mods with open permissions.
HearthFires:
HearthFires includes a system for adoption and marriage that supports up to 20 custom home slots, 9 of which are used by house mods from the Anniversary Edition Upgrade DLC. The files below patch additional house mods to use this system, allowing you to move your family in via dialogue options.
P.S.: I'm not sure about paid house mods (or any other mod in Nexus), they might conflict if using the same slots.
P.S. 2: This is probably redundant, unnecessary and incompatible with: Hearthfire multiple adoptions.
Bluesky Hall: Adds Bluesky Hall from Capital Whiterun Expansion to the vanilla adoption and marriage system, via dialogue.
You can adopt up to two children and move your family to Bluesky Hall.
Requires: Capital Whiterun Expansion
Fort Valus: Adds Fort Valus from Wyrmstooth to the vanilla adoption and marriage system, via dialogue.
You can adopt up to two children and move your family to Fort Valus (do not use it with the optional file for multiple adoptions, provided by Wyrmstooth mod).
Requires: Wyrmstooth
Aretino Residence: Adds Aretino Residence from Restoring the Aretino Residence to the vanilla adoption and marriage system, via dialogue.
You can adopt up to two children and move your family to Aretino Residence. You can technically have four children there if you adopt Aretino and Sofie with the custom mechanic provided by the mod, but there won't be enough beds lol.
Requires: Restoring the Aretino Residence
Interesting NPCs: Interesting NPCs can now move to the Creation Club houses: Bloodchill Cavern, Dead Man's Dread, Gallows Hall, Goldenhills Plantation, Hendraheim, Myrwatch, Nchuanthumz, Shadowfoot Sanctum, Tundra Homestead and even Bluesky Hall, Fort Valus and/or Aretino Residence if using the mods above.
P.S.: Currently only Isobel is patched.
Requires: Interesting NPCs
Fixes:
Some fixes for some vanilla bugs, you should only use them if you're experiencing the issues mentioned below.
World Encounter Aggresion: My personal take on the "World Encounter Hostility Fix", which doesn't use OnMagicEffectApply events, that can cause stack dumps (script lag) when using a lot of mods with cloak effects.
In the vanilla game, NPCs from World Encounters (Talsgar, some Thalmor, Guards at Solitude during Roggvir's execution, etc..) attack the player if using certain cloak effects or healing spells on them.
Requires: Skyrim Script Extender.
Word Wall: Fixes a somewhat rare bug that can occur due to script lag or the way trigger boxes function in the game. Sometimes, when approaching a Word Wall, it begins to glow and emit sound effects, but your character is unable to learn the word, requiring you to leave the area and return to retrigger the scripts.
Catapults firing non-stop: Fixes a somewhat rare bug caused by script lag during Civil War siege battles, where catapults can become stuck and continue bombarding the city endlessly, even after the battle has ended.
Numbers Job Legder: Fixes a somewhat rare bug that prevents the game from filling the Ledger alias during the Thieves Guild 'Numbers Job' quest, making it impossible to progress because the ledger cannot be activated by the player.
WIDeadBodyCleanupScript: A tweaked version of WIDeadBodyCleanupScript Crash Fix mod from wSkeever. For some reason, I was experiencing some freezes after an important NPC was cleaned up by the script, calling "ResetInventory" function seems to have fixed it, so I've included that function in the script. Credits to original author.
Requires: ConsoleUtilSSE NG