I’ll frequently go long periods of time without the time and/or motivation to update my mods, and like any mod author, there’s no guarantee that I won’t drop off the face of the internet someday. However, the last thing I want to do is leave a mod orphaned to restrictive permissions or the expectation of my blessing for its use. Permissions for this mod are open: you can upload this mod to any site, make changes to and/or publish separately any aspect of the mod, or publish altered versions of the the complete mod under your name, no credit required. Please do not derive payment, through crowdfunding or otherwise, for recognizable redistributions or edits of this mod. All graphical assets in this mod have been adapted from Bethesda’s marketing and in-game assets. Treat them as you would any other asset from the base game.
File credits
SKSE Team Enai Siaion for their Modern Brawl Bug Fix, which is included in this mod
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Changelogs
Version 3.1
Added 2 new modules: Stamina which is designed to make the default stamina costs of actions like power attacking and bashing more in line with the costs from the Aimshake and Dodge modules, and Reflex which slows time during certain attacks since it's fun.
We're now at 19 modules and the page was getting very difficult to navigate and maintain, and got feedback from the people of Reddit Skyrim Mods that this structure made it hard to find and track updates, so have split them out onto separate pages.
The Skills, Knockout, and Defense modules all got some bugfixes or small feature improvements.
Version 3.0
Major version update from 2 to 3. Will not work on existing saves using 2.x modules. Requires a new save.
3 new modules: Defense, Unarmed, Skills.
The former 'Recalibration' module has had some tweaks directly merged into the modules they were designed to enhance. It has been split into a Costs module and a Movement module.
Main module: now includes a copy of Modern Brawl Bug Fix.
Aimshake: Stamina drain now stacks with Eagle Eye stamina drain.
Aimshake: Crossbows will now be un-loadable at low stamina.
Disguise: Changed some requirements to be more consistent across armor sets and preference helmet/hood/mask use as the main element.
Dodge: Improved the AI to make enemies dodge more logically.
Dwarven Engineering: Improved the visuals on the Control Rods, which now place ghostly copies of the Automaton they can control.
Followers: Added option to equip followers in combat.
Knockout: Excluded Ghosts from knockouts.
Magic: Allowed the Jump and Slowfall spells to optionally use improved implementations from PowerOfThree's Tweaks and Papyrus Extender.
Magic: Cure poison/disease spells now only work when you are poisoned or have a disease to prevent experience farming.
Speechcraft: Expanded the conditions under which enemies will Yield.
Speechcraft: Rewrote the yielding AI to make it more logical and prevent Followers from chasing fleeing enemies too long.
Speechcraft: Expanded the conditions under which you can beg.
Speechcraft: Animal AI and stolen item tweaks from Recalibration module added to this module.
Speechcraft: Removed an experimental feature that allowed you to clear quests by recruiting the boss target. Didn't make sense to me that you'd be rewarded for killing them when they're literally following you.
Toxicity: Fixed a bug that would cause toxic aftereffects to show even if you are immune.
Traps: All damage and disease changes from former 'Recalibration' module merged in here.
UnLock: Added noise on breaking a lockpick.
Version 2.6.1
Main Module: small change to configuration menu to support Parry timing configuration option. Not needed if not using that module.
Version 2.6
Main Module: was flagged as v1.71 header in 2.5, reflagged as 1.7 so will work with versions before 1.6.1170 and VR (it will still work with v1.6.1170)
Magic: some balance, bugfixing, and visual tweaks to the skill tiers, experience gains, casting costs, cast sound volumes, VFX, and tier names for many spells
Magic: removed the need for a custom script on the Silence spell
Magic: implemented a keyword system on the Disintegrate Weapon spell to make it more versatile: it previously applied just based on value, and will now apply more broadly to wooden, iron, steel, non-honed Falmer and Draugr, and Imperial weapons
Magic: added custom keywords to some spell types added by the mod to make them properly dispel when using the Dispel spells
Magic: changed form numbers from some forms added in 2.5 that fell outside the range for Skyrim VR and versions older than 1.6.1170
Aimshake: enemies will now lose stamina while drawing bows if SPID is installed
Dodge: enemies will now dodge when attacking each other rather than just when in combat with the player; requires SPID
Parry: parrying between NPCs is now handled by SPID
Parry: made the parry window configurable
Toxicity: enemies will now experience potion toxicity if SPID is installed
Speechcraft: prevented using speechcraft options on some ghosts with human voice lines
Version 2.5
Magic: added an 'Analyze' spell that will reveal enemy resistances
Magic: teleport spells will now knock down actors where they impact, just for fun. No damage.
Magic: adjusted levels that necromancy thralls spawn at higher to reflect their high spell values and material requirements
Magic: carry weight spells now decrease maximum magicka while active to create a tradeoff while keeping their magicka costs reasonable
Magic: Recall can now be cast when fast travel is disabled to improve compatibility with Survival Mode and other mods
Magic: made command scrolls more useful, will command up to 75% player level
Magic: standardized master level Health/Magicka/Stamina Regeneration and Fortify spells to require a dual hand long cast to balance them
Magic: fixed bug where Blind, Jump Height, and Throw Noise scrolls weren't working
Magic: turned down frequency of Elemental Mage enemies spawning with Whirlwind spells since they're powerful
Magic: added a "Mass Dispel" version of Dispel that wasn't previously added to game world
Magic: made some spells faster to cast to make them more effective: Phantom Form, Slowfall, Jump, Teleport
Magic: fixed a bug where Degrade/Disintegrate Armor and Weapon spells would decrease enemies stats too much
Magic: renamed a frost touch spell that had the same name as a vanilla frost spell
Traps: added more gas traps (fear, poison) and mines (frost, shock, and poison)
Traps: made the base oil trap leak an oil puddle, rather than exploding immediately on hit
Traps: improved tripwire to prevent tripped actors from flying too far
Traps: Bear Traps will now slow actors in addition to causing damage (configurable)
Traps: added a configuration option for how frequently traps will appear in enemy and vendor inventories
Traps: fixed a bug where traps would spawn pre-activated or non-interactive after loading a save for the first time
Traps: adjusted effective radius of mines and gas traps to make them easier to use
Knockout: fixed a bug with staff and scroll versions of knockout spells not working
Knockout: made knockout spell cast faster, just for fun
Un/Lock: fixed a bug where novice level lock requirements weren't working
Version 2.4
Magic: Bugfixes and consistency tweaks for slow time, blind and burden spells
Magic: Blinded enemies will behave more realistically and have a harder time finding you if Powerof3's Papyrus Extender is installed; blind spells' costs and durations have been adjusted to balance this
Magic: fixed a bug that caused undead thralls from the necromancy system to attack each other
Magic: fixed a bug where creating a Hulking Draugr would not properly decrease the caster's magicka pool
Magic: prevented undead thralls from following into some worldspaces where they shouldn't be for story purposes
Magic: attacks by undead thralls will now be considered assaults by the caster who raised them, even if the player doesn't attack themselves
Un/Lock: Removed a debug message that would appear accidentally when using the Un/Lock module v2.3
Dodge: module is re-flagged as ESL after being accidentally unflagged in v2.3
Dwarven Automata: prevented dwarven automata from following into some worldspaces where they shouldn't be for story purposes
Speechcraft: Recruiting targets of bounty missions will now clear that mission; previously they had to be told to flee
Consistency and documentation tweaks to configuration menus for Magic and Dwarven Engineering
Version 2.3
Dodge: NPCs will now use same dodge animation as player, with configurable frequency
Dodge: Added a setting to adjust the dodge timing, which can be used to fix animation glitches on machines with low frame rates or script lag
Magic: harvesting body parts from dead actors for necromancy is now done with a prompt rather than automatically
Magic: implemented a requirement to be carrying a dagger, torture tools, or embalming tool to harvest body parts
Magic: Jump spells will use a more efficient implementation if PowerOfThree's Tweaks is installed (optional)
Magic: Fixed a bug that prevented the 'ease burden' spell from working
UnLock: optimizations to make spells respond faster and ensure sounds play correctly
Aimshake: fixed a bug in v2.1 that prevented the setting that prevents drawing a bow without stamina from working
Version 2.2
Fixed a bug in the Knockout module that allowed looting actors and caused odd behavior after waking up
Fixed a bug in the Traps module that caused explosive traps to break after they were dropped then icked back up
Added a feature to the Aimshake module to make it impossible to draw or hold back an arrow when stamina is out - this makes archery much more difficult so is off by default, but it will turn on for anyone upgrading that module from the previous version 2.1, so please turn that feature off manually if you don't want to use it on an existing save
Made the height from which you need to drop KOed actors to damage them in the Knockout module scale automatically to the height at which the player gets damaged by jumping - this should make it easier to figure out how far you need to drop someone to kill them
Fixed the Mod Configuration Menu not displaying option names and descriptions in languages without full translation support (English Spanish French). Users of other languages will see the options in English. Permissions are open if anyone translates into their own language and would like to share for others, or if you share them with me I'm happy to host them here on this page.
All modules labeled version 2.# are compatible with all others
Version 2.1
Spells from Magic module will now be added to NPCs if Spell Perk Item Distributor is installed
Improved AI and scripting of dwarven automata and undead thralls
Increased likelihood and improved logic of dwarven control rods spawning - still just in dwarven boss chests but should be more frequent
Reduced value of dwarven control rods
Fixed a bug preventing spells from the Knockout or Unlock modules from being distributed to vendors and chests
Toxicity BSA was broken - fixed
Fixed testing of follower shout commands
Version 2
Implemented modular structure
Fixed slow speed for dragging KOed bodies due to different weight values between Legendary and Special editions
Version 1.3
Feature Updates -----------------------
Dwarven Engineering - Redid old 'pokemon' style system that deployed automata from inventory with one drawn from Elder Scrolls lore using control rods - see main page for a description of the new system
Disguise - A message will now alert you when you're being watched in disguise
Disguise - Switched to use Speechcraft as a skill instead of Sneak, since Sneak is about staying out of sight, is easier to level, and still has far more of an effect on the vanilla game than Speechcraft even after the added features here. This can be easily changed with a patch to a single script though.
Magic - Phantoms created by the Phantom Form spell now match the caster's appearance
Magic - New Area of Effect spells for Weakness to elements and Dispel
Magic - Command spells redone to use multiples of caster level to determine how powerful of targets can be commanded: each comes in 3 tiers corresponding to 0.5x, 1x, and 1.5x
Bugfixes -----------------------
General - certain scripted effects should no longer trigger spell absorption on certain enemies
Disguise - witnesses will now start checking your disguise at a greater distance which more closely aligns to the vanilla hostility distance for human actors (~144 feet, or 3/4 of a cell, or 3000 game distance units)
Dodge - tweaked the speed thresholds for dodging that were preventing dodging while running backwards with a spell or staff equipped when the Recalibration module was active
Knockout - the Knockout spell can no longer be recast on already unconscious actors
Traps - tripwires will now properly trip sprinting actors
Magic - slowfall no longer affects actual falling speeds, only falling damage, due to errors resetting the fall speed INI value if the player dies from a fall
Magic - the Disarm spell was omitted from leveled lists in previous versions and has been readded
Magic - where you can cast Mark/Recall can now be restricted by Fast Travel in addition to a list of pre-blocked worldspaces & locations
Magic - fixed several related bugs that resulted in Bound Armor being misclassified as Adept (now expert) and causing a pain shout when cast
Speechcraft - fixed a bug introduced in v1.2 that would cause fleeing actors to instantly resume aggression and cause actors yielded after recruiting to flee from combat
Recalibration - base carry weight has been upped from 100 in previous versions to 150, which seems more reasonable given vanilla armor weights
Version 1.2
Aimshake - further improvements to performance; restored functionality to crossbows
Disguise - option to configure the cooldown timer to to redisguise after being witnessed, and a toggle to make that timer visible in the HUD
Disguise - fixed a bug with witnesses repeatedly stopping/starting combat after seeing through a disguise
Dodge - further improvements to performance; dodging with magic or staffs in hand now uses the same animations as weapons or fists
Dodge - removed configurable cost to simplify; dodging now drains stamina at the same rate as sprinting for a given period of time
Followers - removed some scripted update loops that ran to track follower dialogue; this should help performance
Magic - tweaked the charges and values on some staves that didn't scale well against vanilla ones
Magic - balance improvements; touch-range destruction spells are now instant-cast with no charge time, tweaked damage and cost on poison spells, made 'blind' spells silent
Magic - added a long-lasting Night-Eye spell because I wanted one
Magic - bug fix to make 'Dispel Other' non-hostile
Necromancy - streamlined the 'Raise Thrall' spells; rather than having dedicated spells to raise a skeleton archer vs. warrior vs. mage etc., now you can activate thralls to give them weapons which they'll use
Necromancy - implemented a new AI system for thralls separate from the follower AI the vanilla game and most mods use; these spells would now theoretically work for enemies to cast too
Necromancy - removed Skeletal Dragon spell, as it isn't compatible with the new AI system yet and had problems getting stuck on geometry. It's still in the files for anyone who wants to play around with it, but won't show up in the game through normal means.
Speechcraft - improved yielding AI, enemies will be calmed until told to flee
Speechcraft - made the 'threat ratio' a hard requirement for robberies, so you can't rob people stronger than you. Default has been lowered to 2 though, so you don't have to out-level the target as much as before.
Speechcraft - fixed a bug with the vanilla brawl system where nearby actors would continue to spectate and shout even if you yield and walk away from a brawl. Unfortunately this fix only applies to brawls triggered through the new dialogue option, not ones as part of vanilla quests.
Traps - Bear traps can now be poisoned by dropping a poison into them while open. Potions also work.
Traps - added proper handling to spring bear traps and tripwires by activating them when the 'trap pickup' feature is off
Un/Lock - fixed a bug that was incorrectly granting XP twice for successful casts
Compatibility - flagged some effects used by various features as 'no hit event' to avoid staggering when using with combat mods that add stagger, including SkyRe
Version 1.1
General improvements to script timing and performance - this version was tested and edited on a better computer than previous versions, and changes should benefit people running Skyrim at a high framerate - this will be more noticeable in the SE than LE version
Aimshake - improved timing, shaking and rumbling effect set in more gradually and look smoother
Aimshake - stamina and skill influence now separately configurable
Aimshake - removed aimshake from crossbows, magic, melee - these options were added as afterthoughts in early development but do not have the same balancing effect on gameplay as when used with a bow, so removed to improve script performance
Dodge - reduced latency and improved animation timing
Dodge - added configuration options for stamina cost and EXP gain
Dwarven automata - fixed bug that prevented players from picking up the cube objects without the Dwarven Smithing perk
Dwarven automata - added option to configure appearance in loot and crafting menu - can also be used to control probability of finding in loot
Dwarven automata - tweaked crafting formulas to be more in line with their values, and make use of a wider range of dwarven resources to encourage looting:
- Spider: lesser gem, 2 oil, 2 gyro, 2 cog, 2 bent scrap, 2 small plate, 2 small lever
- Sphere: common gem, 4 oil, 4 gyro, 4 cog, 4 bent scrap, 4 small plate, 4 small lever, sword
- Ballista: greater gem, 6 oil, 6 gyro, 6 gears, 6 large strut, 6 large plate, 6 lever, bow
- Centurion: grand gem, 8 oil, 8 gear, 8 large strut, 8 arm metal, 8 decorative strut, battleaxe, warhammer, centurion dynamo
Necromancy - fixed bug where spells didn't show failure message or accidentally granted experience when missing ingredients
Necromancy - fixed 'Raise Draugr Warlock' spell to be adept, in line with other Draugr reanimations
Necromancy - undead dragon now returns random ingredients on death rather than using default dragon loot lists
Speechcraft - fixed bug where enemies wouldn't run away when told to after yielding
Speechcraft - added conditions to recruiting yielding actors to prevent AI problems - now only possible on non-unique actors with vanilla follower dialogue for their voice type - this covers most bandits and respawning human enemies, but omits NPCs like guards and townspeople
Traps - NPCs will now become aggressive toward the actor who laid the trap if they are in view when they walk into it
Un/Locking - fixed bug certain script functions used by the un/lock spells worked drastically slower in SE than LE under circumstances - speed difference for spells to work should be much faster in SE, and slightly in LE
Un/Locking - touch-range un/lock spells are now silent to give them an advantage over ranged ones, which remain 'normal volume' and may draw attention when cast
Un/Locking - doors will now play the sounds and visual effects in a more logical order while spells are working on them
Recalibration - raised base skill levels from 1 to 10 to minimize rapid leveling early on (still down from default 15 base)
Recalibration - khajiit caravans now buy stolen goods
Updated Followers patch - where it previously included only an .esp returning the follower system to its vanilla state, this one also includes an archive that returns the scripts on this system to their vanilla state. This should create proper override compatibility between SU'MMER and more follower mods - this has been tested with Nether's Follower Framework and worked for me with limited testing.
Version 1.0
Added Dodge configuration options to MCM
Fixed bug where dodging could raise experience for Block even when no attack was dodged
Changed dwarven automata containers to use a dwarven cube mesh due to reported crashes when using the original meshes
Adjusted damage and timing for storm call spells (Conflagration, Stormcell, Whiteout)
Added proper spell icon for Phantom Form spell
Fixed implementation of Calm and Fear runes that sometimes prevented them from working as expected
Version 0.8.1
Fixed frequency of traps appearing on bandits and in containers
Version 0.8
Many spell costs and damages have been better balanced
Scroll prices have been adjusted, and several scrolls have been better balanced
Trap weights and values have been normalized
Corrected Raise spell requirements to correctly note the requirement of a human heart
Further refined spawn rates of items on dead actors
Yielding followers from hostile factions will no longer re-aggro for several days after leaving service
Scripting for many features has been optimized (aimshake, disguise, followers, knockouts, parrying)
Reduced potential for crashing when rapidly deploying and storing dwarven automata
The MCM has been completely rebuilt to accommodate several features - this may result in odd behavior the first time loading the MCM on an existing save
Version 0.6
Individual plugins and loose files download has been deprecated - the download to v0.5 which contained these will remain up for those who wish to use them
Script cleanup should remove most papyrus spam from the mod - instances that remain are due to this mod's specific handling of cloaked effects on actors witnessing disguises, and should be safe to ignore
File housekeeping - removed certain unused formlists, forms, and scripts
Certain perk names and activation options got scrambled in a translation - everything should be back in its place
Somehow the logo in the MCMenu got lost in a previous version - it's back
Removed magnitude from aim-shake ability, which was a holdover from a previous implementation
Added more animation and frame checks on aim-shake which should decrease the likelihood that shaking will persist after shooting
Previously, a dodge could trigger while the player was sprinting under certain circumstances - this has been fixed
Added extra check to prevent animals from witnessing disguise events
Tripwires will now only ragdoll actors who run through them - walking no longer has this effect
Fixed "lock too complex" message appearing when opening doors with keys
Various costs adjusted: inns 40/night, cost for horses and animals doubled, ferries made more expensive, persuasion cost increased
I'm deprecating this mod but leaving the component mods, and have made them all standalone.
Modular gameplay mechanics expansion and balance overhaul, including:
Aim Shake and Stamina-Based Marksmanship: Your aim will shake and Stamina will drain while drawing cross/bows. You will be unable to draw cross/bows at low Stamina. Marksmanship requires skill and training.
Intuitive Defense: Defense is more intuitive. Blocking and Armor Ratings are more intuitive and better balanced between you and NPCs. Blocking requires Stamina. Wards block melee attacks.
Disguise: Use armor and clothing to disguise yourself as a member of various factions, creating a new stealth option that scales to Speechcraft rather than Sneak skill.
Dodge: Dodge attacks with the Sprint button, creating an additional timing-based option for defense.
Dwarven Engineering: Craft Dwarven Automata with the right knowledge and Smithing skills. Control them with special Staves found in Dwarven ruins. Power the Staves with Soul Gems.
Followers: Recruit a party of multiple followers and/or animals, command them with your voice, and equip them in battle.
Knockout: Knock out unsuspecting and weakened enemies with a fist, weapon, or spell. Be merciful, or do what you will with them.
Magic and Necromancy: Legacy spells from Morrowind and Oblivion. New spells based on Skyrim's shouts. A new necromancy system that lets you harvest body parts from the dead to create undead thralls and lead an army of the undead.
Parry: Parry attacks with carefully-timed counterattacks. Play as a dual wielder or spellsword without sacrificing defensive options.
Reflex: Your reflexes will alert you when enemies power attack or shoot at you
Speechcraft and Yielding: Use speechcraft to calm or intimidate enemies, beg for money, challenge people to brawls, or rob them. Enemies now actually yield, and can be looted or recruited. Lead a more pacifist existence if you choose.
Potion Toxicity: Potions cause toxicity that creates consequences for potion use and rewards investment in Alchemy and Poison Resistance.
Traps: Pick up, craft, and deploy traps to slow, trip, manipulate, and blow up your enemies.
Unarmed: Unarmed attacks deal stamina damage, can knock down opponents, and will level One-Handed skill, making Unarmed a viable playstyle.
UnLock: Lockpicking requirements gate your ability to access loot. Un/Lock spells and lock smashing provide alternatives, but with greater limitations to reward specialization in Lockpicking.
Racial Skills and Leveling: Races are now more distinct in their abilities and more diverse in their skills. Characters start weaker and without spells, letting you choose your path in the world.
Movement: Movement and sneaking are harder and have stamina costs. Combat stamina costs have been made less punishing.
Modular: Download the main file here and any modules you want from the link. Ignore the rest. Most features are customizable in-game through a configuration menu.
Universal: Almost every feature can be used by NPCs, and will be if Spell Perk Item Distributor is installed.
Lore-friendly: New mechanics are rooted in the systems of previous Elder Scrolls games, or at least blend in through references to their lore.
Compatible: Minimal edits to the base game. New mechanics, spells, and items triggered in-game to reduce the need for patches.
All features work in VR
Combat Modules
Parry attacks with carefully-timed counterattacks. Play as a dual wielder or spellsword without sacrificing defensive options.
Dodge attacks with the Sprint button, creating an additional timing-based option for defense.
Aim Shake and Stamina-Based Marksmanship: Your aim will shake and Stamina will drain while drawing cross/bows. You will be unable to draw cross/bows at low Stamina. Marksmanship requires skill and training.
Intuitive Defense: Blocking and Armor Ratings are visible and better balanced between you and NPCs. Blocking requires Stamina. Wards block melee attacks.
Unarmed attacks deal stamina damage, can knock down opponents, and will level One-Handed skill, making Unarmed a viable playstyle.
Your Reflexes will alert you when enemies power attack or shoot at you.
Legacy spells from Morrowind and Oblivion. New spells based on Skyrim's shouts. A new necromancy system that lets you harvest body parts from the dead to create undead thralls and lead an army of the undead. The following 5 are one large module.
The School of Destruction has been expanded with touch-range spells, debuff spells, new damage types otherwise only available as Shouts, and weather control spells.
The school of Alteration has been expanded with spells that create new movement options, manipulate time, and manipulate your and enemies' abilities and items.
The school of Illusion has been expanded with spells to blind, distract, and manipulate enemies, and spells that create non-lethal approaches to combat.
The school of Restoration has been expanded with spells that augment your and allies' stats, turn enemies' spells to your advantage, poison enemies to create offensive options for Restoration mages, and even bring people back to life as a benevolent alternative to Conjuration.
The school of Conjuration has been expanded with new bound armor and weapons, spells to command Daedra and the dead, and to trap souls more efficiently. It also includes a new Necromancy system that caters to characters willing to seek power at the cost of their reputation.
Potions cause toxicitythat creates consequences for potion use and rewards investment in Alchemy and Poison Resistance.
Stealth Modules
Use armor and clothing to disguiseyourself as a member of various factions, creating a new stealth option that scales to Speechcraft rather than Sneak skill.
Knock outunsuspecting and weakened enemies with a fist, weapon, or spell. Be merciful, or do what you will with them.
UnLock: Lockpicking requirements gate your ability to access loot. Un/Lock spells and lock smashing provide alternatives, but with greater limitations to reward specialization in Lockpicking.
Speechcraft Modules
Speechcraft and Yielding: Use Speechcraft to calm or intimidate enemies, beg for money, challenge people to brawls, or rob them. Enemies now actually yield, and can be looted or recruited. Lead a more pacifist existence if you choose.
Followers: Recruit a party of multiple followers and/or animals, command them with your voice, and equip them in battle.
Crafting Modules
Pick up, craft, and deploy trapsto slow, trip, manipulate, and blow up your enemies.
Dwarven Engineering: Craft Dwarven Automata with the right knowledge and Smithing skills. Control them with special Staves found in Dwarven ruins. Power the Staves with Soul Gems.
Recalibration Modules
Racial Skills and Leveling: Races are now more distinct in their abilities and more diverse in their skills. Characters start weaker and without spells, letting you choose your path in the world.
Movement: Movement and sneaking are harder. If using this module with the Skills module, you must load the Skills module after (lower than) this one, otherwise it will overwrite the Abilities added by Skills. Skills automatically includes movement speed changes from this module.
Stamina: Jumping now costs stamina. Bashes and power attacks cost less. Simple tweaks that pair well with a variety of other modules, especially Dodge, Reflex, and Parry
Costs: Things cost more. Gold has weight. Simple tweaks to prices to encourage use of skills from the Speechcraft and Followers modules.
Recommended:SkyUI or SkyUI VR for the Mod Configuration Menu
Optional:SPID or SPID VR to allow NPCs to use features from the Aimshake, Defense, Dodge, Knockout, Magic, Parry, Reflexes, Stamina, Toxicity, Unarmed modules.
Optional:PowerOfThree's Tweaks and/or Papyrus Extender (or PowerOfThree's Tweaks VRand/or Papyrus Extender VR, both of which require the base versions for Special Edition at left to be installed) to enhance certain features in the Magic and Skills modules. The module can be used with or without them, no patch or separate version is needed.
Optional:SSE Engine Fixes or Engine Fixes VR to fix a vanilla bug with blocking, and ensure the Damage Resistance from blocking shown in the Defense module is aligned to what is actually happening in game. This module works without it, but assumes you are using it.
The main module includes Modern Brawl Bug Fix by EnaiSiaion, which allows many of the modules that affect NPCs to work in a more streamlined way. Many other mods include this, you can load this before or after them, doesn't matter.
Any modules that include or forward changes from other mods will be noted on their description pages.
Various other optional dependencies noted on the pages of specific modules that use them.
Installation
Download the main SUMMER.zip file here. This contains the configuration menu, and distributes items from modules to NPCs and throughout the game world.
Download whichever modules you want to use. All can be used independently. Load order does not matter unless otherwise noted. Currently: Skill should be loaded after Movement if using both of those.
If building a bashed patch for other mods that edit leveled lists, don't include SUMMER or any of the modules. All edits to leveled lists are triggered when you load a module for the first time and do not require patches.
If you want to test features of the mod, use the testing functions in the configuration menu to add items, perks, and spells directly to your character.
Updating
Any versions labeled V3.x will be compatible with all other V3 versions.
V3 modules are not compatible with the V2 main file or modules. If you were playing with V2, you'll need to start a new save.
Modules can be installed mid-save. Only exception: Leveling changes from the Skills module will not work on existing saves, though added abilities will.
Like with any mod, I don't recommend removing modules from an existing save. Most modules contain options to deactivate their features which can be accessed through the configuration menu.
Skyrim VR All features work in VR and require SKSE VR, with any additional requirements noted on their pages
Compatibility and Troubleshooting Found a bug? Please submit a bug report here to help, and share your mod list and a copy of your Papyrus log from a play session where you encountered the bug. Info on how to enable Papyrus logging can be found here. I generally won't make patches for a mod I'm not using, but others are free to upload their own or to publish tweaked versions of the modules, no permission required.