Skyrim Special Edition

About this mod

Modular customizable gameplay mechanics expansion (& recalibration!)
Combat: parrying, dodging, aim-shake
Magic: new spells, necromancy, potion toxicity
Stealth: disguises, knockouts, lock level requirements & lock smashing
Speechcraft: yielding, persuasion, multiple followers
Crafting: traps & dwarven automata

Permissions and credits
SU’MMER: Skyrim Universally ‘Mursive Mechanical Expansion & Recalibration

SU’MMER is a comprehensive modular gameplay expansion that introduces new mechanics, restores old ones from previous Elder Scrolls games, and balances existing ones in Skyrim. It includes:
  • New combat mechanics: parrying, dodging, and aim shake with cross/bows
  • New magic mechanics: new lore-friendly spells, spells from previous Elder Scrolls games, a new necromancy system, and potion toxicity
  • New stealth mechanics: disguises, knockouts, lockpicking level requirements, lock smashing with weapons, un/lock spells
  • New speechcraft mechanics: non-lethal yielding, expanded persuasion with begging, brawling, & robbery, and a simple multi-follower system
  • New crafting mechanics: craftable/deployable/poisonable traps, and craftable/controllable Dwarven Automata
It is designed to allow total customization, to blend in with the vanilla game, & to maximize compatibility with other mods. All modules except Recalibration will not take up a spot in your load order (ESL flagged).

My mods:
SU'MMER gameplay mechanics expansion: Legendary / Special Edition
SPIES secret city entrances: Legendary / Special Edition
Soundtracks from previous Elder Scrolls games: Legendary / Special Edition
Dawn of Hope Redux soundtrack addition: Legendary / Special Edition


Combat Features

In Skyrim, the best defense is usually a good offense, and timing counts for next to nothing. Heavy weapons suffer little from their slowness, blocking is boring, and dual-wielders and spellswords must resort to button-mashing and kiting to end fights before defense is needed. Marksmanship provides an irresistible advantage against the game’s AI, which has sent too many countless diverse and promising Dragonborn down the well-worn path of stealth archery.

 opens up defensive options to dual-wielders and spellswords, and helps to balance the strength and staggering power of two-handed weapons by penalizing their sluggishness and predictability. Swing a weapon or fist within an instant of your opponent’s to block their blow, mitigating the damage you receive. Attempting to parry power attacks or big weapons using smaller weapons will stagger you. Successful parries level Block. Parrying only takes place between the player and NPCs in melee range by default, but can be optionally extended to spread between NPCs using the configuration menu.

Timed dodging provides a high-risk/high-reward alternative to blocking, and makes combat more fluid. Tap the sprint button while moving sideways or backwards with a fist, weapon, or spell raised to dodge, prompting a brief window where you are invulnerable to damage (configurable). Dodging through an attack or projectile raises Block skill. Dodges use unused animations from the vanilla game. The 'Recalibration' module (see below) incorporates the mod 'Mortal Enemies' by Center05, which reduces the rate at which actors can rotate while attacking to add an element of 'commitment' to each swing, making dodging more viable without the invulnerability feature active. NPCs have access to a 'sidestep dodge' they have in the vanilla game.

To make timing more urgent during archery, stamina will drain and the screen (and controller) will shake while drawing bows and crossbows, making aiming more difficult and encouraging careful shot timing to conserve stamina. Having higher skill and more stamina decreases the intensity of the shaking. When stamina runs out, you will no longer be able to draw or hold back an arrow (configurable - applies to bows, not crossbows).

Magic Features
More than previous Elder Scrolls games, Skyrim suffers from a lack of spell diversity, with old favorites and even generic staple spells having disappeared only to be replaced by boring gradations of fire/ice/shock/healing spells. While Skyrim brings a number of interesting new magic types to the table, many of them are available to the player only as shouts. The mechanics of alchemy and potion consumption imbalance combat in favor of the player by allowing them to instantly heal or choose effects without consequences or magic costs. Legacy spells bring back the best of Morrowind and Oblivion and new spells create entirely new playstyles for mages, especially those who want the powers afforded by shouts but don't want to pursue the main quest. All spells follow naming conventions from Elder Scrolls games and will appear throughout the game world as staves, tomes, and scrolls. Necromancy has always featured prominently in Elder Scrolls lore, but been essentially indistinguishable from any other form of Conjuration in practice. Now, characters can harvest flesh and bones from the dead to use in new spells that raise skeletal and Draugr thralls that never expire and don’t count toward the summon limit, allowing you to lead an army of the dead. NPCs use new spells if you have Spell Perk Item Distributor installed.

New & legacy Destruction spells have been added to the game in the form of tomes, scrolls, and staves, including:
  • Touch-range offensive spells for each elemental type for mages willing to get up close and personal - these cast instantly and do slightly more damage per second than comparable ranged spells to give a reason to get up close and personal
  • Touch-range debuffs to opponents' resistances to the elements
  • Projectile spells to inflict pure non-elemental damage to opponents
  • Spells to degrade or destroy opponents' armor and weapons, below a certain threshold of quality and value
  • Spell forms of the Unrelenting Force and Cyclone shouts to fling opponents through the air
  • Powerful spells that instantly change the weather, decreasing nearby actors' resistances to a specific element and conjuring a storm of projectiles with that element from the sky (adapted from Alduin's firestorm shout in vanilla), which can only be cast outdoors

New & legacy Alteration spells have been added to the game in the form of tomes, scrolls, and staves, including:
  • Spells to raise the caster's carrying capacity or decrease opponents' to slow their movement
  • A spell version of the 'Disarm' shout
  • Spells to create elemental shields that reduce damage of a certain type, and inflict it to opponents in melee range
  • Spells to increase jump height and decrease fall damage
  • Spells to walk on water and swim faster
  • Teleportation spells that can instantly teleport the caster a short or moderate distance to a targeted area
  • Mark & recall, that function as they did in Morrowind/Oblivion but with Skyrim-inspired visual portal effects
  • Spells to slow time, either one-time casts like the 'Slow Time' shouts or concentration spells that slow time while being cast with one hand
  • Spells to increase or decrease the game world's timescale
  • Spells to grab NPCs and throw them through the air (like the Vampire Lord's 'Vampiric Grip' spell)
  • Spells to lock and unlock doors and containers (see 'Un/Lock' below)

New & legacy Illusion spells have been added to the game in the form of tomes, scrolls, and staves, including:
  • Runes to calm, frenzy, or demoralize opponents
  • Spells to put actors and creatures below a certain skill level under the caster's command
  • Spells to blind actors, decreasing their ability to detect sneaking actors
  • Spells to silence actors to prevent them from casting spells
  • New Night-Eye spells, including a long-lasting one and one that must be held continuously
  • A spell to briefly conjure phantom forms to distract opponents
  • A Sanctuary spell that renders the caster unable to deal or take damage while it's being cast
  • A spell that creates a noise at its impact location that will serve as a diversion to sneak by hostile actors

New & legacy Restoration spells have been added to the game in the form of tomes, scrolls, and staves, including:
  • New offensive Restoration spells with a poison archetype (these were originally Destruction spells in Morrowind, but because Skyrim's 'Poison Rune' spell falls into the Restoration school and since Restoration previously lacked offensive options, these have been moved for consistency)
  • Spells to absorb health/magic/stamina from opponents
  • Spells to dispel temporary magic effects on the caster or others
  • Spells to cure poison and diseases
  • Spells to fortify the caster's health/magic/stamina, or increase their regeneration rates
  • Spells to increase resistance to the elements and poison
  • Spells that reflect a percentage of incoming damage at attackers
  • Spells to absorb magic from incoming spells
  • Spells to non-lethally knock out actors (see 'Knockout' below)
  • A spell that can resurrect dead allies (not as controlled undead as the vanilla spell, but as fully functional actors - this is designed as a master-level spell with high costs to cast and may result in buggy behaviors depending on who you resurrect, so use with discretion)

New & legacy Conjuration spells have been added to the game in the form of tomes, scrolls, and staves, including:
  • Conjured weapons for all the weapon types missing from the vanilla game (war axe, warhammer, etc.)
  • Conjured armors that behave as their Morrowind/Oblivion equivalents, appearing instantly and replace currently equipped armor, and disappear when the spell expires or they're unequipped in the menu, automatically re-equipping the previously equipped armor
  • A spell to put undead below a certain skill level under the caster's command
  • A spell to conjure a Ghost follower (unused vanilla spell)
  • An area-of-effect version of Soul Trap

New necromancy Conjuration spells have been added that create long-lasting undead thralls from harvested body parts and don't count toward the caster's summon limit. Players will now find random bones and flesh on slain opponents (added when the actor is killed by the player, configurable), which can be used as raw ingredients for ritual spells that will turn them into an undead thrall. More powerful thralls require more powerful ingredients: skeletons require a basic set of bones and leather strips to bind them, while draugr require additional flesh.

Potion effects are followed by toxic after-effects that impair the skills or stats buffed by the original potion proportionate to its strength and duration, encouraging careful timing and strategic consumption. For example, taking a potion that instantly restores health will lead to an aftereffect that debuffs health regeneration to a level proportional to the original potion's strength a short time later, or taking a potion that boosts fire resistance will lead to slight weakness to fire several minutes after, so chugging potions in the middle of a long battle can have consequences. Tolerance towards these effects builds with Alchemy skill and receives an immediate buff from Poison Resistance, so certain potions can be used as a buffer for other more-toxic potions (just beware the crash afterward...). The intensity of these effects, the effect of Alchemy skill on mitigating them, and whether they are active at all are fully configurable. This system is fully compatible with mods that change vanilla effect archetypes (e.g., making all potions restore over time) or rebalance potions.

Stealth in Skyrim is an exercise in abusing invisibility and detection cooldowns when you’re outgunned and abusing sneak attack multipliers when you’re not. Stealth mechanics like disguises are hinted at in quests, but only in specific circumstances like the Thalmor Embassy. There are few non-lethal means to accomplish objectives. Lockpicking is a skill with no bar to entry and little sense of progression, making it possible for anyone with enough lockpicks to crack ancient chests and reinforced doors with minimal patience and no training.

Disguises provide an alternative to sneaking. Actors will recognize your character as a member of various factions when wearing enough pieces from a set of clothing or armor from them. Requirements are noted in the MCM and partially configurable, but most sets require at least a body and head covering as well as either gloves or boots. Disguises must be donned out of sight of others (except for followers), and won't take effect until a short time passes without being witnessed undisguised. Actors have a chance see through disguises, with the chance of detection decreasing with the wearer's speechcraft skill and with more distance. Crimes committed in disguise are removed if the wearer escapes unrecognized, or manages to kill all witnesses (as in vanilla Skyrim). Clothing must be chosen more carefully in public; walking into a city in armor from an opposing war faction may cause a conflict, and guards may treat actors from factions like the Forsworn, Thieves Guild, Dark Brotherhood, and Miraak Cult with open hostility (configurable). Actors who are only hostile to the wearer because of the disguise will stop combat after seeing through the disguise, but aggressive actors will not, and fighting back while disguised will make witnesses hostile even after the disguise is broken. Disguises include:
  • Imperials (Light/Heavy Legion Armor)
  • Stormcloaks (Stormcloak/Officer armor)
  • Thalmor (Hooded Thalmor Robes and clothing, Elven Armor)
  • Guards (hold-specific helmets and cuirasses)
  • Companions (Wolf Armor)
  • Thieves Guild (Thieves Guild, Improved, and Guildmaster Armor)
  • Dark Brotherhood (Shrouded Armor and Robes)
  • Forsworn (Forsworn Armor and Armor of the Old Gods)
  • Penitus Oculatus (Penitus Oculatus Armor)
  • Dawnguard (Light/Heavy Dawnguard Armor)
  • Dragonborn Cultists (Cultist Mask, Robes, and clothing)
  • Vigilants of Stendarr (Amulet of Stendarr with hooded robes and steel gauntlets & boots; implemented, but has no practical use)
  • Greybeards (Greybeard robes and clothing; implemented, but has no practical use)
  • Psijic Order (Psijic robes and clothing; implemented, but has no practical use)
  • Mythic Dawn (Mythic Dawn robes and clothing; implemented, but has no practical use)

Characters who prefer not to kill can now knock out enemies with a fist, shield, special spell, or the blunt of a weapon while undetected. Unconscious characters can be looted and dragged, and will wake up after a random configurable period of several hours, or when struck by another weapon or spell. Actors wearing helmets may be invulnerable to knockouts (configurable). A new spell in the Restoration school can be used for silent knockouts from a short distance. Actors will search for the person who attacked them when they wake and will call the guards if the attacker is nearby. Unconscious actors can be dropped from tall heights to kill them.

Lockpicking requirements prevent characters from cracking locks above a configurable skill level, so training is now essential to get loot and access new areas. Mages who invest in Alteration will have access to new lock and unlock spells that scale to their skill level, and warrior types will be able to smash locks with a weapon (or fists, with the Fists of Steel perk). Spells include touch-range spells which are silent and ranged spells which cause a small amount of noise on impact. Each approach to opening locks confers experience to the appropriate skill. Level requirements are fully configurable, but are balanced out of the box to encourage training & specialization: it takes more skill in One-Handed/Two-Handed to smash a lock of a given strength than it takes in Alteration using an unlock spell. Master-level locks fall outside the level cap for smashing, and manual lockpicking has the lowest level requirements of any option. Actors who see a lock being magically unlocked or smashed will sound an alarm unless you are the owner.

Beyond securing better prices and ensuring success in the few minimally-consequential persuasion opportunities throughout the game’s quests, Speechcraft offers few advantages in the way you interact with the world. Mechanics like yielding that could allow role play as a pacifist are broken in the vanilla game and do not provide any alternative to deadly combat.

Contextual persuasion opportunities open up new gameplay options and roleplaying possibilities. Beg for money while wearing ragged clothing, rob passers-by with a weapon drawn, or instigate a brawl with raised fists. These options bear risks though: victims need to feel threatened to comply (by default, a threat ratio of 2:1 player vs. target - for an explanation of threat ratios, see this mod's description page). Downed foes now actually yield, and yielding characters can now be robbed for their equipment, recruited as followers (only non-essential non-unique actors with vanilla voice types for compatibility reasons), or told to flee, which will clear bounty/assassination quests associated with them and let you clear locations.

You can now recruit multiple followers and animals, up to 7 of each (3 by default). You can also set a maximum party limit that applies jointly to followers and animals. As the party grows, leaders will learn shouted commands that can direct all followers in a growing radius simultaneously. The follower last spoken to will be the one recognized by vanilla quests, like recruitment for the Blades, following into restricted worldspaces like Japhet's Folly, etc.

Beyond grinding for perks and resources, crafting skills are irrelevant in combat. Crafting progression is reflected only in other armor and weapon skills, and hours spent grinding crafting skills are regularly invalidated when you level up and start finding gear made from more powerful materials.

Traps can now be crafted, picked up, and deployed at will, including the bear traps, pressure mines, tripwires, and explosive urns found throughout dungeons and forts. New recipes make it possible to enhance traps with offensive properties such as frenzy, paralysis, & explosions, and bear traps can be poisoned by dropping a poison (or potion) into their jaws. Actors who walk into a trap will become hostile to whoever laid it if they are within view. Traps can now be purchased at general merchants and found as loot. With the optional Recalibration module (see below), traps are also deadlier.

For treasure hunters and scholars, the remnants of the Dwemer civilization laying about Skyrim’s ruins can now be used to craft and control  Dwarven Automata, including Spiders, Spheres, Ballistas, and Centurions. For non-enchanters, this offers an alternative sink for the otherwise-useless soul gems acquired during the game. Automata can be crafted with the Dwarven Smithing perk and specific combinations of Dwarven scrap and weapons and a filled soul gem of appropriate strength, with more powerful automata having the highest requirements. Control rods for these crafted automata cannot be crafted, and must be found in high-level chests in Dwarven ruins. These automata use a similar system to Aicantar's Spider from the Thieves' Guild questline:
  • Casting the rod at a crafted automaton will take control of it - it will start following the caster and will automatically fight enemies who attack the caster (configurably: controlling automata can require the Elder Knowledge perk obtained through a vanilla questline)
  • Casting the rod at a location will make the automaton path to the location before returning to the caster
  • Casting the rod at an actor will make the automaton attack the actor
  • Casting the rod at the ground beneath your feet will transport the automaton to you
This is implemented as a separate system that does not edit vanilla Dwarven Automata enemies.

Gameplay adjustments that incentivize the use features from the core mod and offset some of their more-overpowered benefits
  • All skills start at level 10 (down from 15), plus any racial bonuses - skills will level quickly in the early game but gameplay will be harder and characters will have higher overall levels relative to their skill levels
  • Carry weight starts at a base of 150 for all races, 200 for vampires - to increase this, I recommend using this alongside mods like Campfire or Bandolier that add storage options, or investing in Alteration which has new spell archetypes to boost carry weight
  • Characters no longer start the game with 'Flames' and 'Healing' spells
  • Movement, swimming, and horse movement speeds have been decreased
  • Enemies will 'commit' to attacks and cannot easily rotate to hit you while dodging - adapted from the mod 'Mortal Enemies' by Center05
  • Fall damage scales more realistically - characters take enough damage from short falls to prevent them from easily jumping down mountains, and most will die falling from a height of more than a few stories
  • Traps will deal their maximum damage at any level, and larger ones will now stagger or knock down actors who walk into them
  • Light and noise have a greater effect on stealth and detection levels
  • Enemies search longer when alerted
  • The crime alarm radius has been decreased
  • Animals, monsters, bandits, spouse, and housecarls won't report crimes
  • Khajiit caravans now buy stolen goods
  • Animals and creatures are less aggressive, and you can get closer to them without being attacked
  • Travel, lodging, and companion animals cost more
  • Speech checks are harder, and now tend to require a skill level matching the 'Novice/Apprentice/Adept/Expert/Master' system, so you'll be noticeably more persuasive after hitting level 25, 50, etc.
  • Gold has weight (0.01/piece)
  • Dead bodies can now be moved around as physical objects; this can be used as an alternative to the 'Knockout' drag feature
Unlike the other modules, this module consumers a load order space and cannot be flagged as ESL.


SU’MMER was created as a comprehensive, 'vanilla-plus' gameplay expansion where features feel like they're from the base game, an older Elder Scrolls game, or at least all from the same mod. Most features are extensively customizable and can be turned on/off if they're not of interest or you wish to use a different mod for the same feature. It was also made with a 'universal' player-agnostic design philosophy that allows features to be easily expanded to actors other than the player.

  • CompatibilitySU'MMER makes minimal edits to the base game and is widely compatible with other mods. It integrates most of its changes into the game world while the game runs so does not require patching with other mods that edit the same objects.
  • CustomizabilitySU'MMER is totally modular. Download the main file and any modules you want and ignore the rest. Most features are totally customizable in game through a configuration menu.
  • CoherenceSU’MMER is makes nods to previous Elder Scrolls games while improving upon the changes that Skyrim made. Most spells and gameplay elements are from previous games, and those that aren’t fit in through naming conventions and use of vanilla assets. New assets are based on existing Skyrim assets and will be affected by texture replacers. All features should feel like they are part of the base game.
  • Universality: unlike most mods, SU'MMER's mechanics are implemented in ways that will allow them to apply to actors other than the player. Apart from systems that are inherently player-centric in Skyrim's engine like dialogue, experience, screen & controller effects, etc., most of SU'MMER's mechanics could theoretically be used by any actor in the game world.I hope this design choice will improve compatibility with mods like Skyrim Together and Tamriel Online in the future.


  • SKSE
  • SkyUI (for Mod Configuration Menu)

  1. Download the main SU'MMER.esp file. This contains the configuration menu that allows you to customize any modules you install during the game.
  2. Download whichever modules you want to use. All can be used independently. 
  3. If using a translation, install the translation file and load it below all other modules.
  4. If installing through Mod Organizer 2 and downloading through Nexus, it may shorten the module file names when you attempt to install them and ask if you want them to overwrite the main module. To work around this, just type the module name while installing.
  5. If building a bashed patch for other mods that edit leveled lists, don't include SU'MMER - all edits to leveled lists are triggered at runtime and do not require patches.
  6. If you want to test features of the mod, use the testing functions in the MCM to add items, perks, and spells directly to your character.
  7. As for 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 MCM

Updating & Modules
  • Any modules with version 2.# are compatible with each other
  • Any modules with the same main version (2.0, 2.1, etc.) are safe to update to the latest version - any exceptions will be noted here.

  • Survival Mode+Recalibration conflict: Both mods decrease carry weight by different means, so they stack on each other in a way that will give you zero carrying capacity at beginning of game if you use both. Survival mode also constantly drains stamina when overencumbered, so I would not recommend playing with these 2 together. All other modules are fine to use with Survival Mode.
  • Animation mods (not animation replacers, ones that add animations to actions in the game) may create incompatibilities with the Dodge and Parry modules.
  • Trap mods that edit vanilla objects like the bear trap, pressure plate, spike traps, etc. either to change their damage values or add detection events will be overwrite or be overwritten by SU'MMER. The Recalibration module includes damage changes to traps which are fully compatible and will not overwrite the behavior changes in the main mod.
  • Perk mods will be compatible, unless they remove vanilla perks like the 'Dwarven Smithing' perk, which will prevent crafting Automata, the 'Fists of Steel' perk, which will prevent players from smashing locks with gauntlets, or the 'Steel Smithing' perk that allows trap crafting. Most perk mods simply edit and expand on these vanilla perks, and can generally be used with SU'MMER without a patch.
  • Combat mods like Ultimate Combat, Vigor, Smilodon, etc. may add conflicting features like parrying or stamina drain while drawing bows. In those cases, don't use these modules or deactivate the conflicting feature in SU'MMER's MCM.
  • Magic mods that add new systems around existing spells like Spell Research and Spell Crafting will not be compatible with spells from the Magic module without a patch. Ones that simply add new spells to the world or add new perks that interact with spellcasting should be compatible without a patch, as all SU'MMER spells are integrated with vanilla perk keywords, and all changes to magic-related leveled lists are done at runtime and do not require a patch.
  • Stealth mods that change values like noise multipliers, light multipliers, and AI detection settings are fine to use but will be redundant with the Recalibration module - if you want their changes to overwrite SU'MMER's, load them below Recalibration.

Skyrim VR CompatibilitySU'MMER is compatible with Skyrim VR, except:
  • Aimshake - has no effect in VR but file is safe to load
  • Knockout - most features work but KOed enemies cannot be looted
  • Un/Lock - lock smashing is less reliable but still works if you are close to and looking directly at the lock you want to open; lock requirements and spells still work as normal

Bugs and Troubleshooting
  • I have a bug or conflict not mentioned below: Please submit a bug report here, 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;
  • The Dodge animations are not playing properly: This may be due to a conflict with another animation mod or a mod that edits sprinting. Since dodging is implemented by a scripted ability on the player character, this feature may be sensitive to script lag: if you experience significant lag or cannot run Skyrim at a framerate of at least ~20-30 fps, its animations may not play properly. Users who have problems with this may want to ignore the Dodge module and use a dll-based alternative like TKDodge which does not depend on the scripting system.
  • I used a disguise that made guards or certain groups hostile, and even after removing it they keep attacking me: Under most circumstances, enemies will stop attacking you if they see through your disguise and wouldn't normally be hostile. E.g., if you walk into Markarth wearing Forsworn armor, guards will attack, but if you remove it or they see through your disguise, they'll stop attacking. However, this only applies to NPCs within the Crime Detection Distance (a vanilla game setting that can be altered by mods), so actors farther away when your disguise is broken may continue to attack you. To fix this, leave the area and return later. Deactivating a specific disguise or turning off guard hostility in the configuration menu after you've been witnessed in that disguise will not stop hostility: you must leave the area or wait for them to see through your disguise. This doesn't have any big game-breaking effects that you wouldn't get from assaulting guards or townspeople anyway, so if you find yourself in this situation, just try to get taken to jail, kill everyone/get them to yield, or reload from an earlier save.
  • My undead thralls or dwarven automata are getting stuck or having trouble navigating: Undead thralls and dwarven automata from this mod use a custom AI framework so that they do not conflict with other follower mods and can be used by NPCs. They'll follow you closely and through load doors, but in tight corridors or areas with lots of objects on the ground they are more likely than vanilla followers to get stuck on walls and furniture. Chalk it up to the fact that they're undead husks or reconstructed machines. They follow closely enough though that you can generally guide them around obstacles by moving around them yourself. If they get permanently stuck, you can also kill them and reharvest many of their parts to re-use them at a later time.
  • New persuasion topics aren't appearing: This is a bug with the engine where topics may not appear when you first load a mod. Save and reload after the first time activating the plugin and they should start appearing. Additionally, it may be that dialogue conditions or priorities are preventing them from showing up. For begging, make sure that your clothing actually has the 'ClothingPoor' keyword - vanilla clothes with this keyword include the Ragged Robes, but not the 'Roughspun' items. The Unofficial Patch adds it to several other clothes as well. Some NPCs like guards can not be begged from. Speechcraft options are not available with NPCs who are doing scripted scenes.
  • I made a bounty/assassination/intimidation quest target yield and told them to flee, but the quest doesn't update unless I actually kill them: This feature only supports vanilla quests, and not certain ones where the target needs to be dead for story/script reasons. This does support mod-added NPCs, but only if they're the target of vanilla radiant quests.
  • Traps I deploy are coming out pre-triggered, or aren't snapping to the ground properly: This can happen on the first time you deploy a given trap type or if updating to a new version of the mod. Most traps can be picked up and redeployed if this happens. If it continues to happen you may have a mod conflict - please submit a bug report here.
  • Casting the bound shield spell removes characters' gauntlets: This only occurs for certain items (just the Fur Gauntlets, as far as I know) since they occupy the same 'slotmask' on the character's body. It would be outside the scope of this mod to edit a vanilla item record for compatibility, so this will remain as-is, as it only occurs on a small minority of items. Weapons and Armor Fixes Remade and Weapon AF may solve some of these issues, though I haven't tested it myself.

Permissions are open - anyone who wishes to use part or whole of this mod in their own creations is welcome to do so