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About this mod

A stripped-down version of Morrowloot Ultimate containing only the loot and gear changes.

Permissions and credits




This mod won't be getting any updates.

To acheive a similar result as MUS, use MLU plus the optional files:
- MLU - Vanilla Encounter Zones
- MLU - Remove Tempering Nerf

Also consider foreverphoenix's excellent
Morrowloot Miscellania, which is modular and does everything MUS ever tried to do in a much cleaner way.



This is a stripped-down version of MorrowLoot Ultimate (MLU) by ChocolateNoodle.  Read his description on that page for a general understanding of what Morrowloot is all about if you are unfamiliar, then come back and read the rest of this description to see how this version differs.

This version keeps only the leveled list changes, weapon and armor stat changes, crafting requirements, and hand-placed loot and artifacts from MLU.

In the terms Choco uses on the MLU page:

What MUS -DOES-:
  • Rare is Better - high-tier weapons and armor have boosted damage and armor rating; now rare items feel deserving of their reputation

  • MorrowLoot Updated - Morrowloot in all of its de-leveled and logical loot glory, including all of ChocolateNoodle's updates and enhancements to the 4E Edition, such as leveled list fixes and crafting requirement adjustments.

  • Enemy Level Scaling: Beware Monsters - No encounter zone edits in this version

  • Slower Leveling and 125 Max Skills - Uncapper requires SKSE anyway, thus not possible on SSE for now

  • Alchemy Overhaul and "Fortify Crafting" changes - No altered ingredient effects, no perks touched, no removal of fortify crafting effects, no new dragon ingredients, no Immersive Potions integration

  • By request - this version removes all the non-vanilla artifacts.  What is left is just an overhaul to vanilla loot.  Patches should all be the same for either version (see PATCHES section below).


Skyrim Special Edition is required.


Same as MLU: download and install the main file with mod manager or manually.

Move MLU.esp and any patches near the end of your load order, just above things that demand to be dead last like Scarcity, bashed / smash patch, DynDOLOD, Warburg's Paper Map, etc.

See below for details on patches and optional files.


You DO NOT have to start a new game for MUS!  If you install on an existing save, just wait 31 days for cell recycle to make sure NPCs inventories are reset properly.


Most mods that edit leveled lists will need a patch.  Mods that add new weapons & armor will probably need patches for consistency in stats, distribution, crafting conditions, etc.

Most other mods will work fine without a patch, including perk, spell, and alchemy mods.

If you still really want to use MUS instead of MLU: most MLU patches should work for MUS, but I won't be supporting MUS patches separately.

NOTE: If you need to patch a bunch of mods, you should probably just switch to MLU!  If there are features you don't like in MLU, there may already be optional files to remove those things, so go check those out.  If not, let us know what you wish was different over on the MLU page, and we'll see what we can do.

Trainwiz - for the original Morrowloot (SSE Version)
Nofumasa - for the 4E Edition
ChocolateNoodle - for Morrowloot Ultimate

Original Morrowloot asset credits:
-Oriphier (Hakhnawibblewobble's Fang and Skullcrusher)
-Telthalion (Fists of Randagulf)
-TheMalfazar (Eledion's Ward and Auri-El's Shield)
-Ronniemagnum for his Eledion and Scourges
-Reaper for the Vampiric Ring
-Earrindo (Sunder)
-Insanity Sorrow and StarX (Hopesfire, Goldbrand, Ice Blade of the Monarch)
-Jured (Stendarr's Hammer)
-ArmoredThirteen (Daedric Crescent)
-Grimeleven for his animated effects overhaul, http://skyrim.nexusmods.com/mods/41875/?
-urbanshiv92 for Wraithguard
For allowing me to use their models and textures for this mod.