Skyrim Special Edition
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Korgriz

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Korgriz

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About this mod

A place for all of the random tweaks and changes I make that aren't worth their own mod page.

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Korgriz's Random Tweaks and Changes



I make a lot of "mods" that are just small gameplay changes that I don't feel are worth uploading on their own. I've seen some other mod authors have pages for this sort of thing so I figured I'd put my own up there in case anyone wants to have a look at what I've made/changed.

Here's the mods that are currently in the collection:

KGZMiscModsMerged
Unless stated otherwise, this is all of the below mods shoved into one .esp file for convenience. If you use the Unofficial Skyrim Special Edition Patch, there is USSEP version that you should use instead of the main file.

KGZEncounterZones
I've so far been unable to find a mod that changes encounter zones - the things that determine how high level an area is - to my liking. Many make early areas unnecessarily punishing, some set areas to always be at the player's level, this mod just makes a number of areas such as Nordic Tombs, Dwarven Ruins and Necromancer/Vampire Lairs slightly higher level based on context whilst leaving early areas and most bandit areas save for Forts the way they are in vanilla - sometimes difficult, but normally manageable.

KGZRareLockpicks
Does what it says on the tin. I've seen a few mods that do the same thing, but again, not quite to my liking. This mod will make it extremely rare to find lockpicks outside of finding them as static objects or buying them from stores. It also increases the value of them to account for their scarcity.

KGZInnsSellWater
This one was made for Bethesda's Survival Mode. Whilst having the only beverage available in Skyrim be mead and wine is humorous, it's not very realistic and makes it difficult to roleplay when playing characters that don't habitually drink alcohol. Thus I made this simple mod that adds some water you can often find sold at Inns in different portions. I recommend Conner's Survival Mode to go with it, though you'll want to make a bash/smash patch so neither mod overwrites each other's levelled lists.

KGZCostlyCarriages
Considering how much effort and time must go into trips via carriages and ferries, I found it strange how little they charged you for it. A trip along Skyrim past dangerous roads and waters? That'll be 20 gold, not even enough for a half decent meal at the inn. I multiplied the costs for most trips by 10. Unfortunately this mod will likely not work on existing saves without scripting which I'm too much of an idiot to get working properly. You could use console commands but it won't properly update dialogue used by the drivers.

KGZRadiantRewards
Changes rewards for various radiant quests to be more realistic. More money for defeating vampires, less money for beating up the local drunk. I never liked how you could go through a dungeon full of bandits, return to the Jarl's Steward, and get 100 gold. Then you go and deliver a letter in a quest that takes all of 30 seconds and you get 500 gold. I didn't touch any of the guild quests as there are other, better mods for that.

If you plan on using individual mods rather than the merged file and use the Unofficial Skyrim Special Edition Patch take a look at the articles tab on what records are conflicting so you can merge changes manually.

Thanks to Bethesda, ElminsterAU and Mator for the tools that allowed me to create these modifications.
Thanks to Arthmoor and the Unofficial Patch Project Team for allowing me to upload a version of the mod with fixes carried over.