Skyrim Special Edition

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Sable17

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Sable17

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About this mod

Miscellaneous small mods that I've made for myself and thought it would be nice to share. (All ESL flagged.)

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Miscellaneous small mods that I've made for myself and thought it would be nice to share.
I play a pretty vanilla-esque Skyrim so nothing too outlandish here. As such, none of them are really fancy enough for their own mod page.

These are offered pretty much as is but I'm willing to help folks out.
Making your own compatibility patches is pretty easy so please check out xEdit sometime. It's really great to know what you're doing!

There's pictures up for a lot of the mods here, so scroll through.

I'll likely be adding more mods here over time.

Everything is ESL flagged.

Steam Driven Automatons
Dwarven Automatons
resistances have been swapped. 
  • Original resistances: 25% Resist Magic, 100% Resist Frost, 100% Resist Poison.
  • New resistances: 25% Resist Magic, 50% Weakness to Frost, 100% Resist Poison.
The book "Ruins of Kemel-Ze" implies they are weak to Frost. Just a simple, uncomplicated swap with no extra frills.

Nourishment
A food effect overhaul that's inspired by Elder Scrolls Online
All effects are a flat amount for 1 real-life hour:
  • Meats & Breads fortify Health.
  • Meads fortify Health Regen.
  • Fish & Sugary foods fortify Magicka.
  • Wines fortify Magicka Regen.
  • Cheeses & Vegetables fortify Stamina.
  • Ales fortify Stamina Regen.
These all stack with fortify potions of course. Prices raised for all foodstuffs. Prices and magnitude of effects are based around how difficult the food item is to cook. Something that takes 4+ ingredients to make should be worth the effort.
Raw Meats damage health.
Alcohol slows moment speed by 10% for 5 Minutes. It stacks, so watch your alcoholism.
Survival Mode compatible. With Survival mode, Alcohol with fortify warmth for 5 Minutes.
Salt can now occasionally be found when mining Stone Quarry nodes.

Nourishment - Nerfed
Same as above, but the buffs given by food are slightly less strong and you can only have ONE FOOD buff and ONE DRINK buff at a time. 
If you a have food buff and you eat something else, the new food will overwrite the last food. 
This makes dual-buff food more desirable. 
I recommend this version!

Buffed Survival Hunger Restoration
Increased the amount of hunger that food restores. Compatible will all food overhauls because it just edits the global values: 
  • Very Small Food: 2 > 50
  • Small Food: 16 > 100
  • Medium Food: 220 > 250
  • Large Food: 380 > 500
Because let's be honest, if you eat 3 apples in a row you shouldn't still be hungry.

Average Alchemy
Reduces the overblown profit from crafted potions and poisons with the following valuable effects:
Fortify Carry Weight, Regenerate Health, Regenerate Magicka, Regenerate Stamina, Invisibility, Slow, Damage Magicka Regen, Damage Stamina Regen, and Paralysis, bringing their value down to be more in line with the rest of the potions and poisons.

Soul Cairn Summons
Changes the weaponry used by the three Soul Cairn Summons to match the Soul Cairn theme for me.
  • Mistman: Will now cast Lightning spells, instead of frost, to match the Lightning present in the Soul Cairn. He'll also use a Bound Sword if need be.
  • Boneman: Will now use a Bound Bow, instead of random leveled bows and arrows.
  • Wrathman: Will now use a Bound Battleaxe instead of random Dragonbone weapons.

Static Hjerim

Makes literally all the clutter in Hjerim static so it can't be knocked over or havoked around.
After furnishing the home, one of the cabinets by the front door will contain all the important clutter that was available (soul gems, potions, etc.).
I like the vanilla decorations, but I hate knocking things over. I can do other homes as well, if someone requests it.

Static Breezehome
Makes literally all the clutter in Breezehome static so it can't be knocked over or havoked around.
I like the vanilla decorations, but I hate knocking things over. I can do other homes as well, if someone requests it.

Understone Keep Swept
Cleans up a bit of the rubble around Understone Keep, the Jarl's palace in Markarth. Just to make it a bit less messy.

The Last Dragonborn Perk
After defeating Alduin, the player is given the following permanent perk (which you can find under your Active Effects):
The Last Dragonborn: Having defeated the renounced World Eater, your Thu'um is strengthened. Time between shouts is reduced by 20%.

The Great Collapse Was 79 Years Ago
Ridiculously simple repair of three of the four destroyed buildings in Winterhold. Two are small, cottage barracks' for the guards, and one is a little apothecary home and shop. Nothing amazing, nothing detailed, literally just thrown together in 20 minutes; just enough to fit in with the base game for me and I haven't had the will to make it any fancier. I removed the destroyed house by the college entrance. The area felt too enclosed with it repaired, and it made the fight with the magic anomalies more annoying.
(AI Overhaul patch under Optional files.)

Potent Ash Guardian
Changes up the Ash Guardian from the Dragonborn DLC to be a regular summon, not a rune, and flags him as an atronach to benefit from the atronach perks. No more heart stones. I use him as a way to have a high level fire atronach.

New Necromancer's Amulet
The Necromancer's Amulet from Blood on the Ice now lets you control an additional undead along with it's normal effects. Remember that you have to do the quest in a specific way to get the amulet.
Load before any perk overhauls.

CC For Planting
Lets the following ingredients be planted in Hearthfire-type planters: Thorn Hook, Screaming Maw, and Rot Scale. They are technically base game ingredients so this file doesn't require any CC, but you'll either need the Rare Curious CC, Saints and Seducers CC, or a mod that makes the ingredients obtainable. This file will conflict with mods that make more things be plantable, but it's very easy to patch that in SSEEdit.

Under the Counter
Adds various clutters underneath store and inn counters that are completely barren for some reason. That's all. Check out images for an idea of what I mean. (I intentionally left "Arnleif and Sons" pretty barren since that's kind of the point of the quest there.)

Under the Store Counter
Same as above, but only for stores. Inn counters aren't touched.

Scorched Hammer For Marriage
Small edit to The Scorched Hammer in Riften for those who marry Balimund and agree to move in with him. Turns his single bed into a double, because where the hell do I sleep Balimund. Also adds a couple weapon racks opposite the bed. Probably not going to work well with lighting mods that edit the cell.
(Also has a LUX patch under Optional files.)

Necromaster Ritual
Turns the Ritual Stone into a master level Conjuration spell with my version of balancing:
"Raises all dead around you to fight for you for 200 seconds and damages your health by 20 for each corpse raised."
Be careful casting this, as it still has the original range of 75. This can make you raise more than you intended and they'll each cost you 20 Health. Don't kill yourself. The spell tome is available for purchase from Phinis Gestor after completing the Conjuration Ritual Spell quest.
The Ritual Stone itself is changed to: "You can conjure or raise an additional undead minion." If you've already got a Standing Stone overhaul, simply put this file before it and let it overwrite this mod.
Load before any perk overhauls.

Necromaster Ritual - No Blood Sacrifice
Turns the Ritual Stone into a master level Conjuration spell:
"Raises all dead around you to fight for you for 120 seconds." 
This version does not damage your health, but the undead raised will turn to ash after the duration ends.
The spell tome is available for purchase from Phinis Gestor after completing the Conjuration Ritual Spell quest.
The Ritual Stone itself is changed to: "You can conjure or raise an additional undead minion." If you've already got a Standing Stone overhaul, simply put this file before it and let it overwrite this mod.

No Audio Template for Sundered Shades
So the Sundered Shades (summoned by the Soul Split spell added by the Necromantic Grimoire Creation) have some very weird, high pitched idle sound. This file simply removes that idle sound.

Boney Bone Forge
Changes the skeletons created by the Bone Forge in the Gallows Hall Creation. Previously it summoned the Soul Cairn skeletons (Boneman, Mistman, Wraithman). It now summons the skeletons from the Necromantic Grimoire Creation. REQUIRES BOTH CREATIONS and a NEW GAME. Not really sure why, but the script for the Bone Forge is applied when you start your game.
Bone Forge creations require the same ingredients as before, and the summons are changed from/to:
Skeleton > Skeleton Minion
Boneman > Skeleton Marksman
Mistman > Skeleton Champion
Wrathman > Skeleton Warlock

No Selling Potions/Poisons
Prevents you from selling handmade potions and poisons. Have no self control about getting filthy rich from alchemy? Don't understand why NPCs would buy completely unknown concoctions from you just because you say they're good? Here you go! (You can still sell potions/poisons you find.)
Doesn't modify any ingredients or potions, just adds the keyword "VendorNoSale" to player created potions and poisons.
"Trust me, this is totally a powerful health potion. Go on, drink it if you don't believe me!"

No Selling Poisons
Prevents you from selling just handmade poisons. (You can still sell handmade potions and also poisons you find in the world.) Because I suppose you could talk vendors into buying beneficial potions from you... but who, in good conscious, is going to buy your Ultra Super Powerful Poison of Obliteration?
Doesn't modify any ingredients or potions, just adds the keyword "VendorNoSale" to player created poisons.

Simple Survival
Removes all the extra debuffs/buffs from Survival Mode effects and just leaves the total attribute debuff. 
For example:
Before: Hungry - Total stamina is reduced. Attacks with weapons are 20% slower. You are 50% less effective with using shields and sneaking.
After: Hungry - Total stamina is reduced.
This way, the only debuffs you get from Survival Mode is what you see on your HUD: The penalty to your Health, Magicka, Stamina.
I got tired of going into my active effects to try to remember what each debuff did.

Elemental Elementals
Gives the POTENT(the kind you summon after getting the perk Elemental Potency) Frost, Flame, and Storm Thralls a cloak of their school of magic, and makes them 0.1 bigger than their non-potent counterparts. Helps them stand out a little. The cloak will only fire off when they're in combat so it doesn't get aggravating.
Technically they already have a hidden cloak that does damage too, so this will give them a tiny bit more damage to enemies in melee as well.