Skyrim Special Edition

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phenderix

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phenderix

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About this mod

PROJECT PROTEUS will completely change how you play Skyrim. Swap between player characters in the same game world or spawn them as followers. Permanently edit the appearance and stats of NPCs. Permanently edit the stats of weapons, armors, and spells. Instantly change the weather and more!

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THE MOD THAT WILL COMPLETELY CHANGE HOW YOU PLAY SKYRIM.



MOD REQUIREMENTS:
SKSE
JContainers
UIExtensions
ConsoleUtilSSE

RaceMenu
SkyUI (for MCM)


RECOMMENDED MODS:
Face Discoloration Fix

YOUTUBE SHOWCASES:







Project Proteus ("Proteus") allows the user to make edits to weapons, armors, spells, weather, NPCs, and even the player in-game. Normally to make these changes, one would have to use a set of console commands or use the Creation Kit to make a patch or new mod. This is no longer the case, you can make edits to content in-game without ever leaving your Skyrim instance. You can edit content found in vanilla Skrim as well as content found in any Skyrim mod.

Proteus has several requirements:
SKSE - without it, not all features of Proteus will work as intended.
JContainers - without it, you will not be able to permanently save your edits.
UIExtensions - without it, none of the menus in this mod will properly work.
RaceMenu - without it, you wouldn't be able to make edits to the appearance of NPCs in-game or use the swap system.
ConsoleUtilSSE - without it you won't have access to several key script functions this mod relies upon.
SkyUI - without it the Mod Configuration Menu, where you can set hotkeys won't work.

Recommended Mods:
Face Discoloration Fix - fixes many issues users have with purple/black faces

Upon starting the game with Proteus installed, the player will automatically have the following spells added to their spells list:



These spells are cast like power/shout type spells as they are equipped in the power/shout equip slot.
I recommend adding these spells to your favorites menu for quick access! 

If you are using my old mod, called Skyrim In-Game Editor (SIGE), which I published last year, you should uninstall it and do a clean save before installing and using Project Proteus.



  

  


The below features can be assigned to a hotkey using the included Mod Configuration Menu.
(after you set up the hotkey you won't have to use the spell menu shown in the videos)


Save your player characters using Proteus and allow them to be loaded in their exact state at a later point in time. (in this playthrough, in a future playthrough, in a different playthrough, in a new game, in another character's game) This allows you easily save your characters and switch between them, more info on switching in the section below. This is also a very useful feature if you want to backup your character in a corrupted save game that is constantly crashing.

You can choose the "Save Player Character" option which will let you type out the name you'd like to save the player character as.
Alternatively, you can choose the "Quicksave" option which will save your player character using their current name.

What info about a player character gets saved into the Proteus system?
  • Appearance
  • Race & Gender (works with custom races)
  • Skill Levels (including progression towards next level in a skill)
  • Attributes
  • Overall Character Level (including progression towards next level)
  • Character Name
  • Perks (including vampire perks, werewolf perks, and available unused perk points - works with custom perk mods editing the vanilla 18 skill trees)
  • Spells (including racial abilities and starting spells as well as recognition of what spells are equipped by the player)
  • Unequipped Items
  • Equipped Items
  • As of version 3.0.0, Proteus will now also track custom enchants and upgrades to items.
  • Location of character when it is saved (can only be loaded if in the same game world as when it was saved)
Saving of perks, items, and spells works on virtually all content in vanilla Skyrim as well as all content added by virtually any mod.

What doesn't transfer over?
  • Knowledge of which items are favorites (favorited items/spells show up in the menu only if both characters have the same items/spells favorited)
  • Perks added by mods that add completely new perk trees, werewolf perks, and vampire perks will be lost without a patch. (patches available! see note below)
  • A player character's factions and specific relationships with NPCs (these will be specific to each game world and apply to all player characters in it)
  • Quest progression (quest progression is specific to each game world and apply to all player characters in it)
  • Shouts will also not transfer over. All player characters will have the same shouts and words of power that are unlocked in the game world. I will not be making individual player characters have access to different words of power and shouts than other player characters in the same game world as this could break many aspects of the main questline. Use discretion and ignore those shouts in your spells list if you are playing as a character that shouldn't have access to it.
  • Active magic effects currently impacting a character (these should be mostly cleared out or dispelled by Proteus)

Note on importing player characters from other game worlds
  • In addition to the above limitations, the below also apply.
  • Weapons/armors enchanted through Proteus weapon & armor modules will not transfer over correctly. The items themselves will transfer over, but they will not have their enchantments. You can easily reapply enchantments using the Proteus weapon and armor modules again. Regular enchanted items you find in the world throughout your game should transfer over and save/load just fine into the Proteus system.
  • Enchantments you make to items at an enchanting station also will not get saved into the Proteus system. 
  • Upgrades to items made at a grindstone or workbench will also not be recognized when saving a character.
(Note that the limitations related to enchantments/upgrades only exist if importing player characters from another game world)


You can do the entire saving process through one convenient option called "Save PC". (Note: PC = Player Character)
You can also piecemeal save individual aspects of your character which can then be later loaded at a later point in time.


Perk mods (like Ordinator, Adamant, Vokrii) that edit the 18 perk skill trees should be compatible! Let me know if you have any issues!

Vampire and werewolf mods that add new perks will require compatibility patches. 
Here are the patches I've created so far: 

The above patches are available in the optional files section. The patch esp files will count towards your total mod count. 
If you want me to add support for a specific vampire or werewolf mod that adds perks, let me know! I will be adding more in the coming days!
(The patches will hopefully be included in an installer package soon but for now, must be individually downloaded)
Make sure these patches are below both the associated mod being patched and below Project Proteus in your load order.

Mods adding perks via Custom Skills Framework will also need to be patched.
Let me know which are your favorites so that I can better prioritize my time modding!
Here are the patches I've created so far:


Very Important Note About Saving: You can still save your game like you usually do. This is highly encouraged so that you have many backups to use in case anything happens to go wrong with Proteus. If you wish to switch between your player characters in the same game world, you will need to save in the Proteus system and also save like you normally would. You only need to save in Proteus before swapping player characters or if you want to use your character in another character's game world. You should get in a normal habit of saving your character into the proteus system. You should do this if you make any appearance changes to your character or want to use their latest version with updated stats as a follower or potential character switch option.

Note About Player Name: If you recently swapped characters, you may want to save the game normally and reload the game to ensure that when you perform the Proteus save feature the correct player name is saved. (saving and reloading the game updates the player name to show correctly in many cases for me)

Note About Presets Loading at Start of Game: After saving your player character into Proteus, every time you start up to play Skyrim, Proteus will load the preset onto your player character to ensure they look exactly like when you saved it. When you edit the appearance of a character using showracemenu, be sure to also save the player character afterward into Proteus. You can also disable the automatic loading of this preset onto your character in the "Proteus - Player" module menu.


Known Incompatibilities/Issues:
Vokriinator (plus and black version) reports of this crashing perk saving process. (basic version should still work with Proteus)
Combat Gameplay Overhaul - can sometimes bug out and cause a two-handed weapon to unequip and equip continuously until you drop the item.
All Geared Up Derivative - can cause the player and/or player spawns to not to have the right items equipped.

For an optimal scenario, where Project Proteus will have the best results, I would recommend not using the above mods. That being said, most features of Project Proteus will still work if you have the above mods installed. (but player module especially will not work 100%)




Easily load your Proteus saved player characters instantly at any point in time in any saved game or playthrough.
Switching requires you to use the "Save Character" option that fully saves everything about your character. (the piecemeal saves may not work)

What will this allow you to do?
  • Rotate between player characters in the same game world. (same quest progression, same NPCs, same homes, containers, etc.)
  • This will unlock many roleplaying opportunities and allow you to switch between characters of different strength at any point in time.


How do I swap between my player characters?
  1. Save your current character into the Proteus system using the spell "Proteus - Player". If you don't do this, then your progress with your current character will be lost. (although you will still be able to go to a prior save when you had this character loaded up) There will be helpful reminders for you to save your character in Proteus before loading another character.
  2. Cast "Proteus - Player" spell and select the option to "Swap Player Character".
  3. Type in the name you saved your other player character as.
  4. Proteus will then load up your character for you to enjoy in the same game-world as the previously loaded player character.

After swapping player characters, you may need to save and reload the game for your player name to update and display properly.

Upon loading a character for the first time that's from another save and therefore from another game world, do not select the option to teleport to their last location. Save them into the Proteus system first, which will enable location saving in the new game world, and then you can successfully swap locations when swapping between player characters.

See the FAQ section for information regarding how to fix your player character's appearance if they are morphed and messed up in your ShowRaceMenu after swapping between saved characters or loading appearance presets.


Spawn any of your Proteus saved player characters and recruit them as a follower in-game. (works with all major follower framework mods)

Steps to make your player character a follower:
  1. Spawn your player character next to you using "Proteus - Player" spell.
  2. Talk to the newly spawned character.
  3. Recruit them as a follower. (using whatever follower framework mod you are using, like Nemesis or EFF)

There are currently two options in how you spawn your player characters as followers.
Option 1: Spawn Player Character
This is the full option and will allow you to spawn in a complete copy of your player character to interact with and make a follower. 
This character
Option 2: Spawn Player Character (without Spells & Perks)
Same as option 1 except that the spawned character will not have any spells or perks.
This option is available for compatibility reasons as perhaps you will have some perks that you don't want your followers using or that they simply cannot use. As Project Proteus gets further tested and more compatibility patches get released for mods, this option most likely will no longer be included. 

NOTE ABOUT PLAYER CHARACTER FOLLOWER LEVELS: Player character spawns by default will have a fixed level that will not scale with the player. They will forever be the level of the player character that you based the spawn upon. Recreate the spawned character to update the character to have the latest stats of the player character.
Alternatively, you can adjust the level and/or stats of any NPC/follower using the "Proteus - NPC" spell. It will allow you to scale the stats of your player character followers as attributes like Health scale with level. 

The player characters are loaded/imported onto template NPCs that are unique and essential. You can edit anything about those NPCs through your follower framework mods or by using "Proteus - NPC". You can at any time overwrite one of these preset NPCs. There are 3 male and 3 female presets for each vanilla Skyrim race as well as 10 male and 10 female custom preset NPCs for custom races.


Use your follower framework mod (like Nemesis or EFF) to change the follower's combat style or class.
If you want to remove spells from your spawned character, use "Proteus - NPC" to make the character unlearn spells.


Swap between members of your party that are also player characters. (followers spawned using the above option)
Use the "Proteus - Player" module's swap option to switch to the character you are currently standing closest to.

When you swap between member's of your party here's what happens:
  1. Proteus saves your current player-controlled character into proteus using the preset name last used to save or load this player character 
  2. Proteus then loads the follower's most recent player character profile onto the player-controlled character (it identifies what preset the follower has applied and loads the most recent preset to the player-controlled character)
  3. Proteus then loads the preset save made under #1 to the follower thereby completing the "swap" 

Note that this is not a true swap but more of an illusion of a swap. Only the player-controlled character has its stats saved into Proteus. The follower will be wiped and essentially recreated using all the stats of the preset you are loading. When swapping, you are essentially overwriting the follower and spawning the most recent player character under the preset. (which could have changed after you spawned the follower)

I would recommend that if you are constantly swapping characters, don't give items to your followers. Your followers will lose items not found in the preset they are loading upon swapping.


You can use your own player character's, or import player character's created by other Project Proteus users!
Below is a list of all the currently available character presets available for you to use:

For more information on how to create a mod like this, please see the section below titled "Creating Mods with Project Proteus".
Additionally, check out the template page I created here which you can copy and edit however you'd like.
 

This option will allow you to create a new character without leaving the current game world.
You will retain all quest progression, faction ranks, relationships, discovered locations, but have a new character.

Health, Stamina, Magicka will reset to 100.
All skills will be reset to level 20.
Player level will reset to level 1.
All perks will be removed.
All inventory items will be removed. (besides quest items)

Your new character will only have robes and boots to start with.
If you want the new character to have more items, before resetting your current character, put some items in a container to grab later.

Spells are retained. As there are many utility spells added by mods that shouldn't be removed.
Use "Proteus - Spell" and its unlearn spell feature to forget spells you don't want on your new character.

This feature will be further developed in future updates to allow further flexibility regarding starting items and starting location.

Make sure to save your current character into the Proteus system before resetting and creating a new character.
When you are done creating a new character, make sure to also later save them into the Proteus system!


Teleport your existing player character spawns to the location of your current player character.
This will take the NPC, no matter where they are in the world, and teleport them to you.
This works even if the player character you are trying to summon is in "the void". (see the NPC section below for more details)


Summon one of your saved player characters to fight. 
Upon the enemy player character's death, they will disappear and return to the void.


Proteus also allows you to toggle the below factions for the player and NPCs!
  • Bandit
  • Forsworn
  • Necromancer
  • Vampire
  • Werewolf
  • Thalmor
  • Imperial Legion
  • Stormcloak
  • Cultist
  • Daedra
  • Dremora
  • Falmer
  • Hagraven
  • Tribal Orcs
  • Vigilant of Stendarr
  • Skeleton
As an example, toggling the bandit faction will enable the player to interact with others as though they were a bandit.


  • Attributes - Health, Stamina, Magicka, CarryWeight
  • Regen of Attributes - HealthRate, StaminaRate, MagickaRate
  • Skills - Alteration, Archery, Two-Handed, etc.
  • Resistance - FireResist, FrostResist, PoisonResist, ElectricResist, DiseaseResist
  • Size - Grow or shrink the size of the player

These skill and attribute edits are permanent. Be careful when changing these values as there is no going back unless you load a prior save. (You can always later increase or decrease a skill or attribute to adjust a character's stats.)








  • Damage - how much damage does this weapon cause a target
  • Speed - how fast does the weapon swing
  • Reach - how far out does the weapon reach when you swing it
  • Critical Damage - how much additional damage this weapon does upon a crit occurring
  • Weight - how much will this item weigh in a character's inventory
  • Gold Value - how much is the sell value for this item - the actual amount will vary based on vendor and perks
  • Item Name - type out a custom name for your weapon! (changes the name of just that 1 instance you have equipped, not all items of that type)

As an example regarding how this works, If you edit an "Iron Sword", the edits you make will apply to every "Iron Sword" in the game - not just yours. (this is true for editing damage, speed, reach, critical damage, weight, and gold value of an item. Edits to item name as well as enchantments are unique and specific to the one instance in your inventory.) The editing feature is best used on unique items that other NPCs won't also carry unless you are fine with them also using the modified stats weapon in-combat.

If you want to edit the damage of just one particular instance of a common weapon, like one Elven Sword, then you should enchant it to do more damage instead of increasing the damage through the edit function. 

You can also duplicate any equipped weapon!

You can make edits temporary or save up to 500 edits permanently. Please see the "Temporary or Permanent" section below for more details.


Proteus will allow you to enchant your weapons and specify the strength of the enchantment.
Each enchantment comes with several ranks of power and an option for the player to type in a custom value for the enchantment strength.

There are currently 13 customizable weapon enchantment options available:
  • Fire/Frost/Shock Damage
  • Magicka/Stamina Damage
  • Health/Magicka/Stamina Absorb
  • Turn Undead
  • Soul Trap
  • Paralysis
  • Fear
  • Banish

You can only enchant weapons that are currently unenchanted or previously enchanted via Proteus.
You will not be able to enchant an already enchanted weapon or remove an enchantment that was not added via Proteus.


By default, your edits to weapons are temporary and will persist until you close out of Skyrim. 

You can also make your edits to weapons permanent.
If you would like the changes to a weapon to be permanent. You must select the "Permanently Save" option in the "Proteus - Weapon" menu. This will make Proteus save all the weapon's adjusted values to a text file. Make sure to save any changes you've made to the weapon before closing out of Skyrim.

The next time you launch Skyrim, Proteus will look at those text files you created, process them, and import their changes fluidly into the game world.

There are two options for saving weapon edits:

Option #1 - Permanently save weapon edit for this specific playthrough. (edits apply only to this specific character's world/playthrough)
First Important Note about Option 1: Let's say that "Player Character 1" has specific edits under Option 1 to "Glass Axe". If you switch to "Player Character 2" without closing out the Skyrim game first, "Player Character 2" will still have the edited "Glass Axe" stats. This is a game engine limitation. To make sure this doesn't happen, if switching from playing one character to playing another character, with each character having separate character-specific edits to weapons, you should completely close out of the Skyrim game and then relaunch to prevent overlaps of playthrough specific edits.
Second Important Note about Option 1: If you change the name of your character, you will lose all character-specific permanently saved weapon edits under Option 1. If you rename your character, you will have to recreate your weapon edits or directly alter the saved text files. (see text file section below) This is because the text files storing the weapon edits are saved under your player's name. If the name changes, Proteus doesn't know to still load in these player-specific weapon edits. If you swap player characters using "Proteus - Player" your character will change names and you will lose access to weapon saves under option #1.

Option #2 - Permanently save weapon edit for all playthroughs. (edits will apply to all player character's worlds/playthroughs)

Both Option 1 and Option 2 will allow you to make permanent edits for up to 500 weapons. Use this function sparingly as permanently saving many weapon edits could potentially cause the Proteus system to run slower. As your edited weapon values will be imported into the game upon first launching Skyrim, you may experience a small slowdown upon first loading your character if you have a large amount of permanently saved edits that need to be imported into your game world.

I PERSONALLY RECOMMEND USING OPTION #2. 
Option #1 could make you consistently lose access to edits if you are also using the "Proteus - Player" character swap functionality and are frequently changing character names. (as Option #1 saves edits under your character's name)


Text File Storage and Manipulation
  • The text files containing all of your saved stats for weapons can be found in the default directory for JContainers.
  • For me, this is "C:\Users\UserName\Documents\My Games\Skyrim Special Edition\JCUser\Proteus".
  • If you are careful about it, you can directly alter your weapon edits by adjusting the values in these text files.
  • To remove an edit you've made that you no longer want, select the option to clear edits in the weapon menu in-game.







  • Armor Rating - how much armor this item provides
  • Weight Class - is the armor/clothing piece light, heavy, or neither
  • Weight - how much will this item weigh in a character's inventory
  • Gold Value - how much is the sell value for this item - the actual amount will vary based on vendor and perks

You can also duplicate any equipped armor/clothing piece!

One neat feature is that using Proteus you can classify jewelry (amulets, necklaces, rings) as light armor or heavy armor. (by default they are neither)

As an example regarding how this works, If you edit an "Elven Helmet", the edits you make will apply to every "Elven Helmet" in the game - not just yours. (this is true for editing armor rating, weight class, weight, and gold value of an item. Edits to item name as well as enchantments are unique and specific to the one instance in your inventory.) The editing feature is best used on unique items that other NPCs won't also carry unless you are fine with them also using the modified stats armors in-combat.If you want to edit the armor rating of just one particular instance of a common armor, like one Elven Helmet in your inventory, then you should enchant it to increase armor rating instead of increasing the armor rating through the edit function. 
You can make edits temporary or save up to 500 edits permanently. Please see the "Temporary or Permanent" section below for more details.


Proteus will allow you to enchant your armor/clothing and specify the strength of the enchantment.
Each enchantment comes with several ranks of power and an option for the player to type in a custom value for the enchantment strength.

There are currently 35+ customizable armor enchantment options available:
  • Fortify Skills (18 variants covering all skills found in Skyrim - some increase skill level and some reduce Magicka cost of associate skill spells)
  • Fortify Health/Magicka/Stamina (3)
  • Fortify Regen of Health/Magicka/Stamina (3)
  • Fortify Carry Weight
  • Fortify Shout Time
  • Fortify Armor Rating
  • Resist Fire/Frost/Shock/Magic/Poison/Disease (6)
  • Muffle
  • Waterbreathing


By default, your edits to armors are temporary and will persist until you close out of Skyrim. 

You can also make your edits to armors permanent.
If you would like the changes to armor to be permanent. You must select the "Permanently Save" option in the "Proteus - Armor" menu. This will make Proteus save all the armor's adjusted values to a text file. Make sure to save any changes you've made to armor before closing out of Skyrim.

The next time you launch Skyrim, Proteus will look at those text files you created, process them, and import their changes fluidly into the game world.

There are two options for saving armor edits:

Option #1 - Permanently save armor edit for this specific playthrough. (edits apply only to this specific character's world/playthrough)
First Important Note about Option 1: Let's say that "Player Character 1" has specific edits under Option 1 to "Iron Armor". If you switch to "Player Character 2" without closing out the Skyrim game first, "Player Character 2" will still have the edited "Iron Armor" stats. This is a game engine limitation. To make sure this doesn't happen, if switching from playing one character to playing another character, with each character having separate character-specific edits to armors, you should completely close out of the Skyrim game and then relaunch to prevent overlaps of playthrough specific edits.
Second Important Note about Option 1: If you change the name of your character, you will lose all character-specific permanently saved armor edits under Option 1. If you rename your character, you will have to recreate your armor edits or directly alter the saved text files. (see text file section below) This is because the text files storing the armor edits are saved under your player's name. If the name changes, Proteus doesn't know to still load in these player-specific armor edits. If you swap player characters using "Proteus - Player" your character will change names and you will lose access to armor saves under option #1.

Option #2 - Permanently save armor edit for all playthroughs. (edits will apply to all player character's worlds/playthroughs)

Both Option 1 and Option 2 will allow you to make permanent edits for up to 500 armors. Use this function sparingly as permanently saving many armor edits could potentially cause the Proteus system to run slower. As your edited armor values will be imported into the game upon first launching Skyrim, you may experience a small slowdown upon first loading your character if you have a large amount of permanently saved edits that need to be imported into your game world.

I PERSONALLY RECOMMEND USING OPTION #2. 
Option #1 could make you consistently lose access to edits if you are also using the "Proteus - Player" character swap functionality and are frequently changing character names. (as Option #1 saves edits under your character's name)


Text File Storage and Manipulation
  • The text files containing all of your saved stats for armors can be found in the default directory for JContainers.
  • For me, this is "C:\Users\UserName\Documents\My Games\Skyrim Special Edition\JCUser\Proteus".
  • If you are careful about it, you can directly alter your armor edits by adjusting the values in these text files.
  • To remove an edit you've made that you no longer want, select the option to clear edits in the armor menu in-game.







Change the attributes of a spell's associated magic effects:
  • Magnitude - damage amount, healing amount, etc. - this is dependent on the type of spell selected
  • Duration - how long the spell's magic effect lasts
  • Area - does this effect get applied to an area? If so, this is how large of an area

By using Proteus, you will be able to see all of the magic effects associated with a spell and then you will be able to manipulate each of these effects. This will allow you to easily make your favorite spells weaker or stronger. You can even type in a custom value for magnitude, duration, and area and customize a spell exactly how you want.

You can make edits temporary or save up to 500 edits permanently. Please see the "Temporary or Permanent" section below for more details.


Using an intuitive menu system, you will be able to make the NPC or Player forgot/unlearn spells. Use this feature to remove spells that you no longer want a character to use. This can be especially useful if you are using lots of spell mods and want to try out spells but not be locked into having them on your spells list for the rest of your playthrough. Additionally, it can be used to remove spells from a follower that you no longer want them to cast. (Note: Spells added to a character at the start of a game, as well as race abilities, cannot be removed by this feature.)

Note: You will unfortunately not be able to remove default starting spells or racial abilities from an NPC.

You can also dispel active magic effects from the player or any NPC. This means you can do things like end a cloak spell sooner or quickly end certain hostile magic that has a long duration. (Note: This will not work on effects associated with abilities, diseases, or enchantments. It will only dispel magic effects from normal spells.)


By default, your edits to spells and associated magic effects are temporary and will persist until you close out of Skyrim. 

You can also make your edits to spells permanent.
If you would like the changes to a spell to be permanent. You must select the "Permanently Save" option in the "Proteus - Spell" menu. This will make Proteus save all the spell's adjusted values to a text file. Make sure to save any changes you've made to a spell before closing out of Skyrim.

The next time you launch Skyrim, Proteus will look at those text files you created, process them, and import their changes fluidly into the game world.

There are two options for saving spell edits:

Option #1 - Permanently save spell edit for this specific playthrough. (edits apply only to this specific character's world/playthrough)
First Important Note about Option 1: Let's say that "Player Character 1" has specific edits under Option 1 to "Flames". If you switch to "Player Character 2" without closing out the Skyrim game first, "Player Character 2" will still have the edited "Flames" stats. This is a game engine limitation. To make sure this doesn't happen, if switching from playing one character to playing another character, with each character having separate character-specific edits to spells, you should completely close out of the Skyrim game and then relaunch to prevent overlaps of playthrough specific edits.
Second Important Note about Option 1: If you change the name of your character, you will lose all character-specific permanently saved spell edits under Option 1. If you rename your character, you will have to recreate your spell edits or directly alter the saved text files. (see text file section below) This is because the text files storing the spell edits are saved under your player's name. If the name changes, Proteus doesn't know to still load in these player-specific spell edits. If you swap player characters using "Proteus - Player" your character will change names and you will lose access to spell saves under option #1.

Option #2 - Permanently save spell edit for all playthroughs. (edits will apply to all player character's worlds/playthroughs)

Both Option 1 and Option 2 will allow you to make permanent edits for up to 500 spells. Use this function sparingly as permanently saving many spell edits could potentially cause the Proteus system to run slower. As your edited spell values will be imported into the game upon first launching Skyrim, you may experience a small slowdown upon first loading your character if you have a large amount of permanently saved edits that need to be imported into your game world.

I PERSONALLY RECOMMEND USING OPTION #2.
Option #1 could make you consistently lose access to edits if you are also using the "Proteus - Player" character swap functionality and are frequently changing character names. (as Option #1 saves edits under your character's name)


Text File Storage and Manipulation
  • The text files containing all of your saved stats for spells can be found in the default directory for JContainers.
  • For me, this is "C:\Users\UserName\Documents\My Games\Skyrim Special Edition\JCUser\Proteus".
  • If you are careful about it, you can directly alter your spells edits by adjusting the values in these text files.
  • To remove an edit you've made that you no longer want, select the option to clear edits in the spells menu in-game.







Take control of any NPC/creature instantly! The default hotkey is ";" (changeable in MCM)

For humanoids, you can currently walk, sprint, sneak, and jump. You cannot manually attack. The AI of the NPC will automatically attack hostile targets when you are next to them.

While this feature will work on any creature, with them automatically attacking hostile targets using their own combat AI, I've fleshed out features for a few specific creature types. (which I'll call advance creature support)

Advance Support Creatures (can manually attack and special animation when space is pressed)
  • Bears
  • Wolves
  • Sabrecats 
  • Mudcrabs
  • Giants
  • Mammoths
  • Hagravens
(The above creatures will still automatically attack if next to a hostile target.)


The factions for these NPCs/creatures will not change if controlled this way. (meaning if an NPC/creature is hostile to the player, it will remain hostile to the player even if controlled)

If a controlled NPC/creature dies, the system will switch back to the main player character.

 
  • Attributes - Health, Stamina, Magicka, CarryWeight
  • Regen of Attributes - HealthRate, StaminaRate, MagickaRate
  • Skills - Alteration, Archery, Two-Handed, etc.
  • Resistance - FireResist, FrostResist, PoisonResist, ElectricResist, DiseaseResist
  • Size - Grow or shrink an NPC
  • NPC AI Behavior - Aggression, Assistance, Confidence

These skill and attribute edits are permanent. Be careful when changing these values as there is no going back unless you load a prior save. (You can always later increase or decrease a skill or attribute to adjust a character's stats.)

You can also duplicate any selected NPC!
You can also toggle if an NPC is protected or essential!

You can also adjust the level of any NPC! (many stats/attributes scale for an NPC when their level goes up or down)


  • This will work on most NPCs in the vanilla game or those added by mods.
  • It may not work on certain NPCs with unique voice types that don't have recorded follower dialogue lines.


  • The "Proteus - NPC" spell can be cast on a dead NPC and will provide unique options.
  • You can choose to resurrect the NPC, which will bring them back to life.
  • You can also choose to disable the dead NPC, which effectively hides/removes their corpse.


Proteus lets you edit the appearance of the player or any NPC.
There are two ways to edit the appearance of an NPC in-game.

Option #1 - Cosmetic Menu
  • May need to use SSE Engine Fixes
  • For best results, use the edit appearance features on unique NPCs with unique names.
  • DO NOT USE THE SEARCH BAR in the RaceMenu, doing so will lock out the player controls after closing out of the menu. Not sure this can be fixed. Everything will work fine as long as you don't use the search bar.
  • To be clear, this isn't a full "showracemenu" editing system for NPCs. This mod provides some of the full functionality.
  • What works: Body Morphs, Scale Edits, Body/Hand/Foot paint and tattoos, and a few other things
  • What is not included: Face Sculpting, Face Edits, Hair Edits

Option #2 - Player and NPC Presets
  • Completely change pretty much every physical feature of an NPC's appearance using presets.
  • Watch the "Project Proteus - NPC Overview" YouTube guide above or follow the steps below to get it to work correctly.
  • This option is a bit more complicated than option #1 but it will allow you to do things like change hair, face, and more!
  • For best results, use this feature on unique NPCs with unique names and races that match the race of the preset.
Step-by-Step Guide:
  1. Change your player's appearance using RaceMenu to match how you want an NPC to look. (don't save preset yet!)
  2. Close RaceMenu after you are done editing your player like you normally would.
  3. Use the "Proteus- NPC" spell and navigate from Main Menu => Appearance => Preset Menu
  4. Click on the option to "Save Player Appearance as Preset".
  5. You will be prompted with a text box to name this preset. This is important! Make it an easy-to-remember name or write it down if you will be using it often or revisiting the preset. 
  6. Hit enter to finish saving this preset as an option with your specified name
  7. In the "Proteus - NPC" menu, proceed to click "Set NPC Preset"
  8. It will then ask you which preset you would like to use. Type in the name of the preset you saved earlier to finish the process of updating the NPC's appearance to match how the preset looks.

You must EXACTLY follow the steps above for the process to work. If you want to use Character Presets you've downloaded from the Nexus, you must first load them onto your player character under step 1 and then follow the rest of the subsequent steps.

How does this work? (How can something this awesome be done??) - I've utilized scripts from RaceMenu and fed them into my Proteus permanent save/load system that I use for weapons/armors/spells to ensure that upon loading your game all NPCs retain the appearance you want. Your NPCs will retain their modified appearance, even if you close out of the game and then reload it.


Do not duplicate NPCs that you have made appearance edits to.
The edits may not load 100% correctly on the duplicated character. For best results, try using a preset that matches the race and gender of the NPC you are targeting. If the NPC doesn't have the same gender or race as the preset you are loading, Proteus will do its best to get the preset to load by changing the NPC's race and/or gender. Additionally, for best results, this function should be used on unique NPCs. (not leveled actors like a template guard or bandit)

Having a large number of appearance-edited NPCs may slow down your game and cause you to lose FPS. Experiment with this and see if you see any considerable impact. Ideally, you should use this function only on unique NPCs. Be very careful using this feature, it will permanently alter the appearance of an NPC in your game world. It will not allow you to revert the changes. Make sure you 100% want to apply a preset to an NPC.


Instantly change an outfit that the NPC is wearing.
There are currently 30 outfit options ranging from clothing to armors. (including none)


You can change an NPC's voice type to any of 14 male or 13 female options. Great to use for changing player character followers!

Additionally, there is baked-in support for voice types added by CVR Follower Voices. (no additional patch required)
If you have CVR Follower Voices installed, you will have access to 9 additional voice types to give to NPCs.
Note: Do not make CVR Follower Voices an ESL, that will break the baked-in support.


You can change an NPC's combat style to any of 5 options. (warrior, archer, mage, tank, or berserker)




Proteus also allows you to manipulate an NPC's items!
  • View/Edit the stats of an NPC's equipped weapons
  • View/Edit the stats of an NPC's equipped armor
  • Open and manipulate an NPC's inventory
  • Unequip all items from an NPC


Proteus allows you to edit and view the stats of spells equipped by NPCs!
Additionally, you can teach a spell equipped by the Player to an NPC!
You can also remove a spell that was taught to an NPC by the Player. Unfortunately, the remove spell function won't work for spells the NPC has by default.


Send an NPC to the void. This won't kill them but rather send them to a hidden interior cell.
You can use this on player character summons as they can later be summoned/teleported back to the player using the player module.
To go to the void, you can use the following console command: "coc ZZProteusVoid"





Proteus will allow you to force change the weather.
There are currently 23 options available:
  • Clear (4 variants)
  • Cloudy (4 variants)
  • Fog (3 variants)
  • Rain (2 variants)
  • Snowing
  • Blowing Wind
  • Ash
  • Apocrypha
  • Blackreach
  • Eclipse
  • Aurora
  • Sovngarde (3 variants)

The weather will eventually transition out and be replaced by whatever the game determines the next weather to be.




Summon 20+ types of creatures to fight. (can specify the number of them to summon)
These creatures will start at level 1 and scale up to level 500. (they are all 1x the player character's level)


Reload NPC Presets - this will reload all the presets on edited NPCs and/or player character sumons. Helpful for fixing preset appearance errors!
Clear Player Facegen - can be helpful if your character is really messed up looking, it could also do nothing...




Please let me know your ideas in the comment section and I may include them in a future update of Project Proteus!

If you would like to help further develop this project or make your own add-ons or patches, kindly let me know!
Your enthusiasm and support for this project will definitely encourage me to create more updates.

Released Updates:


V.3.0.0 - ENCHANTMENTS & UPGRADES PROPERLY SAVE/LOAD

  • If upgrading from a previous version of Project Proteus, be sure to save or resave all your player character's into the Proteus system.
Updates & Changes:
  • The Proteus system will now properly save/load enchanted items as well as upgraded items.
  • This improvement is enabled via Proteus storing the player character items in containers in a hidden interior cell. (the items in the containers are added back to the player character's inventory when they are loaded)
  • The max number of characters that can have their inventory tracked is 50. (the same limit for location tracking too) So basically, don't ever go 50 characters if you want this mod to work properly.
  • This massive improvement is only applicable for player characters created in the same game world. Characters imported from other game worlds will not have custom enchantments and upgraded weapons carry over when loading them into a new game world.
  • In the latest version, the system may potentially not equip the correct weapon to the corresponding equip slot upon switching to one of your characters, but the item will be in your inventory.
  • Removed ability to save player character as anything other than the player character's name. Saving your character will save them using the character's name. You can no longer type in a custom name.
  • Change your character's name before saving them into Proteus if you want to have different variants of one character. (or separate backups of a character)
  • Removed ability to switch characters without saving. You will now automatically save your character (using the character's name) before switching to any other character in the Proteus system.
  • Removed the ability to piecemeal save/load inventory. (won't work with the latest system)
  • Notification added to tell the player that the delete character function worked properly and ran.

V.2.5.0 - PLAYER MODULE IMPROVEMENTS

  • A clean save is recommended for this update!
  • This means disabling an older version of Project Proteus. Entering your game world and saving without this mod installed. And then installing and enabling version 2.5.0 of Project Proteus.
  • Additionally, if updating from an older version, go into your Proteus JSON directory, for me: "C:\Users\USERNAME\OneDrive\Documents\My Games\Skyrim Special Edition\JCUser\Proteus" and delete all files starting with "ProteusPresetsLoaded". Alternatively, delete all JSON files in the Proteus JSON directory
  • If you previously downloaded the version 3.0.0 I previously had up for download, please downgrade to version 2.5.0. Version 3.0.0 has several errors that will break your inventory saving/loading.
Updates & Changes:
  • Added the ability to delete a saved player character from the main menu of the Player module.
  • This will delete all Proteus generated JSON files for the specific character, clear their saved location, clear the containers storing their items, remove them from the list of previously loaded presets.
  • Note that this will not delete the RaceMenu jslot file. (so you can still load this in RaceMenu) (done for compatibility reasons)
  • Changed the way prepopulated character list works. Now uses preset name and not actor name for lists. (which is why a clean save is required for this update - sorry!)
  • Streamlined the player module menu and made several changes. (Note: PC = "Player Character")
  • No longer show teleport to last location if you are importing a character for the first time from a different game world.
  • Fixed issue where player module swap function would freeze if no player spawn was nearby.
  • Fixed issue where the back button in the player module spawn function wouldn't return to Main Menu.

V.2.4.1 - 2.4.2

  • Added built-in compatibility support for CVR Follower Voices. (no patch required)
  • If you have CVR Follower Voices installed, you will have access to 9 additional voice types you can assign to NPCs.
  • You no longer need to specify a game world ID. Proteus will now automatically assign the world an ID.
  • The above change simplifies the process for new users and will also no longer pop up a text box that prevents SkyrimVR users from proceeding.
  • Small fix to hotkey for switching player characters.




V.2.4.0 - VR PLAYER MODULE CORE FUNCTIONS & POPULATED PRESET NAME LIST

  • The player module's core features will now work with SkyrimVR!
  • You will need to save your player characters using "Quicksave". You cannot use the "Save As" function.
  • You will only be able to switch to or spawn player characters created in the same game world. (use the player module to create new characters)
  • At this point in time, you won't be able to import characters from other game worlds within SkyrimVR.

  • Previously saved player character presets will now show up as options to switch to or spawn without you having to type anything into a text box. (you will still  have the option to type out names for characters you are importing from other game worlds)
  • Weapon summary now displays enchantment name.
  • Added compatibility support for HandToHand-Perks. (patch available in the optional files section)
  • Improved hostile player character summons and the way they become hostile to the player.

V.2.3.0 - SMALL FIXES, IMPROVEMENTS, AND ADDITIONS

  • Default healing and flames spells removed from template actors used in player character spawns.
  • Player character spawns will no longer load unequipped items. (this makes the process faster)
  • Player character spawns will only have the character's equipped items in their inventory. This solidifies the notion that the player character spawns are meant to be overwritten often. You should ideally not give items to the spawns as they will frequently be overwritten and have their inventories wiped.
  • Can now enter the number of perk points you'd like to add using the Player module's cheat function.
  • Can now enter the number of dragon souls you'd like to add using the Player module's cheat function.
  • NPC module spell, when used on a dead NPC, now outputs a notification of who the killer was.

V.2.2.0 - PROPER ATTIRE


  • Player character spawns will now spawn in with proper armor/clothing equipped.
  • Hostile player character spawns will now spawn in with proper armor/clothing equipped.
  • This is a huge fix that I finally figured out how to implement. Enjoy! :D


V.2.1.0 - DELETE PRIOR PROTEUS EDITS AND OPEN PERMISSIONS!

  • Added option to clear and delete Proteus edits to a weapon. 
  • Added option to clear and delete Proteus edits to an armor.
  • Added option to clear and delete Proteus edits to a spell.
  • Added option to apply blank enchantment to an Armor. (effectively making it have no enchantment)
  • Fixed harmless papyrus error that would pop up upon first permanently saving an armor/weapon/spell.
  • New condition check to see if NPC health is greater than 0 before taking control of them.
  • This mod now has open permissions. Feel free to look at its code and make modifications to it.
  • Feel free to share this mod on other websites. I would prefer if you'd also let me know when you do this via message or comment.
  • Any mod you release that uses code from this mod, please credit me somewhere and leave a link to this page. That's all I ask. :)
  • You do not have permission to use this mod to gain any form of financial profit. (including donation points)


V.2.0.0 - MASSIVE BUG FIXES, NPC OUTFITS, CUSTOM SKILLS FRAMEWORK, SOURCE CODE!

I present to you version 2.0.0 of Project Proteus!
If the mod didn't work for you before, or you've been waiting to check it out, now is the time to jump in!

Also, thank you so much for making this mod the #1 mod of the month for Skyrim SE and Skyrim LE for March 2021. The mod garnered more votes for mod of the month than any other mod released for Skyrim this past year. I really appreciate the votes, especially with other amazing mods like Odin and Bears of the North releasing this month. Please keep up the enthusiasm and let me know your thoughts about every update!  

After installing this update, RESAVE ALL YOUR CHARACTERS INTO THE PROTEUS SYSTEM. Act like it is the first time you are saving them.
A clean save is not required this update, but you should resave all your characters into the Proteus system before attempting to switch to them or spawn them.

  • Complete rewrite of unequipped items saving/loading. (max unequipped unique items increased from 127 to 1000)
  • Complete rewrite of perks saving/loading. (max perks increased from 127 to 1000)
  • Complete rewrite of spells saving/loading. (max spells increased from 127 to 1000)
  • Massive improvements to the above processes which has made the player module scripts both faster, more efficient, and more accurate.
  • Simplified perk patch process for werewolf/vampire mods as well as custom skill framework mods. Patches now easier to create.

  • Added support for custom perk trees added by the mod Custom Skills Framework.
  • Added compatibility support for Haemophilia. (patch available in the optional files section)
  • Added compatibility support for Vigilant-Perks. (patch available in the optional files section)
  • Added compatibility support for Glenmoril-Perks. (patch available in the optional files section)
  • Added compatibility support for Sanguinaire Revised Edition. (patch available in the optional files section)

  • New outfit changing system in the NPC module. (currently 30 outfit options)
  • Fixed error that caused NPC names to alter unintendedly after editing their voice type or combat style.
  • Fixed party member swap process that I broke in the last update. (sorry!!)
  • Small fix to NPC combat styles menu. Will now allow you to exit without changing NPC combat style.
  • Fixed spelling of Berserker in combat styles menus.
  • Changed the way included compatibility support works for OBIS and Legacy of the Dragonborn. (faster save/load of inventory now)
  • New script function to add back key items from mods that may be removed from the player during the save/load process.


From now on, I will also include the source code for this mod.
If you are an expert modder, please check out the source code and let me know how you would improve it. Any input on how to increase efficiencies would be much appreciated! (converting this mod to a SKSE dll would be amazing, but I don't know how to do this) Additionally, if you would like to write new functions to be included in this mod, I would be more than happy to incorporate them or merge them into the latest published version! I would love to collaborate on this project with other modders! Please reach out to me! This mod has grown into a behemoth and all the help I can get would be much appreciated.

V.1.8.0 - HOSTILE PLAYER CHARACTERS, COMBAT STYLES, SPAWNER CREATURES, AND MORE!


  • Player Module - new ability to summon a hostile version of a player character to fight. (beta feature for now - they will only have rags equipped but everything else seems to work fine, more updates soon!)
  • Player Module - new option to specify the combat style of a player character summon! (options: warrior, mage, archer, tank, berserker)
  • Player Module - you can now teleport previously spawned player characters to the player. (menu pops up with their names)
  • NPC Module - can now permanently edit the combat styles of any NPCs. (options: warrior, mage, archer, tank, berserker)
  • NPC Module - can now send an NPC to the "void". This will essentially teleport NPCs to a place of no return. (unless they are player character summons which can be teleported back to the player)
  • NPC Module - the void feature is primarily meant for you to send your player character summons to once you are done with them.
  • NPC Module - fixed permanent edits of voice types for NPCs. This now works for both player character summons as well as normal NPCs in-game.
  • NPC Module - new option to remove all Proteus system saves associated with an NPC. (will delete JSONs for NPC name, combat style, voice type and no longer load them at game start)
  • NPC Module - Note that the above removal tool doesn't do anything about NPC appearance. Be very careful when editing NPC appearance! These changes are permanent and should be used sparingly!
  • Utility Module - Spawner creatures available to summon increased from 10 to 20.
  • Utility Module - Spawner new creatures include: Dwarven Centurion/Sphere/Spider, Hagraven, Giant, Frost Giant, Mammoth, Frost Troll, Slaughterfish, and Frostbite Spider.
  • Utility Module - Spawner menu now stays open after making a selection. You can make multiple selections now before closing out the menu.
  • Compatibility - new patch for Werewolf Perks Expanded by MichaelDusk.
  • Compatibility - new patch for Bloodmoon Rising by XeNoN.

[1.7.1] - Small fix to dispelling both versions of NPC control upon releasing an NPC from player's control.
[1.7.1] - NPC Control - Advanced creature support added for Hagravens.
[1.7.1] - NPC Control - Advanced creature support added for Giants.
[1.7.1] - NPC Control - Advanced creature support added for Mammoths.
[1.7.1] - NPC Control - Advanced creature support added for Mudcrabs.

V.1.7.0 - INSTANTLY CONTROL ANY NPC/CREATURE, MCM MENU HOTKEYS, SPAWNER UPDATE


  • This is the largest update since the initial release of Project Proteus! Enjoy the update!! (ABSOLUTELY UPDATE, DON'T IGNORE THIS UPDATE)
  • New huge feature! Take control of any NPC/creature instantly! The default hotkey is ";" (Please check out the new video showcasing this)
  • For humanoids, you can currently walk, sprint, sneak, and jump. You cannot manually attack. The AI of the NPC will automatically attack hostile targets when you are next to them.
  • While this feature will work on any creature, I've fleshed out features for a few specific creature types. (which I'll call advance creature support)
  • Bears, Wolves, and Sabrecats have special animations that play when you hit the space bar. Additionally, you can attack using your left and right mouse buttons. (These creatures will still automatically attack if next to a hostile target.
  • Further advanced creature support will be built out over the next few updates to add unique features for controlling further creatures! (please give me feedback!)
  • The factions for these NPCs/creatures will not change if controlled this way. (meaning if an NPC/creature is hostile to the player, it will remain hostile to the player even if controlled)
  • If a controlled NPC/creature dies, the system will switch back to the main player character.
  • Added a simple Mod Configuration Menu that will allow you to set hotkeys for certain aspects of this mod.
  • Currently, you can set hotkeys for "Save Player Character As", "Quicksave", "Switch Player Character", "Swap Nearby Character", "Summon Player Character" and the new "Take Control NPC".
  • Added Spawner to Utility module. Choose from 10 different creatures to summon and specify the number of the creature to summon. The creatures start at level 1 but scale up to level 500. (They are 1x the player character's level) I plan to build this feature up over the next few updates from 10 creatures to 50+ creatures. (please give me feedback!)
  • Huge fix to character swap. Perks now will now successfully load for the player-controlled character.
  • Added more options to the NPC module's level changer.

V.1.6.0 - PLAYER CHARACTER SHARING, QUICKSAVING, & NPC LEVELS UPDATE
  • Uploaded template showing how to share your player characters on the Skyrim Nexus.
  • New section on this mod page titled "Creating Mods with Project Proteus".
  • Added option to quicksave player character in the player module. This is the same thing as saving your player character but it won't prompt you to type in a name. Quicksaving will save your character preset using your character's name as the preset name.
  • Added Male Condescending voice type to list of options in Proteus NPC module.
  • Fixed loading an appearance preset onto an NPC. It will no longer also change an NPC's name.
  • Moved DispelAllSpells in the player module's switch characters script up a bit in the overall process. May fix some issues.
  • Changed spell forms saving to allow spells with the same name but different form IDs to properly save. May fix some issues.
  • Small fix to how carry weight is saved/loaded during swap/switch process.
  • Can now adjust the level of NPCs using the NPC module. Can be used to scale the strength of player character followers.

V.1.5.0 - BUG FIX BONANZA UPDATE
  • Fix to saving voice type for a new character spawn. Default voice type for new spawn will now save a VT JSON file.
  • Huge fix to spell removal script, it'll now actually properly remove all spells that it can. (besides vanilla starting spells like flames)
  • Huge fix to unequipped item removal script, this may fix the issue some people were having with this crashing the save process.
  • Small efficiency improvements to many areas of the player module of the mod.
  • Fix to names of NPCs displayed in the menu asking which spawn template to use.
  • This will be the last update for a little over a week. Please post feedback in the comments and I'll get to them soon!

V.1.4.0 - PARTY MEMBER SWAPPING UPDATE
  • You can now swap between player characters in the same party. Please read the guide to this feature in the player module section.
  • The follower you are swapping will essentially be rewritten every time you swap to them. (meaning they will lose any items you give them, so basically don't give them items and let them just use what the player character had when you saved them last and you'll be fine)
  • Redid the player character summons system. There are now 20 slots for player character summons. It's no longer divided by race/gender.
  • Big improvement to saving the correct player and NPC names in JSON files output by Proteus.
  • Proteus now tracks voice types and they will now persist when you close out and reload the game. (it even works for the new swaps feature like magic) Use the Proteus - NPC module to change the voice type of a player character the first time you summon them as a follower. (changes now persist)
  • New utility feature that will try to help with clearing morphs/facegen data on your player character. (it may do nothing but helpful maybe to you in certain situations if your character is really messed up looking. I'll look to improve this in  the future)
  • If you have player character summons/followers already, I recommend doing a clean save before using 1.4.0.
  • This means uninstalling this mod, deleting the JSON files, entering your game and saving, then installing this mod, and then playing the game.

V.1.3.0 - LOCATION SWAPPING UPDATE
  • When swapping player characters, you can now choose to teleport to the location the character was last saved at. (supports max 50 characters)
  • Compatibility support added for OBIS. OBIS Settings book will no longer be removed from inventory.
  • Compatibility support added for Legacy of the Dragonborn. Curator's Guide will no longer be removed from inventory.

V.1.2.0 - PIECEMEAL UPDATE
  • Proteus will now allow you to piecemeal save just skills/attributes/stats, perks, spells, inventory, or appearance.
  • Proteus will now allow you to piecemeal load just skills/attributes/stats, perks, spells, inventory, or appearance.
  • This feature can be very useful in figuring out where the save process is breaking if it isn't 100% working for you.
  • Improvements to identifying the target in the load script.
  • Can now exit the switch character menu by tabbing out instead of having to type "yes" or "no".
  • Small improvements to the script that removes spells upon switching characters.
  • Cleaned mod of improper reference to Dragonsreach. (looked through entire mod in SSEEdit for similar errors)

V.1.1.0 - CERTIFIED MAGICIAN UPDATE
  • Proteus now tracks what spells you have equipped upon saving a character and will have the spells equipped when you load that character save.
  • The loading of equipped spells seems to work on everything I tested except for vanilla starting spells like flames for some reason.
  • Proteus will now save, remove, and load all spells associated with an Actor's Race. (captures racial abilities/spells)
  • Proteus will now save, remove, and load all spells associated with an Actor's ActorBase. (captures some starting spells)
  • New utility function to reload all saved appearance presets on affected NPCs. (including player character followers)


[1.0.7] - Further fixes to player character spawns and associated appearance presets and names loading at game start.
[1.0.7] - Fix to female commander voice change type.
[1.0.7] - Player save/load process will run a bit faster now. (small efficiency improvements to the script)
[1.0.7] - Added compatibility patch for Curse of the Vampire by TX12001. 
[1.0.6] - Completely changed the way items are saved/loaded. This should hopefully fix issues with papyrus stack dumps.
[1.0.6] - Fixed issue of player character spawns having generic names again upon reloading the game.
[1.0.6] - When you swap inventories, quest items will now also swap and be particular to individual player characters.
[1.0.5] - Hopefully introduced many fixes for some of you that potentially had issues with saving/loading of characters.
[1.0.5] - Fixed player character spawn names. The followers should once again display the correct name.
[1.0.5] - Fixed female sultry voice type option. (was mismapped before on accident)
[1.0.5] - Clarified description regarding shouts and words of power. All characters will share the same shouts list and words of power.
[1.0.4] - Successfully fixed the problem with the mod Amazing Followers Tweaks (AFT). It is now compatible with no patch required.
[1.0.4] - Fixed harmless papyrus log error that occurred when saving an NPC appearance for the first time in a new game world.
[1.0.4] - Fixed harmless papyrus log errors that occurred when loading applicable spells onto a player character spawn.
[1.0.3] - Changed unequipped inventory saving/loading a bit. Please let me know if this makes a difference for those that had issues!
[1.0.2] - You can now type in a custom size/scale value when manipulating the size/scale of the player and NPCs.
[1.0.2] - When loading an appearance preset onto an NPC, Proteus will now change the NPCs gender to match the gender of the preset you are loading.
[1.0.2] - The Utility spell now outputs a generic message box stating that functionality will be coming soon.
[1.0.2] - Changed spells description to properly have the word Proteus instead of SIGE. (the name of the old version of my mod)
[1.0.2] - Armor summary now also outputs warmth that an armor/clothing piece provides the wearer.
[1.0.1] - Expanded max number of custom race player followers from 3 male and 3 female to 10 male and 10 female.
[1.0.1] - Added compatibility patch for Sacrilege by EnaiSaion. 
[1.0.1] - Fixed issue with saving and loading preset for the first time for players only using the player module's "load appearance preset".



Q: Where do I get the Proteus spells?
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Q: Will this mod ever be released for XB1 or PS4?
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Q: Is this mod compatible with perk mods like Ordinator, Vokrii, and Adamant?
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Q: Is this mod compatible with custom race mods?
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Q: Didn't you release a mod like this last year?
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Q: My weapon damage and armor rating are different in my inventory menu. Why is that?
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Q: My weapon doesn't show its increased damage in my inventory. Why is that?
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Q: My character's appearance is messed up in ShowRaceMenu now? How do I fix it?
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Q: Where can I find the saved text files used by Proteus for the permanently saved edits for weapons/armors/spells?
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Q: My mods Nether's Follower Framework (NFF) & Jaxonz Renamer have conflicts with Project Proteus! What do I do??
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Q: Is it okay to install this mod mid-game?
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The instructions below are for if you would like to share your player characters for other people to use. (and publishing this on the Nexus)
Please see the template page HERE. Feel free to exactly copy and paste the structure of the mod page. (recommended)

You will need to upload two zip files in the file you share on the Skyrim Nexus.

YOUR CHARACTER - PART 1 FILE
Character appearance file, meaning the preset used and created by RaceMenu.
The folder structure should be the following:
SKSE\Plugins\CharGen\Presets\CHARACTERNAME.jslot

You would zip a folder structure exactly like the above. If you don't do it EXACTLY like this, then it will not work.
To locate your saved player characters preset file search in the directory above.
(The jslot appearance file may be in your overwrite folder if you are using Mod Organizer)

This should be installed by the user like any other mod. Install like you would a regular mod.

If the character has a purple face, open RaceMenu and load the appearance preset onto your character using showracemenu. Afterwards, be sure to save them into the Proteus system using the Player module spell. That should fix the purple face issue if you encounter it.

YOUR CHARACTER - PART 2 FILE
A collection of JSON files will need to be extracted to the user's JSON directory. For me it is the below directory:
C:\Users\USERNAME\Documents\My Games\Skyrim Special Edition\JCUser\Proteus
You need to include the following JSON files in your upload for the character to be imported into someone's game world successfully:
  1. ProteusC_UnequippedInventory_CHARACTERNAME (include all parts if there are other JSON perk part files)
  2. ProteusC_EquippedInventory_CHARACTERNAME
  3. ProteusCSkills_M1_CHARACTERNAME
  4. ProteusCGeneral_M2_CHARACTERNAME
  5. ProteusCRace_M2_CHARACTERNAME
  6. ProteusCSpellForm_M1_CHARACTERNAME (include all parts if there are other JSON perk part files)
  7. ProteusCPerkForm_M1_CHARACTERNAME  (include all parts if there are other JSON perk part files)

Do not include any other JSON files in the zip file you are sharing on the Skyrim Nexus. 
You do not need to include any of the JSON files that have the game world ID in the file name. (ONLY INCLUDE THE 7 FILES LISTED ABOVE)
The person sharing their player character on the Skyrim Nexus does not need their game world ID to match the user's game world ID.

You may want to edit the individual JSON files listed above before sharing your characters on the Skyrim Nexus.
For instance, you can remove quest items, keys, utility spells, and more from your player character before sharing. 

I find Excel to be a good tool to filter the JSON files and remove unwanted rows of data. Simply copy and paste the edited data.
Just make sure you keep the structure of each JSON file intact. Each line ends in a comma. (except for the last line, where there is no comma. If you have a comma on the last line, your player character shared preset won't work)
Check out the template page I've created and the JSON files I've shared in the files section for a template to guide you.

Any content found in your player character's JSON files that references content found in mods that the user who is loading your character doesn't have will be skipped. For example, if your player character has the spell "Water - Geyser" found in the mod Phenderix Magic World, and if a user who installs your character preset attempts to load your player character into their game world and doesn't have Phenderix Magic World installed, the character import process will still work fine, this spell will just be skipped and not added to the spells list.

The user should place the JSON files found in the PART 2 zip in their JSON directory. For me it is the below directory:
C:\Users\USERNAME\Documents\My Games\Skyrim Special Edition\JCUser\Proteus



phenderix - created all content not otherwise noted below

expired6978 - created the amazing UIExtensions and RaceMenu mod which many Proteus menus rely upon to function properly
silvericed - created JContainers which is a framework Proteus uses to permanently save and load edits to armors, weapons, and spells
SKSE - adds many features to the game that make a mod like Proteus possible
SkyUILib - adds the text entry menu that many features of Proteus rely upon (these files are included in the Project Proteus mod)