Skyrim Special Edition

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Joleg

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Joleg

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About this mod

Changes and additions (with reasoning behind them) to vanilla Skyrim meant to improve your overall experience.

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IF YOU DON'T CARE ABOUT AN INTRODUCTION, SCROLL DOWN TO READ WHAT THIS MOD ACTUALLY DOES.

Hello. First of all, thank you for checking out this mod. This will be my second mod to this site, and I hope you do NOT check out my first one.
Depending on feedback, this mod can evolve. Any suggestion that is made within posts that I see and agree with, I will try to implement.
But enough talk.


"So, what is this mod and why?"

Right. Here's the story.
Back when the Workshop over on Steam was released with Skyrim, I subscribed to a ton of mod. Since then, a lot has changed.
Mainly:
I no longer play Oldrim.
I know how to use the Creation Kit.


"But Joleg, what does that has to do wi-" shshshsh, yes I am coming to that.
I remember back then, it was easy to get a new mod that did a very small thing. Such as, lightweight potions and such, and while the mod has been reuploaded to the Nexus, it is compeltely outdated in terms of DLC.
So, I decided to make my own mod, for myself. It started off as just that, potions and such.
But then it grew, and I started to add more stuff and change more stuff that I found ingame, and it grew into quite the small and nice little quality of life changes and additions.
So, I decided to upload it here for people with a similar mindset that might like these changes I have made and added. So, without further ado, here is what this mod does. Currently.

                                                                              


1. All vanilla and DLC Potions, Elixirs, Drinks and basically consumable not considered a potion now weigh 0.1 instead of the vanilla 0.5.
"But why?"
I am a hoarder and the thing that weighs me down the most are these damnable potions. This was my solution.

2. Changed the weight of all vanilla and DLC woodcutting and mining equipment to 2.
"But why?"
Same reason as above. I always walk around with a pickaxe and woodcutting axe in my inventory and the fact that they weigh around 10 each is just waaay too much for me to afford. So I changed it to 2, mainly because it will still take up place and matter, just not as much.

3. Gave the Skaal villagers and Frea som new weapons to match their lore. They now wear a mix of nordic and Stalhrim weaponry.
"But why?"
I always found myself wondering why, for example, the Stalhrim master who teaches the player how to forge Stalhrim do not have a Stalhrim weapon himself and why he keeps all of the villagers so horribly equipped. This changes that, so that the more conflict-inclined Skaal villagers have a Stalhrim weapons and the regular-Joe kind has regular Nordic Steel daggers and such.

4. I gave Skjor some gloves.
"But why?"
Skjor was the only companion outside of vanilla Farkas who did not have gloves equipped. This resulted in him sometimes equipping some farmers gloves or something similar when outside, which just looked dumb as heck.

5. The duration of Candlelight is now set to a base of 10 minutes.
"Why?"
I run with EFLX currently in my load order and found that a lot of areas are incredibly dark. So, I use Candlelight to fix this, but candlelight runs out all the damn time and results in me having to bring it out over and over again to refresh it. This simply saves the headache and annoyance of Candlelight running out in the middle of a scene or quest so that you miss stuff happening. Magelight remains unchanched.

6. Serana now uses Conjure Boneman/Mistman/Wrathman (Depending on level) instead of her raise dead spells.
"But why?"
Because I hate having my loot suddenly stand up and become unlootable for the duration of her stupid spell.

7. Potions of Well-Being now restore the same amount of Health/Stam/Magicka as vanilla counterparts (That is, 25, 50, 75, 100, 150, Full). Prices are updated to match the change accordingly.
"But why?"
Because frankly? The vanilla amount that they restore kind of suck. This will give them some actual value and be worth saving for special occasions.

8. Added a trapdoor beside the Thieve's Guild Cistern Cemetary shortcut that leads into the Ragged Flagon.
"But why?"
Because I am lazy and do not want three loading screens to turn in my thieve's guild quests. I also like to access the Ragged Flagon directly from Riften. This is the only change that may be considered not very lore friendly due to geography, so might be an optional change in the future.
                                                                                                        ...AND MORE...

Requirements: None. A working Skyrim SE copy. Might work for Oldrim if you have all of the DLC, but I have not tested it.
Incompatabilities: Mods that change the riften landscape around the crypt shortcut and mods that alter the ragged flagon's entrance.

Installation:
Download and install with your favorite mod manager. The mod is ESL marked, which means that it won't even count as a mod toward your limit.

Do you have a thing you'd like to see? Think that it could fit into this mod? Feel free to suggest something in the comments!

I also wish to give a special thanks to the creators of "Lighter Pickaxes and Woodcutter's Axe" and "Lightweight Potions". They gave me the idea to change those two specific values.