Skyrim Special Edition

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Aurora555

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Halliphax2

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About this mod

Integrates a number of items from various Creation Club mods included with the Anniversary Edition. Additionally, new vanilla-enchanted versions of various items are also created and distributed.

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Translations
  • French
Changelogs



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Main
  • Weapons, armour, ingredients and more from the majority of Creation Club releases have been integrated into the base game and DLC releases
  • Creation Club weapons and armour all have thousands of vanilla-like enchanted variants created and distributed, just like vanilla items (vanilla has items like "Ebony Cuirass of Extreme Destruction" - this mod adds the equivalent for all weapons and armours i.e "Ebony Plate Cuirass of Extreme Destruction")
  • No balance changes to any items, everything is left as it is in vanilla (to reduce possible conflicts with balance changing mods you might use)
  • Other mods changing balance (weapon damage, armour rating and other base statistics) of Creation Club items are fully compatible with no patching required (the custom vanilla-like enchanted items added by this mod will also have their balance changed by your patch thanks to the Template system in the Creation Kit)
  • Distribution is kept as close to vanilla as possible (rare ingredients are rare, enchanted armours spawns when the vanilla equivalent of enchanted armour starts appearing - and so on)
  • Vanilla levelled lists are used so changes from this mod will reflect in other mods (i.e Beyond Skyrim Bruma) assuming they use the same levelled lists
  • NPC record edits kept to a minimum (five Silver Hand and five Horse records) so no messy patching with other NPC mods
  • Branching randomisation in Outfit and Levelled List records for more variety between playthroughs or cell resets (an NPC may spawn with vanilla Iron armour or the Alternative Armours Iron armour variant)

Optional
  • Optional file to remove the scripted levelled list injection from various Creation Club releases (requires new game to fully work), good for preventing CC stuff from being too common. This optional file also prevents unenchanted variants of Dwarven Mail, Stalhrim Fur or Elven Hunter armour from triggering their respective quest, highly recommended to download this.
  • Optional file to remove spider additions (for arachnophobes)
  • Optional file for Sunhelm (or other Survival mod) users which removes the Creation Club Survival Mode dependancy






Alternative Armours

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ccbgssse050-ba_daedric.esl
ccbgssse051-ba_daedricmail.esl
ccbgssse052-ba_iron.esl
ccbgssse053-ba_leather.esl
ccbgssse054-ba_orcish.esl
ccbgssse055-ba_orcishscaled.esl
ccbgssse056-ba_silver.esl
ccbgssse057-ba_stalhrim.esl
ccbgssse058-ba_steel.esl
ccbgssse059-ba_dragonplate.esl
ccbgssse060-ba_dragonscale.esl
ccbgssse061-ba_dwarven.esl
ccbgssse062-ba_dwarvenmail.esl
ccbgssse063-ba_ebony.esl
ccbgssse064-ba_elven.esl

Daedric, Daedric Mail, Dragonplate, Dragonscale and Stalhrim can be found on Bandit Chiefs
The rest of these armours can be found in the game world organically both in loot pools, vendors and levelled lists.

They are typically worn by Bandits, Forsworn, Afflicted etc but can also be found worn by named NPCs.
Silver armour (ccbgssse056-ba_silver.esl) specifically has a chance to appear on Silver Hand members (in addition to the above NPCs)

Vanilla outfits for Iron, Steel, Leather, Orcish and Elven have been edited to randomise between the vanilla selections and the corresponding Alternative Armour counterpart (for example, Orcs from Orc Strongholds now have a chance to spawn in both the vanilla Orc armour as well as the Orcish and Orcish Scaled Alternative Armour variants).

No compatibility patch is required for the enchanted variants created by this mod if you have another mod that changes the stats of the base/unenchanted versions. So if you have a mod the changes the Daedric Mail stats then the stats of the enchanted versions added by this mod will also change (props to the Template system in the Creation Kit for this!).

The optional file will prevent these armours from appearing too often when using the main file.

1.7.1 changes
  • Added unenchanted high level (Daedric and Dragon) armours to some levelled lists I missed (though they're still so rare in vanilla at 5% you'd probably never notice)

1.6.5 changes
  • Tweaked Forsworn (non boss) levelled lists. Forsworn now only have a much lower chance of spawning with an Alternative Armour piece

1.6.3 changes
  • Bandit Boss levelled list has been changed/fixed. High tier armours (i.e Daedric) will now appear when their vanilla equivalent would. Bosses now have a chance to spawn with regular Alternative Armours, not just higher tier variants

1.6.2 changes

  • Removed quest autostart when picking up the new vanilla-like enchanted armour pieces for Stalhrim Fur, Dwarven Mail and Elven Hunter

1.6.1 changes
  • Added Alternative Armours to more levelled lists

1.5.2 changes
  • Made unenchanted Heavy Alternative Armours more common at lower levels (namely, Iron)

1.5.1 changes
  • All Alternative Armour items now have a corresponding enchanted version (just like vanilla armours) and have been distributed accordingly

1.2.4 changes
  • Made Alternative Armours more common in the levelled item loot pools. This will make them slightly more common overall at all levels (i.e a blacksmith's inventory) but most importantly; make them more common as static objects in the game world (i.e a cuirass hand placed on a shelf in a dungeon now has a chance to be an Alternative Armour cuirass)




Ghosts of the Tribunal

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Both Common and Extravagant robes from this Creation have been added to the warlock robes levelled lists, corresponding NPCs (namely Warlocks, Conjurers etc) can be found wearing them.
Vampires can spawn with any of the Extravagant robes.

Her Hand and Indoril armours can be rarely found sold by Khajiit caravans.

I'd recommend Extravagant Robes - Non Redoran Design in order to remove the Redoran affiliation with one of the robes.


1.6.4 changes
  • Previously, I had fixed a vanilla bug in this Creation which meant Ash Zombies would spawn wherever players happened to be when interior cells reset. This was fixed with the new Skyrim update so the changes have now been reversed.

1.6.2 changes
  • Added an unenchanted version of Magebane (Glass Greatsword from Morrowind) to the levelled list as well as vanilla-like enchanted versions. These are as rare as the Ebony Scimitar in it's respective levelled list (one in ten chance if a Glass weapon is spawned by the game)

1.5.1 changes
  • Three Common and three Extravagant robes have had a corresponding enchanted version created to match vanilla robes and have been distributed accordingly. Vampires will still only spawn with Extravagant type robes.
  • Enchanted versions of the Ebony Scimitar and Ebony Mace have been added to the Ebony Sword and Mace levelled lists respectively. These are rare to find

1.2.4 changes
  • Chance for the Ghosts of the Tribunal Ebony Scimitar to spawn wherever an unenchanted Ebony Sword may spawn and a chance for the Ghosts of the Tribunal Ebony Mace to spawn wherever a vanilla Ebony Mace may spawn




Fishing

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Added various hot soup items from this Creation to the levelled lists shared by inkeepers and Khajiit caravans. You can find items such as Hot Roasted Tomato Crab Bisque (and others) in places such as the Bannered Mare in Whiterun and any other tavern.

1.7.1 changes
  • Added Food (such as Cooked Tripod Starfish and Pogfish) and Ingredients (such as Lyretail Anthias and Glassfish) to the levelled lists while retaining their rarity (rare fish will be rarer in Taverns compared to common and uncommon, same goes for ingredients found in satchels or on enemies). Both cooked and uncooked variants can be found at Taverns, only uncooked variants can be found in barrels.




Arcane Archer Pack

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Ammo types such as the Ice Arrow have been added to the levelled lists, vendors and loot pools. Human NPCs that would normally equip a bow and arrow can spawn with and wield any of the special arrow types from this Creation.


1.6.1 changes
  • Added Arcane Arrows to more levelled lists. These are still rare and come in low numbers when they do eventually spawn




Plague of the Dead

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Spell Tomes for conjuring any of the Zombies (i.e Conjure Putrid Zombie) found in this Creation can now be found anywhere vanilla Conjuration Spell Tomes are located (vendors, Necromancers, Warlocks etc).
The Mort Flesh ingredient has also been added to the uncommon ingredients levelled list and can be found organically or at apothecaries.

1.6.8 changes
  • Added all Zombies to the enemy levelled list, they have a chance to spawn wherever you may find melee Skeletons (roughly a maximum 13% chance)





Arcane Accessories

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Spell Tomes for low level spells Flare, Bolt, Chocking Grasp etc can be found anywhere the Spell Tomes of the respective school of magic are located (vendors, Necromancers, Warlocks etc)


1.6.1 changes
  • Added robes from Arcane Accessories to the levelled lists

1.6.0 changes
  • Properly distributed all Spell Tomes from this mod to their respective levelled lists. Some of these spells are a bit OP so they have been made rarer.




Lords Mail

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Various new coloured Hammerfell garbs (i.e green or yellow) can be found worn by Alik'r Warriors.




Survival Mode

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Hot soups (i.e Hot Tomato Soup) can be found sold by any inkeeper or Khajiit caravan.




Camping

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Camping Supplies from this Creation are added to the levelled lists shared by inkeepers.




Adventurer's Backpack

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Any and all backpacks from this Creation added to the levelled lists for clothing vendors (i.e Solitude's Radiant Raiments) and Khajiit caravans.

1.2.4 changes
  • Outfits for Bandits (Basic, Fine and Adventurer), Forsworn (Basic, Hunter and Adventurer), Necromancers (Mage), Hunters (Hunter), Thiefs (Thief) and Commoners have a 5% chance to spawn with their respective type of backpack ("Commoners" refers to a FarmClothesRandom outfit which is used in a number of unnamed NPCs and corpses)




Nordic Jewellery

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Enchanted versions of the Nordic Amulet, Ring and Circlet can be found where enchanted jewellery would normally appear (vendors, NPCs etc) as well as sold by Khajiit caravans. However, these are very rare (average 5% chance).


1.6.1 changes
  • Added Nordic Jewellry to generic vendor levelled lists (they remain rare)




Rare Curios

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ccbgssse037-Curios

Vanilla behaviour has these distributed already to Khajiit caravans. However, both the ingredients and crossbow bolts have now also been distributed to regular apothecaries, NPCs and levelled lists that would normally contain rare ingredients.

These are still very rare though. The ingredients levelled list will have a 4 in 15 chance of including either a Curios or Shivering Isles ingredient, then a further 50% chance whether or not said ingredient appears (if a Shivering Isles or Oblivion ingredient doesn't appear then a rare ingredient will appear in it's place - this way it doesn't reduce the chance of finding any rare ingredient whether it's from the vanilla game or Creation Club).

I'm very open to tweaking this depending on feedback.


1.2.2 changes
  • Corkbulb bolts are now exceedingly rare to encounter in the wild due to their natural 25% chance to paralyse the target, they'll begin appearing at level 23





Wild Horses

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ccbgssse034-mntuni.esl

This Creation adds a number of uniquely textured horses for the player to find. This mod will take any of the horse textures both from vanilla and this Creation and apply them to horses in Skyrim at random.

For example, vanilla behaviour has Whiterun Stables selling only Black horses. This mod will allow any coloured horse to be sold there.

These changes are purely visual, any stats unique to the horse (i.e ones added by other mods) will remain unchanged. This will not effect horses that have a unique skin/texture like Frost or Shadowmere.




Vigil Enforcer Armour Set

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ccmtysse002-ve.esl

Vigilants can now spawn wearing any of the Enforcer, Veteran or Corrupted items.
Silver Hand members will now also spawn wearing the Vigil Silver Hand armour added by this Creation.




Elite Crossbows

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ccbgssse043-crosselv.esl

Ebony and Elven Crossbows have been added to any enemy that can spawn with a bow. As with everything else in this mod, it's been randomised so they can still be found with their vanilla equipment.

Thalmor agents specifically have a chance of spawning with an Elven Crossbow.

Khajiit caravans will also have a chance to carry regular and enhanced versions of these in their vendor inventories.


1.6.8 changes
  • Decreased the chance for Bandits and Forsworn to spawn with Crossbows

1.5.1 changes
  • Enchanted versions of the Ebony and Elven Crossbows have been created and distributed to the levelled lists alongside vanilla enchanted bows.





Goblins

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ccbgssse040-advobgobs.esl

Steel-Blue Entoloma has been added to the uncommon vendor lists for apothecaries, Khajiit caravans will also trade these.

1.6.8 changes
  • Goblins now have a chance of spawning where predators (i.e Sabrecats) may spawn in forested areas. They can be found in parties of 1, 2, 3 or 4.





Spell Knight Armour


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Spellswords (found at Southfringe Sanctum) have a chance to spawn wearing any of the Spell Knight armour items (Iron, Steel or Ebony). Any one using the Spellsword outfit set will also have a chance of spawning with these items.




Staves


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ccbgssse066-staves.esl

Enchanted versions of staves added by this Creation can be found anywhere vanilla staves can be found (Warlocks, Necromancers, vendors, chests etc).




The Cause

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ccbgssse067-daedinv.esm

Ingredients (Bloodgrass, Harrada and Spiddal Stick) from this Creation's realm of Oblivion can be (very rarely) found sold by apothecaries or Khajiit caravan traders.


1.6.2 changes

  • Ingredients weren't distributed properly, this has been fixed

1.5.1 changes

  • Vanilla-like enchanted versions of the Daedric Longsword and Mace have been created and distributed to the respective Daedric levelled lists

1.2.4 changes




The Contest


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The new enemy added by this creation (Spider Web Mother) can be found hand placed in various places across Skyrim; Snapleg Cave, Ysgramor's Tomb, Nchaund-Zel Excavation Site, Valthume Catacombs and Ustengrav Depths.

I wanted to add this enemy to other locations but the model is to large to make sense spawning dynamically where Frostbite spiders are normally found.




Necromantic Grimoire

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Spell Tomes added by this mod (i.e Conjure Cursed Spectre) can be found anywhere Conjuration Spell Tomes can be found in the vanilla game.

The new Necromancer Robes can also be found worn by Necromancers.

Note: the Spell Tomes added by this Creation are allegedly distributed to the vanilla levelled lists by script. An optional file is provided to disable this scripted injection (though not using the optional file is harmless, it will just lead to the Spell Tomes being slightly more common)


1.6.0 changes
  • Completely rebuilt Necromantic items distribution. This includes creating 100 new vanilla-like enchanted versions of the two robe types from this mod.
  • Enchanted and unenchanted robes and hoods from this mod have been distributed to the levelled lists. The two special robes (Elite and Ascendant) from this mod are still a rare find at higher levels.
  • All Necromantic Grimorie Spell Tomes have been added to the levelled lists (previously had just added the low level spells)
  • NOTE: The USSEP patch overwrites/fixes one of the Necromancer Outfits (NecromancerOutfitHood50 in CK/xEdit), I wanted to ensure the mod didn't rely on USSEP as a master, so ensure this mod's changes win any conflicts for the outfit




Saints & Seducers

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Golden Saints and Dark Seducers weapons and armours are already distributed to Khajiit caravans by the Creation.

Ingredients (i.e Bliss Bug Thorax) from the Shivering Isles can be found (very rarely) sold by apothecaries or Khajiit caravans. They'll also be carried (again, very rarely) by NPCs that would normally hold ingredients.

Scrolls and Spell Tomes for summoning Saints and Seducers are now distributed to the same places vanilla scrolls and Spell Tomes may be found.


1.6.2 changes
  • Changed the way ingredients from this Creation are distributed with this mod. Previously, they had a small percentage chance to spawn in place of a rare ingredient but then a further 50% chance not to spawn at all, this meant the player could miss out on a rare ingredient via RNG. This has been changed so that if a Shivering Isles ingredient doesn't spawn then a rare ingredient will instead.

1.6.0 changes
  • Scrolls and Spell Tomes for summoning Golden Saints and Dark Seducers were far too common, these have been made rarer

1.5.2 changes
  • Forgot to add enchanted versions of Madness and Amber weaponry, these have been added to the Daedric levelled lists (absolute maximum 5% chance of spawning)
  • Removed unenchanted Golden Saint and Dark Seducer weaponry from the levelled lists - not sure how to effectively introduce these yet. They're still sold at the Khajiit caravans in the meantime.
  • Unenchanted versions of Madness and Amber weaponry made rarer (previously as common as Ebony, my mistake)

1.5.1 changes
  • Enchanted versions of Madness, Amber, Dark Seducer and Golden Saint armour and weaponry have been created. Madness and Amber are distributed to the Heavy Daedric and Light Dragonscale levelled lists respectively. These are a very rare find in-game. Golden Saint and Dark Seducer enchanted items have not yet been distributed

1.2.4 changes
  • Madness, Amber, Golden Saint and Dark Seducer weaponry has been added to the generic loot pools for high level spawns. These generic loot pool/levelled lists link to loot pools and static items placed in the game world. They should occur rarely (and even more rarely will you find enemies wielding them) but given the Khajiit caravans already sell these items (and game notes say they've been raided) I figured they were fair game to distribute sparsely. 

1.2.2 changes
  • Missed three ingredients (Screaming Maw, Rot Scale, and Thorn Hook) these have now been added in a similar vein as other ingredients from this Creation




Expanded Crossbow Pack

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ccffbsse002-crossbowpack.esl

All Crossbows from this Creation now have a chance to spawn on enemies that would normally spawn with a bow. The only exception is Daedric, Dragonbone and Stalhrim Crossbows which can only be found sold by Khajiit caravans.

Thalmor agents specifically have a chance to spawn with Glass, Silver or Steel Crossbows.

Note: the Crossbow from Dawnguard is also distributed here. This is because it's the only one that could be distributed at a low level (level 1) and give the relevant levelled lists better level/power progression

1.6.8 changes
  • Decreased the chance for Bandits and Forsworn to spawn with Crossbows

1.6.1 changes
  • Added Crossbows to another vendor list

1.5.1 changes
  • Enchanted versions of Daedric, Dragonbone, Glass, Imperial, Nordic, Orcish, Silver and Stalhrim have been created and added to the levelled lists for enchanted bows. Daedric, Dragonbone and Stalhrim versions are slightly rarer than their vanilla bow counterparts




Steel and Elven Horse Armours

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Funny or tragic that this is the second attempt at horse armour by Bethesda which still hasn't been distributed to levelled lists? You decide. Who knows, maybe it'll happen in Elder Scrolls 6, third times the charm!

Both Steel and Elven horse armours have a chance to spawn on any horse that can spawn with a saddle. The vanilla saddle is common, Steel is uncommon and Elven is rare. This synergises with the additions from the Wild Horses Creation (i.e a saddled horse can spawn with the Pale colour scheme from Wild Horses and the Steel horse armour from this Creation).




Bone Wolf

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Enemy Bonewolves now have a chance to spawn wherever Skeletons may be found in the vanilla game. There's a chance for one or two to spawn in place of a melee Skeleton (while it's a random percent chance, the maximum is roughly 14%)





Vanilla Changes/Additions


In addition to adding items from various Creations to give the game more variety, I've also made a few changes/additions which Creations were not required for.


Vanilla Warlock Robes

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In the vanilla game, the only colour of Warlock robes are blue. There is an orange variant but this is reserved for priests.
There existed another four colour schemes which I've added to the game. These will spawn on any enemy that can normally be found wearing the blue variant.

The new variants are: red hood/white robes, green, brown and grey.

Given the addition of new robes to the Warlock loot pool and Outfit system, I felt this needed shaken up as these NPCs were now the only ones with static robe colours/models for no discernable reason.




Vanilla Staff Variety

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I decided to merge the changes I made in one of my other mods (More Staff Variety) with this one. Any model of vanilla staff (except Forsworn and Falmer) can now be found with any type of enchantment.
For example, the typical Destruction staff  can now be found with enchantments from the Restoration, Conjuration etc schools of magic.

While this may seem unnecessary, the Staves Creation added staves where any enchantment can be used with any stave, I felt it necessary to change vanilla staves to reflect this.








Creation Club Integration Inert Quests

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An optional file is provided to prevent the various Creations from injecting items into the levelled lists in a scripted manner. This is provided in order to better balance the changes made by this mod. Mainly, it'll prevent Spell Tomes, robes, arrows and the unenchanted versions of armours from being too common as they are added by this mod manually.

I've tried to use a safe method of doing this. I created a new levelled character (Poor Pack Mule) and levelled list which are used whenever a vanilla NPC or levelled list is referenced in a script fragment (in the Quest entry within the Creation Kit itself). This means the Quest and scripted levelled list injection still activates but the effects are rendered inert as the items are added to a levelled list or NPC not used anywhere in the game.

Keep in mind, this will have a proper effect on a new game only.

Items from the below Creations will no longer be injected into the levelled lists via script:

  •     All Alternative Armours
  •     Arcane Archer
  •     Arcane Accessories
  •     Nordic Jewellery
  •     Necromantic Grimoire
  •     Expanded Crossbow Pack
  •     Plague of the Dead

Note: any quests from the above Creations (i.e Bones for a Crow, Stealer of Souls etc) will still trigger and work fine.

1.0.3 changes
  • Cleaned Master File dependencies from the plugin (previously, Creations like Survival Mode were listed as a required master plugin which isn't the case in practice). Now, only Creations actually required by this optional file will be listed as a master.


1.0.2 changes
  • Missed a few changes in the scripts, these changes didn't matter and didn't effect the outcome of the script running (they were simply changed to keep everything neat and tidy).

1.0.1 changes
  • The quests Once a Hunter, Ancient Ice and Fan Favourite have been modified further, slightly. "Tarnished" variants of the Elven Hunter, Stalhrim Fur and Dwarven Mail have been added and are now the rewards for completing the respective quest from their Creation. The Tarnished variant is the exact same as vanilla but will not be effected by any patches/mods that alters the standard Elven Hunter, Stalhrim Fur or Dwarven Mail armours. This means you can freely pick up any Elven Hunter, Stalhrim Fur or Dwarven Mail items you find on your travels WITHOUT triggering the Creation's quest. The "Tarnished" variants were created simply to give you a means of completing the quest normally and to serve as a lore friendly way of informing you that the item is custom and wont be effected by other patches you might be using.

1.0.0 changes
  • Consider the file "out of beta" now.






Sunhelm Compatible Version

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Nothing magical here, this optional file is identical to the main file but simply removes any of the Survival Mode dependencies (which, at the time of writing, is just the added Hot Soups)

Strictly speaking, you can use this version with any other Survival mod since it removes the CC Survival Mode dependency.

Although this is an optional file it should be used in place of the Main File.




No Spiders

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For arachnophobes, same as the Main File but without the addition of the Web Mother NPC to various locations.








Only 70 non-Levelled List records are altered in this mod, loading last will obviously resolve any conflicts. Would recommend MatorSmash to patch all of the Levelled Item (Levelled List) records for there are many.

The changes made by the Unofficial Skyrim Creation Club Content Patches are forwarded where possible. This is also the case for the Unofficial Skyrim Special Edition Patch. To be clear, don't let their changes overwrite mine by forwarding records (the Outfit record "NecromancerOutfitHood50" is a good example, this will show as a nasty conflict but is resolved in this mod via different means).

If you are manually patching, do not merge items in an Outfit record with each other unless you know what you're doing (otherwise NPCs may spawn with two pairs of robes, two pairs of boots etc). Allow this mod to overwrite changes from both the Unofficial patches as their fixes have either been brought forward or recreated.

Patches altering base armour or weapon items will have their changes cascaded down via the Template feature in the Creation Engine. For example, if a mod edits the armour rating of the Ebony Plate Alternative Armour variant then the armour rating will also change for all of the enchanted variants created by this mod.

If installing on an existing game save, some NPCs may appear naked for the rest of that playthrough - this does not happen on a new game. This is because those NPCs have had their Outfit record modified by this mod, this appears to be a bug with Skyrim.






Use this mod however you please (credit would be nice however, given the effort put into this). I've tried to keep it neat and tidy so it can be built upon or used as a resource in another mod but there's uniformity issues here and there.






Massive shoutout to Lochrey for his xEdit Enchantment Script
A number of mods were used in the screenshots, namely the great and nostalgic Pauldrons mod and Common Clothes and Armours