Skyrim Special Edition

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phenderix EchoEclipse Nightfallstorm

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phenderix

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About this mod

Proteus will redefine how you play Skyrim. Play as multiple characters within the same game world, on the same save game file - all with their own unique appearance, perks, spells, items, and stats. Additionally, make permanent or temporary edits to NPCs, weapons, armors, spells, weather, and more in-game.

Requirements
Permissions and credits
Translations
  • Turkish
  • German
Changelogs
Donations




Compatible with Skyrim AE & Skyrim SE
VR version in the optional files section!

Users have noted that some player module features do not work with Skyrim version 1.6.1170 / 1.6.1130

Works well with Skyrim Cheat Engine!



Proteus will redefine how you play Skyrim. Play as multiple characters within the same game world, on the same save game file - all with their own unique appearance, perks, spells, items, and stats. Additionally, make permanent or temporary edits to NPCs, weapons, armors, spells, weather, and more in-game.  You can edit all content found in vanilla Skrim as well as all content found in any Skyrim mod.

Upon starting the game with PROTEUS installed, the player will automatically have the "Proteus - Wheel" spell added to their spells list.
To use the 7 modules added by this mod, you must either equip and cast this spell (like a shout/power) or use the hotkeys configurable in the Proteus MCM.

PLAYER MODULE
  • Save your player characters and create backups that can be loaded whenever in any save or game world (~<5 seconds to save)
  • Swap between player characters in the same game world - create and play as multiple characters (~<30 seconds to swap characters)
  • Easily create a new character within the same game world
  • Summon player characters as permanent followers
  • Quickly change the appearance preset being applied to your player character.
  • View and edit the skills, attributes, stats, and factions of the player
  • Add dragon souls, perk points, perform idle animations, and more

NPC MODULE
  • Temporarily control any NPC (walk around, sprint, jump, limited attack functionality)
  • Customize the appearance of NPCs using a combination of cosmetic menus and RaceMenu presets
  • View and edit the skills, attributes, stats, and level of any NPC
  • Add any spell to any NPC (add any in the game, including mods - no patches required)
  • Teach player known spells to NPCs or make them forget spells they already know
  • Make NPCs recruitable, marriable, essential, protected, or killable
  • Change NPC combat style and AI behavior (ex: assistance, confidence, aggression levels)
  • Change NPC voice type (to any voice type, including those added by mods - no patches required)
  • Change NPC outfit (to any outfit, including those added by mods - no patches required)
  • Resurrect dead NPCs or remove their bodies
  • Duplicate NPCs, make NPCs perform idle animations, and more

SPELL MODULE
  • View stats and make temporary or permanent edits (ex: damage, duration, area, etc.)
  • Unlearn known spells and dispel active magic effects

WEAPON MODULE
  • View stats and make temporary or permanent edits (ex: damage, speed, etc.)
  • Apply 13 types of customizable enchants to weapons (ex: type out exact fire damage)
  • Duplicate weapons

ARMOR MODULE
  • View stats and make temporary or permanent edits (ex: armor rating, weight, etc.)
  • Apply 35+ types of customizable enchants to clothing/armor (ex: type out exact frost resist)
  • Duplicate armors

WEATHER MODULE
  • Instantly change the weather to any of 23 different options

UTILITY MODULE
  • Various utility functions (like a teleporter and other cheats)



Proteus comes with a DLL file (built off CLib NG) that should work for all versions of Skyrim AE and SE.
Except for 1.6.659 (GOG Version) as a couple of mod requirements still need to update. (hopefully fixed soon!)
This mod will not work with Skryim VR or Skyrim LE.

Proteus requires several other mods to work properly. You must absolutely ensure you have the versions of these required mods installed that matches up to your Skyrim version so that Proteus works properly. 

Skyrim AE/SE Installation Requirements
To check your Skyrim version number, right-click the SkyrimSE.exe file in file explorer and go to the Details tab. Here's an image showing what you should see:
Spoiler:  
Show


ABSOLUTE REQUIREMENTS (PROTEUS will not work without the below mods installed)
PLEASE download the correct version of the below mods! Many have versions for Skyrim AE and Skyrim SE!
  • SKSE - Proteus uses many script functions added by SKSE
  • Address Library - Proteus has a DLL that requires Address Library for it to function
  • JContainers - Proteus requires JContainers to save/load character and item value
  • UIExtensions - Proteus uses several menus added by UIExtensions (Optional ultrawide patch for UIExtensions found here)
  • RaceMenu - Proteus requires RaceMenu to save/load appearance presets onto the Player and NPCs (You must go to RaceMenu mod's skee64.ini settings and enable ExternalHeads. Make bExternalHeads=1 in the [FaceGen] section)
  • SkyUI - Proteus requires SkyUI's MCM functionality for hotkey and settings manipulation
  • powerofthree's Papyrus Extender - Proteus uses a couple of functions from Papyrus Extender
  • Latest x64 version of Microsoft Visual C++ Redistributable - Proteus needs this for the DLL to function (Download the x64: vc_redist.x64.exe file)

HEAVILY RECOMMENDED MODS
(just download these too...)


The above mods are integral to making Proteus work. Please endorse these mods and support their respective authors!

OPTIONAL MODS
  • Proteus - Settings Loader - will allow you to easily save/reload Proteus MCM values across multiple save games
  • Shadow of Skyrim - introduces nemesis system and alternative death system that can synergize with Proteus, more info below



POTENTIAL ISSUES & HOW TO FIX
  • If your game crashes upon switching characters, try disabling any HDT SMP hairstyles, body parts, or items. Make sure you use FSMP with this mod if you want to use physics hairstyles.
  • Users have reported XP32 skeleton fixed scripts corrupting saves when used with Proteus. Don't use the mods together.


Skyrim VR Installation Requirements
Spoiler:  
Show

In the optional files section, there is a VR version of Proteus. Pretty much all functions should still work but overall performance is slower than this mods Skryim AE/SE counterpart. This is because the AE/SE version utilizes a custom DLL file that speeds up the background script functions. Releasing this DLL for Skryim VR is not yet possible. I do not own Skryim VR so I have thus not fully tested this. As a result, I will be relying heavily on comments from users to know what issues arise when using this mod.

ABSOLUTE REQUIREMENTS (PROTEUS will not work without the below mods installed)
PLEASE download the correct version of the below mods! Many have versions for Skyrim AE and Skyrim SE!
  • SKSE - Proteus uses many script functions added by SKSE
  • JContainers - Proteus requires JContainers to save/load character and item value
  • UIExtensions - Proteus uses several menus added by UIExtensions
  • RaceMenu - Proteus requires RaceMenu to save/load appearance presets onto the Player and NPCs (You must go to RaceMenu mod's skee64.ini settings and enable ExternalHeads. Make the bExternalHeads=1 in the FaceGen options section. If you don't do this, the player/NPC appearance may not be accurate/reliable.
  • SkyUI - Proteus requires SkyUI's MCM functionality for hotkey and settings manipulation
  • powerofthree's Papyrus Extender - Proteus uses a couple of functions from Papyrus Extender
  • Address Library VR - several of the requirements above require this mod to function
  • ConsoleUtilVR - required for several Proteus functions to work
  • VRKeyboard - will allow you to type in the text box if prompted

HEAVILY RECOMMENDED MODS 
(just download these too...)




Please read and reread this mod requirements section carefully. I would say 80% of bug reports or issues reported by users come from installing one of the above mod requirements incorrectly.




Save your player character using Proteus and allow them to be loaded in their exact state at a later point in time in any game world or save file. This feature is what powers the Proteus systems' switch character and import character functionality - more on these features later in the guide.

The save process can be completed manually by using the "Save Character" option within the Player Module. It is also conducted automatically upon switching characters or creating a new character.

What Player Data Is Saved

  • Character Name
  • Race / Gender
  • Appearance
  • Attribute Levels / Skill Levels / Overall Level (including progression towards next level)
  • Perks (including vampire/werewolf perks, custom perks, & unused perk points)
  • Equipped & Unequipped Spells / Shouts
  • Equipped & Unequipped Items (including enchants / upgrades if modifications were made within that game world)
  • Location (when previously saved within that game world / save file)
  • Favorites (items and spells)
  • Bounties (for many crime factions, not utilized yet)
  • Active player followers (requires NFF or EFF, I strongly recommend NFF)

Saving of perks, items, and spells works on virtually all content in vanilla Skyrim as well as all content added by virtually every mod.

What Player Data Is Not Saved
  • Faction relationships and relationships with NPCs (these are specific to each game world and apply to all characters in it)
  • Quest progression (quest progression is specific to each game world and applies to all characters in it)
  • Active magic effects currently impacting a character (these should be mostly cleared out or dispelled by Proteus)

Importing Player Characters
Using the data generated from the save process, you can import your character into another game world. 
There are, however, a few minor import restrictions:
  • Weapons/armors enchanted via Proteus will not import correctly. The items themselves will transfer over, but they will not be enchanted. You can easily reapply enchantments using the Proteus Weapon / Armor modules
  • Enchantments you make to items at an enchanting station also will not import correctly
  • Upgrades to items made at a grindstone or workbench will not import correctly
(Note that the limitations related to enchantments & upgrades only exist when importing characters from another game world)

Switching Player Characters
The data generated by the save process enables the player to switch and play as multiple characters in the same game world.
Much more detailed info on this in the next couple of sections of the guide.

Piecemeal Save / Load

Proteus allows you to piecemeal save/load individual aspects of player-created characters. (like perks, appearance, spells, items, etc.) For example, copy all spells known by one character and load them onto another character. Additionally, the piecemeal save/load feature can be helpful in testing any issues you encounter with this mod. For example, if you are experiencing crashes when saving or loading your character, the piecemeal functions can help you identify where the crash happens.

Additional Important Notes (Please Read!)
Appearance Preset Loading

Upon loading a save game, the Proteus system will load an appearance preset automatically onto your player character. Therefore, it is very important that the latest appearance changes you make to the player character are saved into the Proteus system, otherwise, they will be overwritten upon game start or loading a save game file. Simply save your character into the Proteus system after making any appearance changes via RaceMenu. The "Show Race Menu (Enhanced)" option in the Player Module will automatically save appearance changes into the Proteus system upon closing RaceMenu.

Character Names
It is critical that you do not have two characters of the same name in the system. This will break many of the features within the Player Module. Do not have two characters of the same name.




Easily switch between your player-created characters in the game world at any point in time.

How to Switch Characters?
  • To switch characters, you must first use the "New Character" function or "Import Character" functions of the Player Module.
  • Until you use either of these two functions, you will not have the option to switch characters.

What Does Switching Characters Allow Me to Do?
  • Rotate between player characters in the same game world and unlock new roleplaying opportunities
  • Control multiple unique characters each with their own unique appearance, items, perks, spells, stats, favorites, etc.
  • Play these characters independently or have them all in the same party
  • You can choose to do some quests/adventures with one character and others as another character
  • Create radically different characters within the same game world, for example, a male pacifist priest breton and a female berserker axe-wielding orc

How Does Switching Characters Work?
When the player is controlling "Nord" and chooses the option to switch to "Argonian", the following happens:
  • "Nord" is automatically saved into the Proteus system, ensuring its location and latest stats, perks, spells, appearance, etc. are captured
  • "Argonian" is loaded onto the player character (stats, perks, spells, appearance, etc. change)
  • The NPC Proteus spawn that previously had "Argonian" loaded on it is reset and hidden (sent to the void)
  • An NPC Proteus spawn of "Nord" is created from scratch, using the save data from step 1 of the switch process
  • The player, now playing as "Argonian", will teleport to the last saved location of "Argonian"

Note that only the player-controlled character has its stats, perks, spells, appearance, etc. saved into Proteus. The previous existing spawn matching the character the player is now controlling, will be wiped and reseat. When switching from CharA to CharB, you will be resetting/hiding any CharB NPC spawn and creating a new CharA NPC spawn from scratch, using the latest saved data for CharA.

I would recommend that if you are constantly swapping characters, don't give items to spawn NPCs or make edits to them. Your spawns will lose any given items or edits as they are frequently reset. To change any given character, you must be actively controlling them / playing as them, make your desired edits, and then save the revised character into the Proteus system. You can then switch back to any other character you want to play as.


After swapping player characters, you may need to save and reload the game for your player name to update and display properly.
See the FAQ section for information regarding how to fix your player character's appearance if they are morphed and you have appearance issues.

Switch Only Player Appearance
If you just want to switch your character's appearance and not everything else about them, follow the below steps:
  • Use the Player Module's "ShowRaceMenu (Enhanced)" option to adjust the appearance of the player. Load presets, adjust sliders, etc.
  • Go to Proteus Player Module => Piecemeal Save and choose either "Save Appearance" or "Save Appearance & Equipped Items". Type in the name that you would like to save this appearance preset as. (if you are using a preset you've downloaded from the Nexus, I recommend using a name that is different so that Proteus doesn't overwrite the preset you downloaded)
  • You can use the Player Module => Piecemeal Load  "Load Appearance" or "Load Appearance & Equipped Items" functions or the hotkey configurable in the MCM to switch the appearance of your character. (without also changing items, perks, etc.) 

Shared Stash
  • There is a shared stash feature that will allow you to share items between your characters.
  • Drop items in here before switching characters to allow the other character to access them.

Alternative Death System
  • Proteus has an alternative death mechanic that unlocks a whole new level of role playing opportunities. 
  • It is disabled by default. To turn it on, go to the Proteus MCM and toggle the alternative death system checkbox.
  • This is optional as it allows you to continue using alternative death mechanics added by other mods if you so choose.
How does it work?
  • Upon the player characters death, with alternative death system enabled, you will be prompted to either create a new character or to load a previous save. Essentially this introduces a permanent death mechanic and adds the ability for you to continue playing in the same game world, just with a new character.
  • Proteus will add a burial urn in the spot where your character died that will contain all items that the character had in their inventory at their time of death. Once all items are removed from the urn, it will disappear.
  • The deceased character will still have their data in the Proteus system (via saved JSON files) that you could later load back into the game if you wish. For example, you could use the import character feature to bring the character back into your game world.
  • This is similar to the hardcore concept from Diablo games. If your character dies, you can no longer play as them. (Although Proteus is much more forgiving and will allow you to reload a prior save or to still later import that character into the game world again)
Alternative Death System + Shadow of Skyrim
  • The alternative death system of Proteus can optionally be used with Shadow of Skyrim, which I highly recommend over other alternative death mods.
  • This will enable you to create a new character when your previous one dies and via Shadow of Skyrim generate a nemesis as well as a quest tracking the deceased character's lost items. Create a new character to go avenge the death of your previous character!
  • To get the mods working together correctly, you must exactly follow the below instructions.

  • Enable the Proteus alternative death system in the Proteus MCM.
  • Go to the Shadow of Skyrim MCM and go to the Defeat tab. Set Min inventory dropped to 100%. 
  • Still within the Defeat tab, check and enable the three boxes for "Drop Items on Accidental Defeat", "Drop Gear on Accidental Defeat" and "Drop Gear on Creature Defeat". 
  • Go to the Respawn tab and disable the Shadow of Skyrim respawn system. Do this by unchecking and disabling the "Alternate Death System" box.


This option will allow you to create a new character without starting a new game. You will retain all quest progression, faction ranks, relationships, and discovered locations, but have an additional, new character to play as. The new character generation process can take several minutes as the scripts perform a somewhat manual process outlined below.

Before the new character process begins, your current character will be made into a Proteus spawn. You can interact with this spawn and make them a follower. Alternatively, you can use the "Switch Character" function within the Player Module to switch back to playing as them. More info on spawns in the next section of this guide.

New Character Reset Process
  • Health, Stamina, and Magicka will reset to 100.
  • All skills will be reset to level 20.
  • The player's level will reset to 1.
  • Most perks will be removed. (Proteus looks at included patch files to see what perks to remove)
  • Most spells will be removed.  (Proteus looks at included patch files to see what spells to remove)
  • All inventory items will be removed. (besides quest items)

After the above steps have been completed, you will be presented with several options to customize your new character.

New Character Customization Options
  • Stage 1: Pick starting armor(s) (pick from any armor in the game, including those added by mods, no patches required)
  • Stage 2: Pick starting weapon(s) (pick from any weapon in the game, including those added by mods, no patches required)
  • Stage 3: Pick starting spell(s) (pick from any spell in the game, including those added by mods, no patches required)
  • Stage 4: ShowRaceMenu - adjust the appearance of the new character
  • Stage 5: Pick starting location (18 options)



Proteus spawns are NPC copies of the player characters that you are not actively controlling.
Friendly Spawns are created when you either create a new character or import a character from another game world/save file.
Hostile spawns are temporary and can be created using the Player Module. (upon their death, they will disappear in cloud of smoke)

You can edit anything about friendly spawns through your follower framework mods or by using the Proteus NPC Module. However, they will be frequently wiped/reset so don't give them any additional items! (instead, allow them to use whatever items were equipped when you last saved that character) Switching characters causes spawns to reset automatically.

Spawn Level and Scaling
Player character spawns by default will have a fixed level that will not scale with the level of the player's actively controlled character.
Spawns will forever have the same level until you adjust them manually or they are reset upon switching characters.


Editing Existing Spawns
Use the Proteus NPC Module to change many aspects of the spawn NPC after they have been created, including:
  • Appearance & Size
  • Skills, Stats, Attributes
  • Combat Style (by default the combat style is warrior)
  • Voice Type
  • AI Behavior 
  • Outfit
  • Spells (add or remove)
  • Level Scaler (make a spawn equal to the level of another character saved into the Proteus system)

Summon Existing Spawns
You can summon your existing character spawns and teleport them instantly to your current location.
This will take the NPC, no matter where they are in the world, and teleport them to you. 

Manually Reset Spawns
To reset spawns, first, summon the existing spawn to you. Then use the "Reset/Clear Proteus Edits" function within the NPC Module on the spawn NPC.
This is a helpful way of clearing your spawn list if you encounter any errors. To recreate a spawn that you reset, use the "Import Character" function.
 

Edit player stat/attributes/skills
  • 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.)

Toggle player factions
  • 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.

Level scaler
You can use the Player Module's level scaler function to get your currently loaded player character to equal the level of another character saved in the Proteus system. This is a very useful feature if you are playing with two or more characters and want to keep them all at the same level! You will be able to allocate skill points, attribute points, and gain perk points for impacted characters.




Player module cheat options
  • Add Perk Point(s)
  • Add Dragon Soul(s)
  • Dispel Active Magic Effects
  • Spawn Horse (convenient for traveling)


The save & switch process works with almost all mods without a patch.

The Player Module "New Character" function requires patches to know which spells and perks to remove from the existing character when creating a new one. Each patch contains formlists that point to each spell/perk added by the respective mod. The patches do not change anything about the mods they are patching. This means the patches are conflict-free.

Make sure Proteus patches are below both the mod being patched and below Proteus in your load order.

Custom Skills Framework Patches (included in installer package)

Spell Patches (included in installer package)

Vampire / Werewolf Patches (included in installer package)

Religion Patches (included in installer package)

Race Patches (included in installer package)

Vokriinator Black Note: For those using the mod Vokriinator Black, there is an issue with Illusion perks and the SKSE function that the Proteus system uses. If you use Vokriinator Black, your illusion perks will not be wiped upon creating a new character. Everything else should work though.

Legacy of the Dragonborn Note: Contrary to what LOTD authors say, this mod should work with LOTD. Many users have mentioned using the two mods in tandem and are having a blast using Proteus with it. 

(if there is a patch you would like me to make for a particular mod, please leave a comment here on the Nexus about it!)




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

For humanoids, you can 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, some creatures have advanced support / additional features.

Advanced Support Creatures (can manually attack and perform special attacks/animations when jump ready weapon key pressed)
  • Bear
  • Wolf
  • Sabrecat
  • Mudcrab
  • Giant
  • Mammoth
  • Hagraven
  • Flame Atronach
  • Frost Atronach
  • Storm Atronach
  • Horker
  • Chaurus
  • Ice Wraith
  • Spriggan

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, player control will switch back to the main player character.


 View and edit the stats and behavior of any NPC
  • Attributes - Health, Stamina, Magicka, CarryWeight
  • Regen of Attributes - HealthRate, StaminaRate, MagickaRate
  • Skills - Alteration, Archery, Two-Handed, etc.
  • Resistance - FireResist, FrostResist, PoisonResist, ElectricResist, DiseaseResist
  • Level - Will scale NPC stats and likely reset many of the above to a calculated value
  • Size - Grow or shrink an NPC
  • NPC AI Behavior - Aggression, Assistance, Confidence
  • Combat Style - archer, berserker, mage, tank, or warrior
  • Recruitable - enable NPCs to become followers (may not work on NPCs with unique voice types)
  • Marriable - enable NPCs to become spouses (may not work on NPCs with unique voice types)
  • Essential / Protected - toggle whether an NPC can die or is invulnerable

These skill and attribute edits are permanent. However, they may reset if an NPC is set to scale in level with the Player.
You can always readjust these values for any NPC if you change your mind or your changes reset upon the player leveling up.

Add any spell to an NPC
All spells in the game, including those added by mods, are options with no patches required.

Change the outfit that an NPC is wearing
All outfits in the game, including those added by mods, are options with no patches required.
In addition, you can easily copy an NPC's outfit to the player or copy the player's outfit to an NPC.

Change the voice type that an NPC uses
All voice types in the game, including those added by mods, are options with no patches required.


The NPC module can be cast on a dead NPC to either:
  • Resurrect the NPC
  • Disable the NPC, which effectively hides/removes their corpse

When targeting an NPC that is alive, you may send them to "The Void"
  • Sending an NPC to "The Void" won't kill them but rather send them to a hidden interior cell
  • You can use this on Proteus Spawns to temporarily get rid of them as they can later be summoned/teleported back using the Player Module
  • To go to "The Void", use the console command: "coc ZZProteusVoid" (should only be used for debug purposes, not recommended to visit)



Proteus lets you edit the appearance of any NPC in two different ways in-game. (for best results, only edit unique NPCs with unique names)

Option #1 - Cosmetic Menu
  • This isn't a full "showracemenu" editing system for NPCs. However, it provides some limited functionality
  • What is included: 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
  • DO NOT USE THE SEARCH BAR in the Cosmetic Menu, doing so will lock out the player controls after closing out of the menu

Option #2 - Player and NPC Presets
  • Completely change an NPC's appearance using presets
  • This option is 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 a race that matches the race of the preset you are applying
Step-by-Step Guide:
  • Change player appearance using "Show Race Menu" to match how you want an NPC to look
  • Close RaceMenu after you are done editing the player character's appearance
  • Target an NPC with the NPC module and navigate from Main Menu => Appearance => Preset Menu
  • Click on the option to "Save Player Appearance as Preset". 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. Hit enter after you have typed in a name
  • In the NPC module menu, proceed to click "Set NPC Preset"
  • You will then be prompted which preset you would like to use. Type in the name of the preset you just saved
You must follow the above steps for this 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 in step 1 and then follow the rest of the outlined steps outlined.

Your NPCs will retain their modified appearance, even if you close out of the game and then reload it. This is possible as Proteus via RaceMenu creates new facegen files and overwrites any other mesh/texture files associated with an NPC. 
Be very careful using this feature as it will permanently alter the appearance of an NPC in your game world. It will not allow you to revert the changes. To reverse appearance changes you must clear the NPC of any Proteus edits and then reinstall any mod that changes that NPC's appearance.

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/race as the preset you are loading, Proteus will change the NPC's gender/race. Use this option only 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.

Option #3 - Change Hair Color
  • Proteus will also you to temporarily or permanently change an NPC's hair color
  • This is by far the simplest of the three options



View / Edit Weapons
  • 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)
  • Duplicate - easily create copies of any weapon

If you edit an "Iron Sword", the edits you make will apply to every "Iron Sword" in the game - not just yours. Therefore, 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 weapon. In contrast, edits to item name as well as applied enchantments are unique and specific to the one instance in your inventory.

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

Permanent Weapon Saving (up to 500 permanent edits supported)
Spoiler:  
Show
To enable permanent saving, elect the "Permanently Save" option in the module 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 the text files you created, process them, and import your edits into the game world.

There are two options for saving edits:
Option #1 Permanently save edit for this specific character. (edits apply only when playing this specific character in their save game world)
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 ensure this doesn't happen, if switching from playing one character to playing another character, with each character having separate edits to the same thing, you should completely close out of the Skyrim game and then relaunch to prevent issues.
Second Important Note about Option 1: If you change the name of your character, you will lose all character-specific permanently saved 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 are saved under your player's name. If the name changes, Proteus doesn't know to still load in these player-specific edits. If you switch or swap characters using the Proteus Player Module your character will change names and you will lose access to saves under option #1.

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

Text File Storage and Manipulation
  • The text files containing all of your permanently saved edits 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 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 module menu in-game.

Weapon Enchantments

Proteus will allow you to enchant your weapons and specify the strength of the enchantment.
Each enchantment comes with several power ranks and a customizable power option. (type in the exact power amount)

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.




View / Edit Armors
  • 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
  • Duplicate - easily create copies of any armor/clothing piece
  • Classification - toggle any armor/clothing piece as light armor or heavy armor

If you edit an "Elven Helmet", the edits you make will apply to every "Elven Helmet" in the game - not just yours. Therefore, 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 weapon. In contrast, edits to item name as well as applied enchantments are unique and specific to the one instance in your inventory.

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

Permanent Armor Saving (up to 500 permanent edits supported)
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To enable permanent saving, you must select the "Permanently Save" option in the module 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 the armor before closing out of Skyrim. The next time you launch Skyrim, Proteus will look at the text files you created, process them, and import your edits into the game world.

There are two options for saving edits:
Option #1 Permanently save edit for this specific character. (edits apply only when playing this specific character in their save game world)
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 ensure this doesn't happen, if switching from playing one character to playing another character, with each character having separate edits to the same thing, you should completely close out of the Skyrim game and then relaunch to prevent issues.
Second Important Note about Option 1: If you change the name of your character, you will lose all character-specific permanently saved edits under Option 1. If you rename your character, you will have to recreate your edits or directly alter the saved text files. (see text file section below) This is because the text files are saved under your player's name. If the name changes, Proteus doesn't know to still load in these player-specific edits. If you switch or swap characters using the Proteus Player Module your character will change names and you will lose access to saves under option #1.

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

Text File Storage and Manipulation
  • The text files containing all of your permanently saved edits 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 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 module menu in-game.

Armor Enchantments
Proteus will allow you to enchant your armor/clothing and specify the strength of the enchantment.
Each enchantment comes with several power ranks and a customizable power option. (type in the exact power amount)

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



View / Edit Spells
  • 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.

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

Permanent Spell Saving (up to 500 permanent edits supported)
Spoiler:  
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To enable permanent saving, you must select the "Permanently Save" option in the module menu. This will make Proteus save all the spells' adjusted values to a text file. Make sure to save any changes you've made to the spell before closing out of Skyrim. The next time you launch Skyrim, Proteus will look at the text files you created, process them, and import your edits into the game world.

There are two options for saving edits:
Option #1 Permanently save edit for this specific character. (edits apply only when playing this specific character in their save game world)
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 ensure this doesn't happen, if switching from playing one character to playing another character, with each character having separate edits to the same thing, you should completely close out of the Skyrim game and then relaunch to prevent issues.
Second Important Note about Option 1: If you change the name of your character, you will lose all character-specific permanently saved 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 are saved under your player's name. If the name changes, Proteus doesn't know to still load in these player-specific edits. If you switch or swap characters using the Proteus Player Module your character will change names and you will lose access to saves under option #1.

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

Text File Storage and Manipulation
  • The text files containing all of your permanently saved edits 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 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 module menu in-game.


Unlearn Spells
Using an intuitive menu system, you will be able to make the player forget spells. Use this feature to remove spells that you no longer want in your spells list. (Note: Spells added to a character at the start of a game, as well as race abilities, cannot be removed by this feature.)

Dispel Active Magic Effects
The spell module also allows you to dispel active magic effects from the player. 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.)



 Change the weather (currently 23 available options)
  • 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.



Teleporter - teleport the player character to any of 17 locations
Reload NPC Presets - this will reload all the presets on edited NPCs and/or player character summons.
Clear Player Facegen - can be helpful if your character is really messed up looking, it could also do nothing...
Add / Remove Proteus Spells - keep the wheel spell but remove other Proteus spells from spells list (can toggle to add back)



3.3.1
  • Replaced mentions of "PROJECT PROTEUS" with "PROTEUS".
  • Refined mod requirement notification by referencing the minimum version required for PROTEUS to operate.
  • Simplified player module menu option text.
  • Added RemoveAllItems Freeze Fix as a recommended mod.
  • Added SMP-NPC Crash Fix as a recommended mod.
  • Released a new mod called Phenderix Dynamic Spawner which you may like using in combination with a multiple character party.

3.3.0
  • HDT SMP physics hairstyles should now work with Proteus characters! Make sure you have FSMP installed! (and make sure you have the right version of it installed!)
  • Added an option at the end of the weather module menu to see "more options". This will take you to a menu where you can see all weather options in the game, including those added by mods. (no patches required)
  • Changed the way voice type edits are saved which should fix the reported voicetype bugs. Importing characters from past save game files should now have voice types loaded in properly. (On existing saves, will need to resave characters and potentially edit voice type again for changes to flow properly)
  • Updated Arcanum, Aetherius, Manbeast, Mysticism, Pilgrim, and Scion patches. (may fix some freezing issues when using Proteus to create a new character)

3.2.5 - Further compatibility added for my latest mod Phenderix Elements. (tracks future element forms that will be released)

3.2.4
  • Added full compatibility for my new mod Phenderix Elements (each Proteus character will have their own respective element/spell progression)
  • Added ability to see associated forms of magic effect in spell summary in spell module

3.2.3
  • Reworked Proteus alternative death system. It is now disabled by default.
  • The alternative death system for Proteus now must first be enabled in the MCM for it to be active and in effect.
  • Choose to either enable the Proteus alternative death system in the MCM or don't and continue to use the alternative death mechanic added by other mods.
  • Added compatibility with Shadow of Skyrim. See alternative death system section of the Player Module guide for info on how to get Proteus and Shadow of Skyrim to work together. This will enable you to create a new character when your previous one dies and via Shadow of Skyrim generate a nemesis and quest tracking of the deceased character's lost items. Create a new character to go avenge the death of your previous character!

3.2.1 - 3.2.2
  • Proteus alternative death mechanic will not trigger if the mods Marked for Death, Death Alternative - Your Money or Your Life, or Death Alternative -- Resurrection are detected.
  • You must choose if you would like to use the Proteus alternative death mechanic or one added by another mod. (like that added by Shadow of Skyrim or one of the mods listed above)
  • Nether's Follower Framework (NFF) is no longer a requirement for Proteus to run but is still strongly recommended.
  • Extensible Follower Framework (EFF) now has minimal support with Proteus and will work to add/remove followers. The EFF wheel menu may not pop up upon speaking with followers- instead you may need to use the EFF Leader's Telepathy spell to access EFF advanced features for followers. While this limited support is added, I still strongly encourage you to switch to NFF as I may bake in further support / features for NFF + Proteus in future updates.
  • Custom AI followers (like Lucien) will not break the Proteus switch process. They will, however, not easily be dismissed/recruited like other simple followers. (will need to manually set to follow or dismiss)
  • Sacrosanct fortitude second life feature will be disabled if the mod is used alongside Proteus.
  • Few other small fixes.

3.2.0 - Alternative Death
  • Proteus now has an alternative death mechanic that unlocks a whole new level of role playing opportunities. Upon the player characters death, with Proteus installed, you will be prompted to either create a new character or to load a previous save. Essentially this introduces a permanent death mechanic and adds the ability for you to continue playing in the same game world, just with a new character.
  • Proteus will add a burial urn in the spot where your character died that will contain all items that the character had in their inventory at their time of death. Once all items are removed from the urn, it will disappear.
  • The deceased character will still have their data in the Proteus system (via saved JSON files) that you could later load back into the game if you wish. For example, you could use the import character feature to bring the character back into your game world.
  • This is similar to the hard-core concept from Diablo games. If your character dies, you can no longer play as them. (Although Proteus is much more forgiving and will allow you to reload a prior save or to still later import that character into the game world again)
  • This new feature is not currently compatible with Shadow of Skyrim . However, you can use the two mods together as Proteus will automatically disable its alternative death feature if Shadow of Skyrim is detected. Synergy and compatibility between the two mods may be added in a future update. (this newest version of Proteus will not work with other alternative death mods - if you want one to work with Proteus please leave me a comment/DM)
  • Reworked requirements check process. When loading almost any Proteus module, a check for Papyrus Extender and JContainers will occur. If either are not found or not the right version, an error message will be thrown and Proteus will not run.

3.1.1
  • Minor player module script improvements. (better notifications, removed some unneeded properties)
  • When launching wheel spell, Papyrus Extender and JContainers version will be checked. If either are not installed or out of date, an error message will be thrown.
  • Nether's Follower Framework is actually a hard requirement now, not just a recommended mod. The way that I have currently coded several Proteus scripts requires Nether's Follower Framework to be installed or the entire player module / npc module will not load. (for those of you not seeing menus load at all, this is likely the issue) This may eventually be modified. For now though, Nether's Follower Framework will be a hard requirement. Further synergies may be introduced in the future. (use Proteus version 3.0.1 if you really really don't want to use Nether's Follower Framework - although I recommend you just switch to using the framework)

3.1.0 - Player Follower Tracking

  • Huge improvement to the Proteus system. Player characters now have their followers saved and loaded when you swap between characters. This means that each of your player characters can have their own unique groups of followers. (Up to 10 followers can be captured at a time) (may or may not work with custom AI followers depending on how they are coded)
  • This also works when using player created characters via Proteus as followers. Easily swap between player characters you've created in one party system.
  • The new system
    will automatically keep track of party members and update them appropriately when you switch between members. You will not have to rerecruit followers that were in the same Proteus party. When switching to a different party member, all other party members will be made a follower of your now controlled character.
  • This follower tracking feature requires Nethers Follower Framework to work. I may eventually expand this to work with other follower framework mods. Use the comments to leave suggestions on which ones you want me to make compatible with Proteus. Nether's Follower Framework is now a heavily recommended mod for Proteus.
  • Resetting a spawn now automatically dismisses it if it was a follower. (Requires Nether's Follower Framework)
  • Creating a new character automatically dismisses all active followers. (Requires Nether's Follower Framework)
  • Vampire status of player characters should now be saved/loaded more accurately. May fix several bugs users reported associated with vampirism.
  • Diseases are now properly cleared/dispelled when switching characters or when creating a new character.
  • Several small fixes and other misc improvements.
  • Note: Reminder that Proteus supports a maximum of 20 player-created characters. (Each now with a maximum tracked 10 followers)
  • Note: VR version will be updated to 3.1.0 eventually when I have time over the next few days.

3.0.1
  • Fixed saving and removing of perks. (Several additional hours of mind-numbing testing from Nightfallstorm and I - hope you all appreciate the effort going into this mod lol)

V.3.0.0 - CLib NG
  • Nightfallstorm converted Proteus SKSE dll to CLib NG and made several fixes to make it work on all versions of Skyrim SE and AE, huge huge thanks to them! Please give them kudos and check out their mods - like Vanilla Scripting Enhancements!)
  • Heavily updated mod guide, making it easier for new users to jump in and enjoy Proteus.
  • Hid old file page for Project Proteus. This will hopefully reduce confusion related to this mod.
  • Added powerofthree's tweaks as a heavily recommended mod.
  • Temporarily, powerofthree's papyrus extender is not required for this mod to function properly. It will however be added back as hard requirements once it is updated for the latest version of Skyrim AE. Still download these mods if they work on your installation version of Skyrim. As soon as papyrus extender is updated, I will release Proteus 3.0.2, which will make this mod a hard requirement again

V.2.1.0 - Copy Outfits & Spell Module Improvements
  • [New Feature] Can now copy NPC outfit/items onto the player.
  • [New Feature] Can now copy player outfit/items onto an NPC.
  • [New Feature] Can now spawn a horse from the player module cheat menu.
  • [Improvement] Weapon/Armor/Spell summary will now also tell you the name of the mod that adds the content you are viewing or editing.
  • [Improvement] Rewrote much of spell view/edit menu structure.
  • [Improvement] Spell summary will now tell you the skill name, skill level, resistance, delivery type, and casting type for associated magic effects.
  • [Improvement] Spell summary now shows if a spell is hostile or not and shows the name of any associated perk.
  • [Improvement] If using Proteus wheel hotkey, can now view/edit spells equipped in shout/voice equip slot.
  • [Misc] Reminder that many cheat functions of this mod were removed and released as a separate mod called Skyrim Cheat Engine. Please check it out if you haven't already!

V.2.0.1 - 2.0.3
  • All Proteus spells will now ignore spell resist, reflection, and absorption.
  • Should fix a few issues users experienced. (NPC targeting for example)
  • Small fix to load preset script.
  • Further fixes to load appearance script. (reverted some changes)

V.2.0.0 - Fixes Galore
  • This update will require a new save game if you've previously used the spawn/switch character feature.
  • If you haven't used the switch character function yet, you should be able to just simply update like normal.
  • Improvements to player appearance saving/loading. 
  • You must now go to RaceMenu mod's skee64.ini settings and enable ExternalHeads. Make the bExternalHeads=1 in the FaceGen options section. If you don't do this, the player/NPC appearance may not be accurate/reliable.
  • Improved saving and removing of hidden items in inventory. (may fix carry weight bugs and other issues)
  • The player is now invulnerable during the character save process, switch process, and new character process.
  • Updated mod explorer functionality for new character options and NPC outfit/voice type options.
  • Fixed a couple of papyrus errors/bugs and made other misc changes.

For notes regarding updates released prior to v.2.0.0, please check out the mod's change log tab.


For users of my old mod "Project Proteus",
here is a list of the changes between that mod and this new release "PROTEUS":

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If you previously used my old mod "Project Proteus" you must uninstall it. Characters and other info saved into the old "Project Proteus" system will not work in the new system. You must redo your edits and recreate / re-import your characters. Treat this as a new mod. (it has a new ESP name to show this)
  • [Overhaul] Player characters are now persistent and limited to 1 copy per world. When swapping characters you will be forced to change locations to where the other character is. A new Proteus spawn NPC will be generated each time you switch characters. Additionally, a spawn will be created when you use the new character feature. Read the full guide for more info on this huge system change.
  • [MASSIVE Enhancement] Pretty much all aspects of this mod are drastically faster thanks to EchoEclipse creating a SKSE dll file with many new functions for the Proteus system to use. EchoEclipse's assistance has greatly improved the functionality of this mod. (e.g., save function works in less than 5 seconds, full character swap in less than 30 seconds - dependent on your computer and mod setup)
  • [MASSIVE Enhancement] Player Module cheat function will now allow you to add ANY ARMOR, WEAPON, OR MISC ITEM, including those added by mods. No patches required. Convenient search function included.
  • [MASSIVE Enhancement] NPC Module outfit function will now allow you to choose from ANY OUTFIT, including those added by mods. No patches required. Give any outfit to any NPC, including Proteus spawns. Convenient search function included.
  • [MASSIVE Enhancement] NPC Module voice type function will now allow you to choose from ANY VOICE TYPE, including those added by mods. No patches required. Give any voice type to any NPC, including Proteus spawns. Convenient search function included. (Note: Not all voice types will be follower or spouse compatible)
  • [MASSIVE Enhancement] Spawner function now allows you to choose from ANY NPC / CREATURE  in the game, including those added by mods. No patches required. Convenient search function included.
  • [MASSIVE Enhancement] RaceMenu face sculpts will now save/load for Proteus characters. (Please test and confirm this!).
  • [NEW FEATURE] Added ability to piecemeal save/load a character's appearance and currently equipped items. This will enable you to switch your character's appearance, outfit, and equipped weapons quickly.
  • [MASSIVE Enhancement] Eradicated previous limit of saving max 2000 items, spells, perks. (now unlimited with no maximum)
  • You can now change the increment amount in the Player Module's Level Scaler function for attributes and skills.
  • New MCM options, including hotkeys for wheel spell, cheat menu, spawner and more..
  • Crime faction bounties are saved. (these aren't loaded or changed upon switch yet though - working to fix errors)
  • Improved capture of equipped spells and shouts. (will properly save/load)
  • Changed the JSON file save format. (this means old JSON files won't work in the new system)
  • Streamlined switch process and removed some of previous player input options.
  • Shouts are now captured in the Proteus system.
  • Backup saves are now generated when saving / switching characters.
  • Many minor fixes and performance improvements.
  • In addition, includes any all content listed in the changelogs here for v.1.0.1 and onwards.



Q; Where do I get the Proteus spells?

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A: Upon successful installation of Proteus, they should be automatically added to your spell list.


Q: Will this mod ever be released for XB1 or PS4?
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A: Unfortunately, no. This mod requires SKSE, RaceMenu, JContainers, Papyrus Extender, and UIExtensions which are not available on consoles.


Q: Is this mod compatible with perk mods like Ordinator, Vokrii, and Adamant?
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A: Yes, they should be compatible with Proteus. Any mod that that adds perks to the 18 traditional perk trees will work automatically with this mod. Mods that add additional perks to the vampire or werewolf perk trees will need patches. Mods that add new perk trees altogether, a rather new feature of the Skyrim modding scene, will also need patches made. Please let me know what mods you want patched or if you have any issues with any perks added by perk mods!


Q: Is this mod compatible with custom race mods?
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A: Yes, it should be mostly compatible with custom race mods. Let me know if you encounter any issues!


Q: My weapon damage and armor rating are different in my inventory menu. Why is that?
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A: When you edit base weapon damage for a weapon or an armor's armor rating, you are changing that item's base value. That value is then increased or decreased by perks, enchantments, spells, and perhaps even racial bonuses for your character.


Q: My weapon doesn't show its increased damage in my inventory. Why is that?
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A: If you increase the weapon base damage for a weapon extremely high, sometimes the true current damage of the weapon will not properly show in your character's inventory. To get the most accurate picture of what the base damage is, use "Proteus - Weapon" and generate the stat summary.


Q: My character's appearance is messed up in ShowRaceMenu now? How do I fix it?
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A: Try toggling between races/genders and moving the warpaint and skin tone sliders. One good way to reset the player's body is to select the Argonian race and then close out of the ShowRaceMenu as an Argonian. Then you can go back into the ShowRaceMenu and change to a human race type and hopefully everything will be working fine again. Do the opposite process if you are trying to make a non-human character.


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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A: They should be in a folder called "Proteus" in the default directory where JContainers was installed. For me, this is "C:\Users\username\Documents\My Games\Skyrim Special Edition\JCUser\Proteus". If necessary, you can edit values directly here that would then get imported into the system upon loading your game. If you wish to uninstall a particular edit, you must delete the associated files located in this directory for the edit.


Q: My mods Nether's Follower Framework (NFF) & Jaxonz Renamer have conflicts with Proteus! What do I do??
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If your mod manager shows conflicts, ignore them. It is completely okay to overwrite the files found in these mods. The files being overwritten and shared between the mods are UILib files that should be identical in all the mods. This means overwriting them won't matter. You would essentially be overwriting a file with an identical file.


Q: Is it okay to install this mod mid-game?
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Yes - completely fine and encouraged!




phenderix - created all content not otherwise noted below
EchoEclipse - created the initial Proteus SKSE dll - adds many functions that Proteus requires to operate
Nightfallstorm - converted Proteus SKSE dll to CLib NG and made several fixes to make it work on the latest version of Skyrim AE
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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
powerofthree - created Papyrus Extender of which this mod learned a lot from its open-source code. (including utilizing parts of it)
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 Proteus mod)

I want to give a huge thank you to the modders above whose works helped make this mod possible.
If you haven't done so already, please endorse their mods and support them on their respective mod pages.