I wish I had a better category name for these. These are small changes, some of them atmospheric, some of them just nice to have. They don’t change anything terribly significant about the game, just add some flavor here, an item there, a little immersive utility yonder.
In-game clock widget. Useful for checking to see when shops should be open, checking the phases of the moons if you’re a werewolf, figuring out if it’ll be dark soon. Just a gem. [link]
Aime’s Craftable Lockpicks
WISOTT - What it says on the tin. One iron ingot equals five lockpicks. No more complicated than that. [link]
More for roleplaying purposes than anything. A simple book, craftable at a tanning rack, that lists ingredient effects as you discover them. [link]
Atlas Map Markers - Updated
The original Atlas Map Markers is brilliant, adding map markers for most things in Skyrim you might want on your map — the smaller camps, shops, shrines out in the wilderness, interesting spots, landmarks, whatnot. Kryptopyr updated it with an mod configuration menu. You’ll need the original [here], and then install Kryptopyr’s update [here] over it (”merge” option in Mod Organizer).
A somewhat controversial tweak, one I’m not sure works well for balance, especially given various perk overhauls and other mods that allow multiple ways for you to offload stolen goods. However, I always found it stupid that shopkeepers would preternaturally “know” what was stolen and what wasn’t. This makes it simple: if it’s relatively inexpensive and no one sees you take it, it won’t be marked as “stolen” in your inventory (though the owners might still send some thugs after you after the fact, once they realize it’s missing!). Simple SKSE plugin. [link]
CS Soul Fragments to Soul Gems
Finally a use for all of those “Soul Gem Fragments” you find out in ruins or in random barrels! “Polish” the fragments with a linen rag at a forge, then combine them to make empty soul gems of the size you desire. You can also “smash” soul gems to reforge one large gem into several smaller ones, if you prefer, or combine smaller ones into larger gems. Why was this not in the base game? [link]
Dark Brotherhood for Good Guys
Why do I want this mod for a group that’s all about playing a murdering edgelord? Well, basically, because not all Brotherhood members are edgy dark edgelords, and usually when people want someone murdered, it’s for a reason. This gives you a somewhat different perspective on the Brotherhood and their victims: information, backstories, the philosophy of Sithis as morally neutral chaos instead of pure evil. I tend to play on the good-ish side of things, and I love reading and lore, so I like this. Add to taste. Be sure to merge the base mod with the provided hotfix. [link]
Dragon Wall Wisdom - Readable Dragon Walls
You’re the Dragonborn, right? Learning the dragon language, right? Gifted with an understanding of the dragon tongue and preternatural knowledge, right? Then you should really be able to read these dragon wall inscriptions in the game. This offers funny, quirky, and sometimes just downright mundane translations for these ancient arcane inscriptions. SHBITBG - Should have been in the base game. [link]
You have ten fingers. Why only one ring? This allows you to wear more — though for balance reasons I recommend sticking with the default of two, or perhaps four. Something something about magical auras interfering if the trinkets are worn too close to one another. ;) [link]
Even Better Quest Objectives
The default in-game journal is rather pathetic. It rarely gives you your motivations, or even a text version of where you’re supposed to go next. I very much miss Morrowind’s journal, where every conversation and relevant tidbit was recorded. This helps. [link]
Seriously, again, why wasn’t this in the base game? It’s close to necessary if you’re going to use a needs mod, or something that uses produce to create medicines for diseases. Assuming, of course, you’re not inclined to go rampaging across farmers’ carefully-tended fields. [link]
Faster Transform - To Werewolf and VampireLord
Just a nice tweak. Again, time is valuable, it’s nice not to have quite such a large window in which I’m being wailed on by enemies, and I like the more monstrous touch. The middle option - only half the vanilla time to transform - is recommended for realism and balance reasons. [link]
Female Vampires Have Fangs
One of the very few purely aesthetic changes here. All vampires should have fangs. (I’m gay. Fangs hot.) [link]
Find it stupid you only get one flower from that whole patch of mountain flowers? Yeah, me too. This fixes that. [link]
Neatly stows away the status bars when you don’t need them (when they’re full and you’re not in combat). Also hides the compass, because how does your character preternaturally know there’s this thing that way if they can’t see it? [link]
Just gives dragons a larger wingspan so they can maybe actually lift themselves into the air. Another aesthetics tweak, with the goal of immersion. [link]
Incredibly useful for those using magical lighting. This maps both Candlelight and Magelight to hotkeys, removing the need to constantly switch spells. It also means you can easily toggle Candlelight on and off like a lantern or torch. Works well with mods that affect lighting and darkness, which I do. [link]
The best custom map marker mod I’ve found. Want to keep track of... well, anything? Ore deposits, NPCs, followers, your horse, that little camp... This is it! Uses the game’s built-in quest and quest objective system for map markers. Super easy to use. [link]
Kryptopyr’s Clothing and Clutter Fixes
This maybe should have gone in the “Fixes” post, but it’s... not quite “just” fixes. “Hooded robes” are separated into hoods and robes for mixing and matching, some NPCs clothing is changed to be more lore-friendly, alongside some behind-the-scenes fixes like weight adjustments. Optional, officially. [link]
Kryptopyr’s Weapon and Armor Fixes Remade
This also maybe should have gone in the “Fixes” post, but again, it’s a bit more of an overhaul, adjusting weights of things and armor scaling for consistency. Required for Kryptopyr’s great crafting overhaul, CCOR, so we definitely want this. [link]
Learn Alchemy From Recipes
WISOTT. Reading a recipe “discovers” those ingredient effects for you. Again, why was this not in the original game? [link]
I’ll be honest, I deactivate most of the features of this mod, except for “training takes time” and “reading takes time” (and increases speech skill). Crafting takes time just gets onerous, especially in the early game when you need all this gear and your bandoliers and you have needs you need to fill... And blocking the inventory or magic menu during combat is just... no. Still, the mod itself adds some nice functionality, and it can be fully tweaked to taste. If you’re using an alternate spell learning mod, be sure to set the “spell learning” time to zero. [link]
Mortal Enemies - De-Aimbot Your Foes
Once an enemy has started an attack, they’re locked into that direction and attack. This makes you able to dodge or move out of range of the attack, and they can no longer hit you anyways. They move slower when aiming or channeling as well. No instant pivots, and two-handed weapons feel heavier than one-handed ones. All in all, it makes combat feel more realistic, and allows them to miss you if you’re clever. But beware! These changes apply to you, too! [link]
No Psychic Lock Knowledge
WISOTT. You don’t somehow magically know how hard a lock is going to be just by looking at it. You just try to pick it, like... you actually would if you decide to pick a lock. [link]
Because a group of warriors whose upper echelons are all werewolves would totally be eating off silver. Not. [link] (in the optional files section)
Non-Exploitable Crossbow Reloading
Allows you to reload crossbows on your own time, by pressing the fire button, before firing again, without messing with your equipped ammunition. Simple and lovely. [link]
You don’t somehow magically know the names of people before you talk to them! I personally favor the “race” variant, just because... less generic, and I can usually see if someone is a Wood Elf or an Argonian anyways, but you can adjust the “stranger” label to taste. [link]
Roads actually have more signposts to direct people to the smaller towns as well as the large cities, and have them at more junctions. Signs also point the right way. Especially helpful along some of the more windy roads. No need to puzzle things out on your map quite so much. [link]
Without a bag, you can only carry as much as you can feasibly wear, really. It’s that simple. This mod dynamically adjusts your capacity and allows for the armor you’re wearing and a few different weapons, e.g. a bow, a one-handed weapon, a shield, a knife or two, making those effectively weightless, and assume pockets for some meager supplies, but aside from that — backpacks and bags are mandatory. Makes things harder for a packrat like me, but it does make me think. [link]
Realistic Humanoid Movement Speed
This one takes a bit of the sting out of Realistic Capacity. Movement speed is adjusted to feel more realistic overall — you walk faster, jog more slowly (when sneaking, too), and don’t sprint like a gazelle. Take the optional horse speed modifier file to also add more value to horses: they walk and gallop faster as well now, in addition to their other benefits. [link]
Wondering why torches and night eye were even added to the game? Annoyed at how, well, bright the nights are? Put an end to that! Darker nights make light sources actually useful, and provides a good reason for sneaky types to actually consider the day/night cycle. Light adjusted based on the moons, snow reflecting night, and various other factors for an even better experience. [link]
NPCs who are not guards or warriors run inside and hide from both dragons and vampire attacks. Like anyone with any sense of self-preservation would. I mean, I guess Nords don’t exactly revere self-preservation, but... this just seems more sensible to me, especially if we’re talking little old ladies armed with a steel dagger. [link]
SCRR - Skyrim Coin Replacer Redux
“Modern” Septims have no business deep in ancient Nordic burial mounds or Dwemer ruins. The Stormcloaks aren’t too ecstatic about Imperial money, either, and are creating their own silver currency, though gold is gold. Now silver Haralds are found in barrows, and ebony Dumacs in Dwemer ruins. All can be be melted down to ingots of their respective metals, or traded with merchants for “regular” currency. This adds massively to immersion, not to mention offering a supply of useful materials for smithing. [link]
Simple change that makes NPCs change into robes or clothes for sleeping, instead of going to bed in that hard iron armor (though for balance reasons, and modesty, people still wear chest armor). Accordingly, they’ll also take more damage if you can catch them unawares. [link]
Take Notes - Journal of the Dragonborn
I love this. I love this so so much. The ability to write a custom journal from in the game, and export it if I want to, adds so much to roleplaying. It means I can create a proper backstory, examine character motivations, process events of the game through my character’s lens, and record it all for myself later. Just, magnificent. Get it. You won’t regret it. [link]
The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options
WISOTT. Just talking to someone doesn’t automatically add a quest to your inventory. You can turn an offer down or defer an errand until later. Some things a character just wouldn’t want to do. Now that’s not cluttering up your journal. Again, SHBITBG - should have been in the base game. [link]
Timing is Everything - Quest Delay and Timing Control
This allows you to space out the steps of the main quest as seems realistic (e.g. NPCs taking some time for research), as well as control when (at which level) various quests will start. There are also a few other tweaks to be found, such as Meridia’s Beacon not responding to vampires, werewolves randomly attacking, and Thalmor ignoring you unless certain quest conditions are fulfilled, instead of attack squads simply triggering at a certain level. [link]
Gives you the ability to quickly sideroll and dodge a blow. Makes light armors a lot more viable in close combat, and plays nicely with Mortal Enemies. [link]
A fantastic mod that adjusts prices, merchant gold, and other parameters around trading based on race, faction alliance, personal relationships, location, and more. Highly customizable, highly compatible, brilliant. [link]
You need to have a horse in order to be able to fast travel. Offers more of a reason to drop that 1000 gold, and this small tweak makes it feel much more immersive (after all, a rider can outrun and avoid many things someone on foot can’t). [link]
Truly Absorb Dragon Souls
For every dragon you kill and dragon soul you absorb, you get just that little bit stronger, gain a little more magicka, health, stamina, movement speed, carry weight, shout cooldown, armor, and magic resist. Set the amount gained for each dragon soul on install; I recommend medium to low values for each gain, just to offer longevity. [link]
In the vein of “Dragon Wall Wisdom,” you can now understand the draugr when they yell at you in a fight. Just adds the English translation in parentheses to the end of the subtitled Dragon language dialogue. Now your Dragonborn will be able to understand what’s being constantly shouted at them, even if it isn’t anything particularly nice or uplifting. [link]
No need to constantly toggle between a torch and a shield, or fight blind in a dark ruin. Just hook a lantern to your belt, that can easily be toggled on and off (and also automatically put out when you sneak, if you’re That Sort™). Incredibly nifty and useful. [link]
...I’m sure I’ll be adding to this later. I’m sure, honestly. Maybe with an “optional tweaks” post, too, that are very much a preference thing. Or, y’know, just reblog myself. That might actually be the best option.