Skyrim

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Mods

Interesting


Mod list

Skyrim Mods
Mod Name Mod Description Mod Link Extra Information
Skyrim Script Extender (SKSE) (Steam) Needed by many mods. Like MANY! This is the Steam version, use this if you are playing normal Skyrim on Steam. Just click "Install now" and you have it. :-) https://store.steampowered.com/app/365720/Skyrim_Script_Extender_SKSE/ SUPPORT, needed by other mods
Skyrim Script Extender (SKSE) (Original) Needed by many mods. Like MANY! This is the original website, use this if you are not playing normal Skyrim on Steam. Like Skyrim SE or GOG version. You will have to download and install (extract and copy) the correct version yourself. https://skse.silverlock.org/ SUPPORT, needed by other mods
Unofficial Skyrim Legendary Edition Patch A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. https://www.nexusmods.com/skyrim/mods/71214 SUPPORT, needed by other mods
SkyUI Elegant, PC-friendly interface mod with many advanced features. https://www.nexusmods.com/skyrim/mods/3863 SUPPORT, needed by other mods
Dark Brotherhood for Good Guys Ever wanted to be a "good guy" and still go through the Dark Brotherhood quest line? Or maybe you just feel like you'd like to know more about your targets and the motives behind the murders before you kill someone! Either way, this mod is designed to flesh out the Dark Brotherhood quest line and let you play as a not-so-evil person https://www.nexusmods.com/skyrim/mods/61123
UIExtensions Needed for multiple mods https://www.nexusmods.com/skyrim/mods/57046 SUPPORT, needed by other mods
JContainers The main goal of the project is to extend Papyrus with JSON-based data structures (arrays and maps). https://www.nexusmods.com/skyrim/mods/49743 SUPPORT, needed by other mods
Pickpocket Rebalance This is just a very simple mod that raises the maximum pickpocket chance to 100% and makes the gold value of the item count 1/10th of the vanilla setting when calculating the chance for success.

It never made sense to me that expensive, yet small items can be all but impossible to steal. I can agree you might pay a little more attention to your more valuable things, but you don't put motion sensors on them...In the vanilla game, it is easier to steal a full suit of armor than it is to steal one enchanted gold ring.

I'm only uploading this because I figured that if I wanted a simple change to pickpocket that doesn't affect perks or other massive stealth gameplay changes, then someone else might want it as well.

This only changes the pickpocketmaxchance and the pickpocketvaluemult settings and is compatible with any mod that doesn't change either of those.

https://www.nexusmods.com/skyrim/mods/55222?tab=description
Summermyst - Enchantments of Skyrim Summermyst adds 120 new enchantments to the game. The new enchantments are integrated seamlessly into the vanilla item system. It also makes many improvements to vanilla enchantments. https://www.nexusmods.com/skyrim/mods/80918?tab=description
Shortcuts - Secret Entrances For All Cities Plus Thieves Guild Secret entrances in Whiterun, Riften, Markarth, Solitude and Windhelm. With this mod you can save time, avoid the city guards, escape through canals and high-dive into the sea https://www.nexusmods.com/skyrim/mods/27189 I wanted a new entry because I mostly disable fast travel but I like to use "Katixas Ciderhouse Restaurant".
moreHUD Now you can target an object such as a weapon, piece of armor, or an ingredient and see information about the object https://www.nexusmods.com/skyrim/mods/51956
iNeed - Food Water and Sleep A streamlined approach to needs. https://www.nexusmods.com/skyrim/mods/51473
Your Market Stall With this mod you can open a fleamarket stall and sell merchandise to NPC. Requires SKSE. NPCs wander off to your store and sometimes buy your stuff at legal price. You can gain more earnings than wholesaling to usual store, since it\'s direct distribution to consumer. https://www.nexusmods.com/skyrim/mods/35305 I could only hire someone without any companion mods.
Notification Log See a log of previous notifications in Skyrim for times when you missed seeing them while playing the game. https://www.nexusmods.com/skyrim/mods/81258 Goes very well with "Your Market Stall" when you don't pay attention for a while.
Windstad Mine Build a mine, hire workers, and earn gold! https://www.nexusmods.com/skyrim/mods/57879 North-East of Morthal, behind the moor/river. To start this adventure, investigate the destroyed cart and rubble located along the road that leads from Riverwood towards Whiterun.
Wet and Cold This mod adds weather-dependent visual effects and NPC AI enhancements. All features related to the visual effects apply to all actors unless otherwise stated. Some features require SKSE to function. https://www.nexusmods.com/skyrim/mods/27563
VioLens - A Killmove Mod SkyUI and SKSE Required.

VioLens - A Killmove Mod gives you in-game control over both Ranged and Melee Killmoves. Version 2.0+ provides more Killmove Customization than ever before, allowing you to pick which Killmoves you'd like to see trigger for each weapon type and then saving/loading those picks using the Profile System.

https://www.nexusmods.com/skyrim/mods/56980
Vals Crafting Meltdown Alpha - Melting Smelting and Fletchin Melt down weapons and armor into raw materials. Go Full Metal Acl and transmute new ore. Create scrolls. And Craft arrows. https://www.nexusmods.com/skyrim/mods/874
Unlimited Bookshelves Lets you place as many books on a bookshelf as will fit, instead of a fixed number, as well as any other kind of item. Up to around 90 letter/note type books on a single shelf, and not limited to just books! https://www.nexusmods.com/skyrim/mods/10891
Truly Absorb Dragon Souls This Mod makes dragonborn be enhanced by everytime he/she absorb a soul from the dragon. https://www.nexusmods.com/skyrim/mods/91566
Trade and Barter Provides many new, fully customizable variables to adjust the trade and barter rates in Skyrim, including merchant gold, trading perks, inventory respawn rates, and more. Location will effect prices. https://www.nexusmods.com/skyrim/mods/34612
The Paarthurnax Dilemma Small expansion on the quest the Blades give you concerning Paarthurnax. https://www.nexusmods.com/skyrim/mods/18465 INSTALL! (gives a choice where in Vanilla you have no choice)
The Notice Board This mod adds new and alternative radiant (and side) quests. It was inspired from other good games like The Witcher which make use of notice boards in their gameplay.

There are two kinds of notice boards: • Quest notes Notice board – always on a pole with and candles • Irrelevant notes Notice board – it’s the one

https://www.nexusmods.com/skyrim/mods/70142 Don't overlook "The Notice Board - Dragonborn Patch" in "Optional Files"
The Drunken Dragon - Player-owned Store Rebuild the ruined farmhouse west of Whiterun and run your own shop to sell your loot! https://www.nexusmods.com/skyrim/mods/61028 I could only hire someone without any companion mods. "speak to Proventus Avenicci in Dragonsreach"
Simply Knock Simply Knock is the first feature-complete mod that allows you to knock on locked doors of houses in Skyrim. https://www.nexusmods.com/skyrim/mods/73236
Sounds of Skyrim Complete LE Sounds of Skyrim Complete is a merged version of the three individual mods, Sounds of Skyrim - Civilization, Sounds of Skyrim - The Wilds, and Sounds of Skyrim - The Dungeons. Sounds of Skyrim is an audio project that

adds around 460+ sound effects to the game world. It affects almost every cell and region in the game. The main goal is to not have one environment that is soundless to enhance immersion. The sounds are affected by the time of day, weather and location. So when walking in the city streets during the day, you'll hear the echo of doors opening and closing, children playing and workers sawing things. While at night, cats fight for territory and dogs bark.

https://www.nexusmods.com/skyrim/mods/89394
Soulgem merchants sells Black Soul Gems Fairly simple mod that adds Black Soul gems for sale in merchants that sells ordinary soul gems. https://www.nexusmods.com/skyrim/mods/21422
Arcane Blacksmithing - Soul Gem Crafting Break soul gems and craft new ones with the fragments. This allows you to craft soul gems by breaking any soul gems you currently have. In order to craft new soul gems first you'll need the Arcane Blacksmithing perk. Then you will need to either find soul gem fragments, or break existing soul gems into fragments. You can then clean these fragments of any residual magical energies or impurities at the forge, so that they can be used to make new soul gems using an additional ingredient to magically bind the fragments together. For black soul gems you will need 1 human flesh, human heart, or potion of blood. Normal soul gems will require 1 glow dust, or 1 Void Salts. https://www.nexusmods.com/skyrim/mods/89517 you'll need the Arcane Blacksmithing perk!
Skyrim Unbound (Alternate Start) An alternate start mod with a wide range of options, including the ability to play as a non-Dragonborn character. https://www.nexusmods.com/skyrim/mods/71465
Skyrim -Community- Uncapper The default settings of this plugin will unlock the skill level caps of 100. This allows you character to keep leveling.

You will also get benefits from skills above level 100, up to level 199 including enchantement bonuses.

  • Health/Mana/Stamina per selection
  • CarryWeight per level
  • Weight of skill level for character level (your level = enemy level, if the skill weight of speech is like per default 1.0, then you get harder enemies when you have a high speech (alchemy, sneak, pickpocket, ...) skill.) You can have smithing as bonus instead of enemies leveling because you can create better weapons.
https://www.nexusmods.com/skyrim/mods/1175?tab=description
Read And Learn Speechcraft Speech Reading most of books increase Speech skill https://www.nexusmods.com/skyrim/mods/21765
RE - Real Estate Ever wanted to be able to buy every property in the game and receive income from them? Ever wanted to become a landlord? Then this mod is for you. https://www.nexusmods.com/skyrim/mods/37774 Install two files!
Campfire - Complete Camping System Campfire is the most feature-rich stand-alone camping mod for The Elder Scrolls V: Skyrim, created from Frostfall's immersive and detailed camping system. Campfire is also a modder's framework, allowing anyone to create their own unique camping equipment. https://www.nexusmods.com/skyrim/mods/64798
Frostfall - Hypothermia Camping Survival Frostfall is a survival-style mod that adds cold weather survival gameplay elements to Skyrim https://www.nexusmods.com/skyrim/mods/11163
Player Home Map Markers Adds map markers to all player homes https://www.nexusmods.com/skyrim/mods/2723?tab=description
Open Empty Containers This small mod allows you to quickly visually identify empty containers. Requires SKSE. https://www.nexusmods.com/skyrim/mods/17185
OneTweak Currently includes: Double Cursor Fix, Borderless Window and Skyrim ShowRaceMenu precache killer. https://www.nexusmods.com/skyrim/mods/40706
No bethesda Intro Just a mod to skip the animation https://www.nexusmods.com/skyrim/mods/20020?tab=description
Deer and Elk Detection All this mod does is edit the base of deer and elk so they affect detection (Meaning if you are sneaking the eye will open if a deer or elk sees you) https://www.nexusmods.com/skyrim/mods/37127
NARC - No Animals Report Crimes Tired of that chicken going up to the guards and being a nark? Annoyed because that one bear ratted you out? Upset because horses are snitches? Then this is the mod for you! https://www.nexusmods.com/skyrim/mods/68125
Lost Grimoire of Skyrim Adds 120+ balanced, lore-friendly spells that flesh out each magic school and provide more ways to role-play. Now you can become an Arcane Assassin, a Shapeshifter, a Daedra Summoner, a Shaman, a Priest...anything you can dream of. Ever feel like mages in Skyrim were kinda wimpy? This is the mod for you. https://www.nexusmods.com/skyrim/mods/60796
More plants and recipes for Hearthfire including Dawnguard and Dragonborn plants Adds a number of new plantables to the Hearthfire planters, currently: Jarrin Root, Nirnroot, Crimson Nirnroot, Frost Mirriam, Elves Ear, Blueberry, Garlic, Red Apple Tree, Green Apple Tree, Tomatoes, Saltrice, Sugar and Stoneflower. Dawnguard version adds Gleamblossom, Yellow Mountain Flower and Soul Husk. https://www.nexusmods.com/skyrim/mods/26851
Katixas Ciderhouse Restaurant Allows you to run your own ciderhouse restaurant business. Please read description for more details. https://www.nexusmods.com/skyrim/mods/16106 Ownership via book INSIDE the house, directly when you enter.
Interesting NPCs NPCs with more extensive dialogue and role play choices.

Over 250+ fully voiced NPCs, 25+ followers, 15+ marriage NPCs, and 50+ quests.

https://www.nexusmods.com/skyrim/mods/8429
Informative Skyrim The Informative Series is a set of mods that explain how Skyrim works in greater depth than Bethesda provided in the 'Help Menu' or 'Interactive Objects'. https://www.nexusmods.com/skyrim/mods/57713?tab=description For example tells you what a shrine does BEFORE you use it.
Indefinite Woodcutting Character will chop wood until he is interrupted. Feel free to go eat or sleep while you leave him/her cutting wood. Value of the wood has not been changed. (Same old rate of pay) https://www.nexusmods.com/skyrim/mods/8849
Inconsequential NPCs Adds NPCs and dialogue scenes to Skyrim to enhance the social ambiance of the game, all voiced. Aims to be unintrusive in implementation to maximize compatibility with large load orders. https://www.nexusmods.com/skyrim/mods/36334
Immersive Weapons Immersive Weapons seeks to drastically enhance the variety of weapons in the world of Skyrim in a lore friendly way. The goal of every addition is to blend into the lore, balance and feel of the game for the most immersive experience possible. https://www.nexusmods.com/skyrim/mods/27644
Immersive Patrols Immersive Patrols adds a reasonable amount of Stormcloak, Thalmor, Imperial and Dawnguard patrols to Skyrim and Skaal, Reaver and Riekling patrols to Solstheim. These patrols often cross paths with each other or the player creating new encounters or unexpected aid. It also includes small Civil War battles and some non-Khajiit Caravans. https://www.nexusmods.com/skyrim/mods/12977?tab=description
Immersive HUD - iHUD HUD when you need it. HIDE when you don't.

Get the best of both worlds. The usefulness of having a HUD with the immersion of having none.

https://www.nexusmods.com/skyrim/mods/3222
Immersive Citizens - AI Overhaul Immersive Citizens - AI Overhaul is a plugin for The Elder Scrolls V: Skyrim.Its main objective is to increase player in-game immersion by greatly improving Artificial Intelligence (AI) of friendly NPCs (citizens) in order to make them act and react like true humans in relation to their environment or to an aggressor. https://www.nexusmods.com/skyrim/mods/65013
Immersive Armors Immersive Armors seeks to drastically enhance the variety of armors in the world of Skyrim in a lore friendly way. The goal of every set is to blend into the lore, balance, and feel of the game for the most immersive experience possible. https://www.nexusmods.com/skyrim/mods/19733
Heljarchen Farm Rebuild a farm, hire workers, grow crops, and earn gold! https://www.nexusmods.com/skyrim/mods/50992 Check the optional files.
Hearthfire multiple adoptions - Now with custom home support for kids and spouse Allows adoption of up to 6 kids, instead of just 2

Move your family into suitable custom homes Gives children a last name

https://www.nexusmods.com/skyrim/mods/29249
Harvestable Mammoth Skulls Allows you to harvest mammoth tusks from any mammoth skull https://www.nexusmods.com/skyrim/mods/65454
Glowing Ore Veins 300 This mod serves to make the game\'s ore veins much more visible, especially in darker environments. It accomplishes this by replacing the cubemap textures used by ore veins. This gives them a glow that appears brighter as the ambient lighting becomes darker. Without the mod, ore veins are very difficult to see and really don\'t stand out https://www.nexusmods.com/skyrim/mods/193
SoulMasters Gather Wood Spell Are you fed up carrying round a big heavy Woodcutters Axe? Do you yearn for a more sophisticated way to gather Firewood for crafting etc? Then look no further - this spell is for you! https://www.nexusmods.com/skyrim/mods/27591 Get it for free from the table in the General Store in Whiterun.
Forgotten Magic Redone Forgotten Magic Redone brings you some of the most comprehensive and intriguing spells for Skyrim to date! All new set of spells gain experience through use, and allow you to upgrade them in unique and exciting ways. https://www.nexusmods.com/skyrim/mods/35339
Forges of Skyrim This mod completes every smithting forge of Skyrim, so that every forge has a smithing forge, a smelter, a workbench, a grinding wheel and a tanning rack. https://www.nexusmods.com/skyrim/mods/21046
Floating Damage Displays damage text on actors. https://www.nexusmods.com/skyrim/mods/87895
Extract Ore Spell Mine ore with spell https://www.nexusmods.com/skyrim/mods/20308?tab=description Spell sellers or Halted Stream Camp
Even Better Quest Objectives - EBQO Enhances the quest descriptions in the vanilla game. An officially endorsed update to whickus's Better Quest Objectives. https://www.nexusmods.com/skyrim/mods/32695
Dynamic Things - Woodpiles and Barrels and More Oh My Turn useless "statics" in Skyrim into something useful!

Turn woodpiles, barrels, crates and hay bales into containers with appropriate contents. Drink or bottle mead, water, skooma or blood from mead barrels with spigots. Gain experience from training dummies and archery targets. And much more . . .

https://www.nexusmods.com/skyrim/mods/32448 Change any container to a safe container for your loot!
Dragon Blood This mod adds a new reason to go dragon hunting; their blood. A dark, viscous liquid with the power to enchance the body and mind of the Dovakiin. https://www.nexusmods.com/skyrim/mods/36812
Dont Steal My Crops Crops are owned - taking crops is stealing. https://www.nexusmods.com/skyrim/mods/28452 Do NOT use the one from "Complete Alchemy and Cooking Overhaul", it's bad.
Detect Life Enchantment Adds a Detect Life enchantment, and a (disenchantable) ring with the effect at the start of The Ratway. https://www.nexusmods.com/skyrim/mods/81106
Detect Life detects more A simple change to make Detect life find those pesky undead\'s, demons and mechanical things. https://www.nexusmods.com/skyrim/mods/22462
Path to Volkihar--Vampires Can Skip Fort Dawnguard If you are a vampire when the Dawnguard quest begins, why would you ever visit Isran? Not very immersive! This mod allows you to receive a letter from the Volkihar vampires shortly after the Dawnguard quest appears in your journal, so that you can go directly to Dimhollow, free Serana and become a vampire lord! https://www.nexusmods.com/skyrim/mods/97723?tab=description
Display Equipped Magic When you equip a spell, power, or shout, a notification will appear displaying it's name. https://www.nexusmods.com/skyrim/mods/50588?tab=description
Crime Bounty Decay Provides for a reduction over time of your criminal bounty in a hold, as long as you stay away from the area where you're wanted. https://www.nexusmods.com/skyrim/mods/51247
Crime Overhaul Guards are less inept, getting arrested is less cumbersome, accidental attacks are more forgiving, and Thaneship is more rewarding.
  • Paying off your bounty never results in being transported to another location.
  • Getting away with crimes is now more challenging: guards who make the remark "Wait... I know you" will force the player into dialogue. (Violent crimes will get the "stand fast" dialogue.) Exiting this dialogue will be considered resisting arrest.
  • The greeting distance for all NPCs has been greatly reduced so that you almost need to physically bump into a guard in order to be caught.
  • Crimes totalling less than the "petty crime threshold" won't put you on their radar (unless they are alerted.)
  • Guards who catch you in the act of accidentally attacking someone (even themselves) and then surrendering will immediately let you go.
  • Sheathing your weapons will prevent normally-friendly NPCs from attacking you in return under most circumstances, and accidental violent crimes will be forgiven. (Exceptions are when you've committed an act of cannibalism or when your violent crime fines exceed a threshold.)
  • Being caught by the guards gives the player a 50% chance of getting the "I don't have time for this..." response, which means that you'll be allowed to leave without paying a fine. (This chance only happens if you run into a non-alerted guard.)
  • Aela, Farkas, Skjor, and Vilkas can now arrest the player or demand bounty payment. This fixes the "endless forcegreet" bug which is present in vanilla Skyrim.
  • High violent crime bounties are no longer payable by fines. To change this, set "CrimeOverhaulMurderPay" to 1.
  • Violent crimes and high bounties for non-violent crimes now have a chance of sending the player directly to jail upon arrest.
  • The jailbreak system has been overhauled so that escaping from jail is actually rewarding.
https://www.nexusmods.com/skyrim/mods/71531?tab=description
Wiseman303's Flora Fixes Fixes bugs relating to harvestable objects in Skyrim, including the Flora Respawn Bug. https://www.nexusmods.com/skyrim/mods/70656?tab=description needed by "Complete Alchemy and Cooking Overhaul". I guess that in case of conflicts CAACA should overwrite this mod.
Complete Alchemy and Cooking Overhaul This mod is a complete overhaul of the alchemy and cooking systems. Its intention is to provide a balanced, consistent experience throughout all aspects of alchemy and cooking, from harvesting and collecting ingredients to high-level potion and food creation.
  • All potions have been renamed to allow them to naturally sort from strongest to weakest.
  • Player-created potions will be named to better reflect their strength and effects.
  • Player-created potions will be fully consistent in strength, cost, and name to the ready-made potions found in game.
  • Impure potions no longer provide a quick means to get rich.
  • Adds 16 new alchemical effects that can be created from ingredients and found as ready-made potions.
  • Grenades and long lasting weapons coatings open up new combat strategies and play-styles.
  • New portable alchemy workstations allow potion creation to take place anywhere.
  • Create salves and poultices which can be applied to bandages for an alternative to healing spells and potions.
  • Distill weaker potions to make stronger versions.
  • Over 100 new lore-friendly ingredients have been integrated into the world.
  • Adds 51 new critters: 21 moths & butterflies, 11 dragonflies, and 19 pond fish.
  • Harvest amounts from plants and animals have been adjusted for greater realism and less tedious gameplay.
  • Hearthfire's gardening feature has been updated to include missing vanilla plants as well as many of the newly added ingredients.
  • Features high-quality meshes and textures from some of the best modders and artists in the community.
  • Harvest blood and other powerful alchemical ingredients from fallen enemies. Vampires can use the blood to create unique blood potions.
  • Meat can be harvested from nearly all animals and creatures and used in new cooking recipes.
  • Over 100 new food items have been added.
  • All food effects have been altered to use extended duration 'fortify' effects.
  • Large foods and drinks are now automatically divided into smaller servings.
  • Cooking recipes have been reworked for better balance and greater realism.
  • You'll gain cooking experience and increase you cooking skill as you create foods.
  • Increasing your cooking skill will give you access to more complex recipes and increase the strength of the foods you consume.
  • An entirely optional and incredibly light-weight hunger and fatigue system is included for those who don't want to use a separate needs mod.
  • Alcoholic drinks will now cause drunken effects with increasingly severe penalties.
  • Cannibalistic recipe options have been provided for followers of Namira.
  • All food items are fully integrated for compatibility with iNeed, and recipes that require water will recognize iNeed's waterskins.
  • Weapon Waxes. Waxy coatings can be made to poison your weapons for multiple hits.
  • Mortars and Pestles. Five Ranks. Having one in your inventory will enhance the strength of the potions you create, up to 20% stronger potions for having a Master Mortar and Pestle. They can also be activated directly from your inventory to allow you to craft potions anywhere. However, the potions you create using just a mortar and pestle will be weaker than those you create at a fully furnished alchemy table.
  • Alchemist's Retort. This is a new type of Alchemy crafting station that allows for recipe-specific crafting. Retorts can be accessed at any tabletop alchemy lab and can also be purchased as a separate portable crafting station. A retort is needed in order to create bombs, waxes, distilled potions, purified ingredients and extracts, salves, poultices, and other specialty potions.
  • Alchemist's Crucible. This is another new alchemy tool. A crucible can be used to standardize player-made potions. This will convert your potions and poisons into their generic equivalent. In most cases this will result in a decrease of the potion's strength. However, it will allow player-made potions and poisons to be used in the wax coating and distillation recipes that allow you to create stronger versions of potions and poisons. Currently, the crucible will only work with single-effect potions.
  • Salves, Poultices and Bandages. These provide alternative means of healing for characters who might not want to always guzzle potions or use healing spells. Bandages can be created from linen wraps at a tanning rack. They must then be cleaned using either a cookpot+water or a retort+alcohol. The effects for both salves and poultices only work when the player is injured. The effects cease once the player is fully healed. Once used, the bandages need to be cleaned before they can be used again.
  • Changes to Altars. Altars no longer Cure Disease. This was done to help balance the usefulness of the Cure Disease potions. This effect is still quite common, and Potions of Cure Disease are readily available at apothecary merchants. The intention was not to make diseases more difficult to cure, but rather to emphasize the role of alchemy in everyday life in Skyrim.
https://www.nexusmods.com/skyrim/mods/69306 Scalpel and Blood Extractor can (somehow?) be used. Get an "Alchemist's Crucible" from an alchemist to be able to change potions and create waxes.
Cloaks of Skyrim Adds almost 100 new styles of cloak to the world of Skyrim, via crafting, levelled-lists, and static loot. They are lore-friendly and enchantable, and more are being added with every update. The aim of this mod is to provide some variety and flavour to the world, as well as the chance to wear a stylish cloak and quite literally keep the cold out. https://www.nexusmods.com/skyrim/mods/12092?tab=description
Climates Of Tamriel - Weather - Lighting - Audio
  • It replaces all of the vanilla game weather and lighting, and replaces it with its own unique, beautiful style. It adds hundreds of weather variations ranging from sunny, cloudy, overcast, stormy, snowy blizzards and foggy, and the sunrises and sunsets are second to none.
  • It also adds effects such as real sheet and fork lightning creating truly violent thunderstorms, and volumetric fog. It adds new thunder sounds as well as interior rain sounds which are adjustable via the in-game menu.
  • Climates of Tamriel also provides optional modules for darker nights, more atmospheric interiors, as well as darker dungeons.
https://www.nexusmods.com/skyrim/mods/17802?tab=description
Skyrim Carriages Adds carriages to the minor cities. https://www.nexusmods.com/skyrim/mods/56705?tab=description
Hearthfire Display Case Fix Adds activators to all display cases in the Hearthfire Homes. https://www.nexusmods.com/skyrim/mods/40400 More cases will fix the weapon's position.
Buildable Chests and Containers with Advanced Placement Allowes you to make your own not respawning chests and place them everywhere! https://www.nexusmods.com/skyrim/mods/32676
Book Covers Skyrim Book Covers Skyrim is a retexture of all the readable books, journals, and notes in Skyrim. It gives each book and journal its own unique cover and adds many additional paper styles to the notes. https://www.nexusmods.com/skyrim/mods/35399
Better Vampires 8.5 A highly customizable Vampire overhaul; players determine how they want to play. Neither feeble nor overpowered because YOU balance weaknesses and strengths how you see fit. You and those you turn will live your lives as Vampires and feed to enhance your power and abilities. https://www.nexusmods.com/skyrim/mods/9717
Better MessageBox Controls Navigate all message boxes with the Left/Right and Activate (E) keys. Also fixes the clickable area of buttons so they are easier to select with the mouse. https://www.nexusmods.com/skyrim/mods/28170 Really needed for cooking in "Katixas Ciderhouse Restaurant"
Better Dialogue Controls Ever pick the wrong item in a dialogue with a NPC? This mod aims to fix some annoyances with the way keyboard and mouse selection works in the dialogue interface. https://www.nexusmods.com/skyrim/mods/27371
Apocalypse - Magic of Skyrim Apocalypse is the most popular Skyrim spell pack, adding 155 new spells that are unique, balanced, lore friendly, use high quality custom visuals and blend seamlessly into the vanilla magic system. Also includes scrolls and staves for the new spells. https://www.nexusmods.com/skyrim/mods/16225
A Quality World Map and Solstheim Map - With Roads Greatly improves the quality of the World Map, including accurate hand-drawn roads. Choose between having All Roads, or just the Main Roads https://www.nexusmods.com/skyrim/mods/4929?tab=description
Small-Town Merchants Adds stores to Rorikstead, Ivarstead, Morthal, Shor's Stone and Dawnstar. https://www.nexusmods.com/skyrim/mods/33566
Charcoal This mod adds a single crafting recipe for charcoal sticks (00033760) https://www.nexusmods.com/skyrim/mods/11519 Wood to charcoal in the smelter. Needed for steel after installing a certain mod (don't know which one).
Encounter Zones Unlocked - Dungeons don't stop leveling after the first visit (SKSE) Prevents Skyrim from freezing the level of Encounter Zones (like dungeons) when they are first visited. https://www.nexusmods.com/skyrim/mods/84924
PapyrusUtil - Modders Scripting Utility Functions An SKSE plugin adding several new scripts with native functions that provide various conveniences related to data storage and other misc functions to the scripter/modder. https://www.nexusmods.com/skyrim/mods/58705 SUPPORT - needed by "Acquisitive Soul Gems Multithreaded"
Acquisitive Soul Gems Multithreaded This plugin changes the soul trap spells and enchantments so you never underfill a soul gem, and unlike the original, has full support for trapping multiple souls at once, as well as never needing compatibility patches for other mods. https://www.nexusmods.com/skyrim/mods/65975
Tanning And Smelting Experience A simple mod which makes you possible to earn smithing experience while using the tanning rack or the smelter. https://www.nexusmods.com/skyrim/mods/24116
Hunterborn Changes animal looting into a process of dressing, skinning, harvesting, and butchering. Adds hunting knives, many new alchemy ingredients, animal meat, recipes, and foraging. Requires SKSE / MCM. https://www.nexusmods.com/skyrim/mods/33201?tab=description Optional files! You have to START this mod. Tweaks/Presets/Pelt values, material yield, meat yield, knife at merchants!
Shadow Spell Package Adds "shadow" themed spells and perks to Skyrim. These spells are based around drains, damage-over-time and debuff effects. https://www.nexusmods.com/skyrim/mods/77509/?tab=description Example: "Drain Soul

Novice channeling spell. Upgraded when Destruction reaches 25, 50 and 75. Deals shadow damage to a target and drains it's health. Drain component does not work on undead, mechanisms, daedra and dragons. Has a chance to trap the target's soul."

Modern Brawl Bug Fix The Modern Brawl Bug Fix is the ultimate solution to brawls that break instantly or turn into real fights. Compatible with any mod. https://www.nexusmods.com/skyrim/mods/77465 SUPPORT - needed for "Signature Equipment"
Predator Vision - Vampire Werewolf and Khajiit See clearly in the night, and sense your preys body heat as you close in for the kill. https://www.nexusmods.com/skyrim/mods/22274?tab=description Three step nightsight and two new toggle spells.
Transmute Iron Ore First The default behaviour of Transmute favors more valuable ore first. This edited version of the spell favors less valuable ore. The result is that if you have any iron ore left in your inventory, it will continue making silver out of it on each successive cast. Only when you dont have any iron ore left will it turn silver to gold. https://www.nexusmods.com/skyrim/mods/11025
SkyTEST - Realistic Animals and Predators The FIRST and most Advanced Mod that gives new Artificial Intelligence to animals for more realistic behavior, GUARANTEE OR YOUR MONEY BACK! https://www.nexusmods.com/skyrim/mods/10175?tab=description
Hunterborn SkyTEST Patch The Hunterborn SkyTEST Patch makes the geese, pigs, sheep, and young animals from etayorius' SkyTEST - Realistic Animals and Predators work with unuroboros' Hunterborn without the use of the latter's Taxonomy power. An alternate version of this patch is available with integrated support for Complete Alchemy and Cooking Overhaul. https://www.nexusmods.com/skyrim/mods/68822?tab=description
Sofia - The Funny Fully Voiced Follower Sofia is a humorous and advanced fully voiced follower voiced by the talented Christine Slagman (finalCrystine). Sofia is voiced to the very highest of quality and Christine has a rather extensive list of Skyrim mod credits from Falskaar to Helgen Reborn and Interesting NPCs where she played the loveable Misha amongst others.

Sofia is fully location and quest aware (currently just the main quest and bounty quests) and will comment on the player character and her surroundings. She has her own custom dialogue system which allows for longer and more detailed dialogue.

Sofia is quite an unusual follower. She is tough, witty and just a little bit boastful. She has a strong fondness for the player character but her deliberate attempts to disguise the fact just leads to very awkward conversations especially as she usually says exactly what she thinks. Sofia is a tease and loves to wind people up which doesn’t make her very popular with people. Her rebellious spirit and careless attitude often gets her in trouble. Not to mention her constant inappropriate comments which easily offend or embarrass people.

If you give Sofia alcohol as a gift she will drink it and become physically drunk which changes all of her dialogue to also sound drunk. If you ask her to sing she will sing some familiar Skyrim tunes but with the wrong lyrics or her own new songs written by Christine. When you start riding a horse she will summon her own and start riding alongside you. You can also set her personal horse using with a spell. You can also set her dismiss location where she will hang out and do her own thing. If she falls behind then don’t worry because she will intelligently spawn behind the player character when out of view. She also has her own storage. She has an MCM menu where you can adjust adjust comment frequency and the catch up feature as well as combat settings.

Her combat style is destruction spell in one hand and a one handed weapon in the other by default but this can be changed in her MCM menu.

How do you teach her spells? You need to have SKSE for this feature then simply just give her a spell book.

https://www.nexusmods.com/skyrim/mods/54527?tab=description Where: Whiterun stables with the horses in the hay. NO, not what you are thinking. She is just sleeping there.

Mods in test

Skyrim Mods (TESTING)
Mod Name Mod Description Mod Link Extra Information
Namira's Ring (The Taste of Death) Quest For The Good Guys With this mod, you can obtain the Ring of Namira and finish The Taste of Death Quest as a Good Alignment Character. https://www.nexusmods.com/skyrim/mods/95131?tab=description
Leave Combat Allows you to force your character to leave the combat state. Permanently hostile targets will re-engage if you are still in aggro range. https://www.nexusmods.com/skyrim/mods/76130 Against: "You cannot use this while in combat"

Mod you should be aware of, but perhaps don't use them

Skyrim Mods
Mod Name Mod Description Mod Link Extra Information
Dimensional Bag Proof of concept magical storage. You cast a spell to store or retrieve items in a magical, weightless bag and you continue playing. https://www.nexusmods.com/skyrim/mods/52866 The spell tome is on a shelf in Farengars Study (Whiterun). The left room behind his large working room.

This is well working, simple spell that changes the game completely. You can clean whole dungeons and never have to think. Multiple bodies? Just take all armor and weapons and smelt them all. It is a game changer and I removed it for now because it feels like god mode. Be careful before you decide to use it.

Oblivion Style Inventory Character View Remove item preview and move player character to the position while opening the inventory menu https://www.nexusmods.com/skyrim/mods/99142?tab=description It shows the character when you look at armor/weapons in the inventory BUT when you close the inventory and move you will look in the wrong direction. I'd say, skip this. I just want to mention it in case you really, really want it.
Zombie Apocalypse Zombies in Skyrim, LOTS of zombies! https://www.nexusmods.com/skyrim/mods/9318 Do try this with a new game or after a backup of your real game. Chances are high, you don't want a real playthrough with this. Get "Zombies Updated" the file with version 1.1 or higher, not "Zombie Apocalypse v1.0"
The effects of death Instead of death, the hero will suffer its consequences ... https://www.nexusmods.com/skyrim/mods/76738

ToDo after new game start

  • Skyrim -Community- Uncapper: edit the .ini
  • Start after game start:
    • Frostfall
    • Trade and Barter
    • Hunterborn
  • Change
    • iNeed
      • Hunger/Thirst/Fatigue: 4->2
      • Drink/Refill Hotkey: ']'
      • Vampires: Mortal
      • Combat increases need: 4->2
      • Style: alpha based

SKSE_Elys_Uncapper.ini

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; IF YOU DON'T KNOW HOW WORKS AND HOW TO MODIFY AN INI FILE PLEASE READ:
; http://en.wikipedia.org/wiki/INI_file
;
; Anything behind a semicolon is considered a comment and has no effect
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[General]

;DO NOT MODIFY THIS VALUE
;INI file version
iINIFileVersion = 3

;Enable(1) or Disable(0) the plugin
;Default value = 0
bEnabled=1

;Enable(1) or Disable(0) the AutoUpdate functionality. IT MIGHT NOT WORK WITH CERTAIN SKYRIM VERSION! ENABLE AT YOUR OWN RISK!
;Default value = 0
bAutoUpdate=0

;Enable(1) or Disable(0) the Uncapper Skill Level Caps;
;Default value = 0
bUseSkillCaps=1

;Enable(1) or Disable(0) the Uncapper Skill caps inside formulas governed by skills.
;Default value = 0
bUseSkillFormulaCaps=1

;Enable(1) or Disable(0) the ingame Enchanter Uncapper skill caps
;Default value = 0
bUseEnchanterCaps=1

;Enable(1) or Disable(0) the Uncapper Skill Experience Gained Multipliers;
;Default value = 0
bUseSkillExpGainMults=1

;Enable(1) or Disable(0) the Uncapper Skill Experience to Player's Character Experience Multipliers;
;Default value = 0
bUsePCLevelSkillExpMults=1

;Enable(1) or Disable(0) the number of perks gained, set by the Uncapper, at each level up
;Default value = 0
bUsePerksAtLevelUp=1

;Enable(1) or Disable(0) the number of health points, set by the Uncapper, gained at each level up when Health is selected during the Level Up screen
;Default value = 0
bUseHealthAtLevelUp=1

;Enable(1) or Disable(0) the number of magicka points, set by the Uncapper,  gained at each level up when Magicka is selected during the Level Up screen
;Default value = 0
bUseMagickaAtLevelUp=1

;Enable(1) or Disable(0) the number of stamina points, set by the Uncapper,  gained at each level up when Stamina is selected during the Level Up screen
;Default value = 0
bUseStaminaAtLevelUp=1

;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper,  gained at each level up when Health is selected during the Level Up screen
;Default value = 0
bUseCarryWeightAtHealthLevelUp=1

;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper,  gained at each level up when Magicka is selected during the Level Up screen
;Default value = 0
bUseCarryWeightAtMagickaLevelUp=1

;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper,  gained at each level up when Stamina is selected during the Level Up screen
;Default value = 0
bUseCarryWeightAtStaminaLevelUp=1


[SkillCaps]
; Set the Skill Level Cap to
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100

iAlchemy=999
iAlteration=999
iArchery=999
iBlock=999
iConjuration=999
iDestruction=999
iEnchanting=999
iHeavyArmor=999
iIllusion=999
iLightArmor=999
iLockpicking=999
iOneHanded=999
iPickpocket=999
iRestoration=999
iSmithing=999
iSneak=999
iSpeech=999
iTwoHanded=999


[SkillFormulaCaps]
; Set the Skill Formula Cap to
; If your skill level is higher than the cap set below, then the skill level showing in game will be capped and displayed in red color (like if it was affected by a negative enchantment)
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100

iAlchemy=199
iAlteration=199
iArchery=199
iBlock=199
iConjuration=199
iDestruction=199
iEnchanting=199
iHeavyArmor=199
iIllusion=199
iLightArmor=199
iLockpicking=199
iOneHanded=199
iPickpocket=199
iRestoration=199
iSmithing=199
iSneak=199
iSpeech=199
iTwoHanded=199


[EnchanterCaps]
;However high the Enchanting skill is, the following values set an Enchanting skill level cap when using the ingame Enchanter.
;If bSkillFormulaCaps is enabled, then the following values are also capped by iEnchanting inside [SkillFormulaCaps], if iEnchanting is lower.
; Between 0 and 10000;

;Max Enchanting skill level for enchantment magnitude.
iMaxEnchantingLevelForMagnitude=199

;Max Enchanting skill level for enchantment charges
;A value higher than 199 will cause inconsistencies in vanilla Skyrim.
iMaxEnchantingLevelForCharges=199


[SkillExpGainMults]
; Set the Skill Experience Gained Multiplier to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 1.0
;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

fAlteration=1.0
fArchery=1.0
fBlock=1.0
fConjuration=1.0
fDestruction=1.0
fHeavyArmor=1.0
fIllusion=1.0
fLightArmor=1.0
fOneHanded=1.0
fRestoration=1.0
fTwoHanded=1.0

fAlchemy=2.0
fEnchanting=2.0
fLockpicking=2.0
fSmithing=2.0
fSneak=2.0

fSpeech=3.0

fPickpocket=5.0

bUsePCLevelNotBaseSkillLevel=0


; All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on the base skill level, independantly for each skill. 
; The format is PlayerLevel = Multiplier. You can specify many different levels. 
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0

[SkillExpGainMults\Alchemy]
1=1.0

[SkillExpGainMults\Alteration]
1=1.0

[SkillExpGainMults\Archery]
1=1.0

[SkillExpGainMults\Block]
1=1.0

[SkillExpGainMults\Conjuration]
1=1.0

[SkillExpGainMults\Destruction]
1=1.0

[SkillExpGainMults\Enchanting]
1=1.0

[SkillExpGainMults\HeavyArmor]
1=1.0

[SkillExpGainMults\Illusion]
1=1.0

[SkillExpGainMults\LightArmor]
1=1.0

[SkillExpGainMults\Lockpicking]
1=1.0

[SkillExpGainMults\OneHanded]
1=1.0

[SkillExpGainMults\Pickpocket]
1=1.0

[SkillExpGainMults\Restoration]
1=1.0

[SkillExpGainMults\Smithing]
1=1.0

[SkillExpGainMults\Sneak]
1=1.0

[SkillExpGainMults\Speech]
1=1.0

[SkillExpGainMults\TwoHanded]
1=1.0


[PCLevelSkillExpMults]
; Set the Skill Experience to Player's Character Experience Multipliers to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 1.0
; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

fAlchemy=0.1
fSmithing=0.1
fSneak=0.1
fSpeech=0.1
fEnchanting=0.1
fPickpocket=0.1
fLockpicking=0.1

fRestoration=0.5
fAlteration=0.5
fIllusion=0.5

fConjuration=0.8
fHeavyArmor=0.8
fLightArmor=0.8

fArchery=1.0
fBlock=1.0
fDestruction=1.0
fOneHanded=1.0
fTwoHanded=1.0

bUsePCLevelNotBaseSkillLevel=0

; All the subsections of PCLevelSkillExpMults below allow to set an additional multipliers depending on the base skill level, independantly for each skill. 
; The format is PlayerLevel = Multiplier. You can specify many different levels. 
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0

[PCLevelSkillExpMults\Alchemy]
1=1.0

[PCLevelSkillExpMults\Alteration]
1=1.0

[PCLevelSkillExpMults\Archery]
1=1.0

[PCLevelSkillExpMults\Block]
1=1.0

[PCLevelSkillExpMults\Conjuration]
1=1.0

[PCLevelSkillExpMults\Destruction]
1=1.0

[PCLevelSkillExpMults\Enchanting]
1=1.0

[PCLevelSkillExpMults\HeavyArmor]
1=1.0

[PCLevelSkillExpMults\Illusion]
1=1.0

[PCLevelSkillExpMults\LightArmor]
1=1.0

[PCLevelSkillExpMults\Lockpicking]
1=1.0

[PCLevelSkillExpMults\OneHanded]
1=1.0

[PCLevelSkillExpMults\Pickpocket]
1=1.0

[PCLevelSkillExpMults\Restoration]
1=1.0

[PCLevelSkillExpMults\Smithing]
1=1.0

[PCLevelSkillExpMults\Sneak]
1=1.0

[PCLevelSkillExpMults\Speech]
1=1.0

[PCLevelSkillExpMults\TwoHanded]
1=1.0


[PerksAtLevelUp]
;Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is one perk per level (you can also use float as value, for example 1.25 per points per level)
; Level (2..10000) = Perks (0..255)
;
;In the following inactive commented example the player will gain 1 perk per level at and from level 2 to 9, then 2 perks per level at and from level 10 to 29,
; then 4 perks per level at and from level 30 to 94, then no perk at all per level for level 95 and above
;
;2=1
;10=2
;30=4
;95=0
;2=1
2=3


[HealthAtLevelUp]
;Set the number of health points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=15


[MagickaAtLevelUp]
;Set the number of magicka points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=15


[StaminaAtLevelUp]
;Set the number of stamina points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=15


[CarryWeightAtHealthLevelUp]
;Set the number of "Carry Weight" points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 0 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=50


[CarryWeightAtMagickaLevelUp]
;Set the number of "Carry Weight" points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 0 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=50


[CarryWeightAtStaminaLevelUp]
;Set the number of "Carry Weight" points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 5 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=50


Links

Info

Difference between Hearthfire houses

They're 95% identical. Here's the other 5%:

  • Heljarchen Hall in the Pale is the only place you can build a grain mill. This lets you turn wheat into a sack of flour.
  • Lakeview Manor in Falkreath is the only place you can build an apiary. This lets you keep bees and harvest honeycomb.
  • Windstad Manor in Hjaalmarch is the only place you can build a fish hatchery. This lets you add fish or fish eggs, then harvest more of that kind of fish.

-- NotJustRobot


Bows

(source)

The weight of the bow also dictates the effort required to pull the string back, or "draw," meaning that the heavier the bow, the longer it will take, and the more damage the shot will do. The lightest bow is 5 stones and can fire 0.55 shots every second (1.818 seconds before 1 shot).

Starting at 5 stones, each additional unit of weight added to the bow subtracts another 0.0125 shots/second, so a bow weighing 6 stones fires 0.5375 shots/second (1.86 seconds/shot).

The fire rates between 5 stones and 6 stones may seem insignificant, but the difference becomes much more noticeable with heavier bows. The Dragonbone Bow, for example, is the heaviest bow weighing in at 20 stones and fires at a rate of 0.3624 shots/second (2.759 seconds/shot).

The overall draw speed can be calculated by the equation:

full draw time = 0.4s + 1.66s / (weapon speed * (1 + Quick Shot perk))

As weight and quality of the bow's construction material are directly proportional, it is important to note that the better the material (i.e., Glass, or Daedric), the slower the draw speed, and thus the lower the fire rate.

The velocity at which a bow shoots an arrow is inversely proportional to the bow's fire rate. In other words, the greater the fire rate of the bow, the lower the velocity.

Bows have two types of range, arc range and maximum range. The former varies from bow to bow and is directly proportional to the bow's firing velocity. Arrows fired from a low velocity bow will come down in an arc earlier than arrows fired from a high velocity bow. To compensate for this shorter range, low velocity bows must be angled higher to hit targets at range.

The latter type of range, or maximum range, is a universal range between bows. After traveling a certain distance, somewhere around 60–65 yards, all arrows have a damage of 0. Arrows at this distance will most of the time clip through (pass through) enemies and land on the other side having done no damage. This will still cause animals and characters to become aware of the Dragonborn's presence and search for them, however this will not cause friendly characters to become hostile.

Small Problems

Car/horse in the intro sequence flying around

Worked for me: (kind of, not perfect!)

  • Disable "Immersive Armors" until you are out of the cave (First time you can go alone.)
  • press console key '~' and wait some seconds during the intro as soon as you start to see anything.

Worked for others:

  • This problem seems to come from scripts that do a lot during the intro. So just disabling the mods until after the cave should help you!
  • Some people said it helped to force a max of 60 fps, can't tell you it worked for me though.
  • Enabling V-Sync seems to have helped some guys. Perhaps even girls?

Too quiet

from vizionblind: (SkyrimPrefs.ini)

under
[AudioMenu]
fAudioMasterVolume=1.0000

change that to

[AudioMenu]
fAudioMasterVolume=4.0000 

Alvin_the_Elf:

Enable Loudness Equalization from Control Panel. If it is enabled, disable it.

FOV

Paste what follows in skyrim.ini under the [Display] section: (C:\Documents and Settings\<user>\My Documents\My Games\Skyrim\Skyrim.ini)

fdefaultfov=90
fDefaultWorldFOV=90
fDefault1stPersonFOV=90 

The following works (in first person) well too for me:

[General]
fdefaultfov=75.

Mods

Long Range archery fix

If you install the Unofficial patch then you don't have to do anything. (source)


from http://forums.steampowered.com/forums/showthread.php?t=2242169&highlight=arrow

skyrim.ini

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
f1PArrowTiltUpAngle=0.0
f3PArrowTiltUpAngle=0.0
[Actor]
fVisibleNavmeshMoveDist=40000.0000

Requiem

Do NOT mix Requiem with the mods from the list above. It is kind of: Requiem OR the mods from the list. You can probably mix some, but because I currently don't play Requiem any more I don't know about that.


Did you ever get annoyed about the automatic leveling of your enemies? How they scale to your levels? If you get better as a smith or as an alchemist, the enemies get stronger. If you are a mage but get some skills in archery, the enemies get stronger. If you are able to fight with a one-handed weapons against an enemy, as soon as you get skills in blocking, the enemy get better and stronger and you don't have an advantage. This sucks.

Requiem removes the scaling. The world is leveled as they say. Certain areas have preferred enemies of a certain level. So if you get better in alchemy, the enemy stays the same. If you get more weapons skill, the enemy is the same, you get an advantage.


If you read that far: you don't really need Requiem. "Skyrim -Community- Uncapper" solves the problem completely. Just change how much a skill advances your level. .


This is the nexus link: http://www.nexusmods.com/skyrim/mods/19281/?

Mods I like together with Requiem: