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Gameplay Changes

Skyrim mods that change the game play.

13 files

  1. ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power.
    ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate.
    This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.

    148 downloads

    0 comments

    Updated

  2. YASH

     
    YASH is an old-school overhaul that alters every single game mechanic in a strict lore friendly way. The mod introduces several mechanics: unique vanilla races, race specific perk ranks, no level scaling, skill requirements for weapons and armors, weapons and spells damage scaling to skill level, spells casting failures, food and drinks timed attributes bonuses, open encounter zones, enemies weaknesses and resistances, droppable quest items, potions curing over time, and much, much more.
     

    118 downloads

    0 comments

    Updated

  3. Advanced Adversary Encounters

    Version 2.2 Of AAE / Advanced Adversary Encounters

    338 downloads

    2 comments

    Updated

  4. Mixed Set Perk

    I made this by request only.


    This makes it so you get a small bonus(15%) when wearing a mix of light and heavy armor. Wearing helmets don't count towards this bonus.

    This is a NEW perk added to the Light Armor Perk tree, and it requires that you learn Custom fit.

    This mod isn't compatible with other mods that edit the Light Armor perk tree in any way.

    220 downloads

    0 comments

    Updated

  5. Cutting Room Floor

    A content restoration mod for Skyrim and the official DLCs.
    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
    NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
    Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend ApolloDown's Civil War Overhaul (version 4.0 or better). (https://www.nexusmods.com/skyrim/mods/37216)
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    Official Hearthfire DLC.
    Official Dragonborn DLC.
    Unofficial Skyrim Legendary Edition Patch 3.0.11 or greater.

    1140 downloads

    0 comments

    Updated

  6. Touring Carriages

    Touring Carriages
     
    Version 2.3.5
     
    Touring replacement for Scenic Carriages and Real Carriages, with many additional features.
     
    Travel to 9 holds:
    Whiterun to "all the hold capitals." Other carriages are (deliberately) more limited to their regions. Carriages meet at the major holds, allowing easy transfer. Carriages arrive periodically at hold capitals on their routes. Each carriage has its own quest/script and runs independently. Lore friendly.  
    Stops in settlements along the way (just ask the driver).
    Learn of villages and inns from the travelogue as you pass them. Visit them on a later trip. Carriages arrive periodically at settlements on their routes. Now including Granite Hill. Now including Helgen. Now including Heljarchen (Nightgate Inn). Now including Markside Stable. Now including Nimalten Wood.  
    Travelogue commentary (already present in vanilla files) is actually working in multiple languages.
    65 vanilla lines heard in Real Carriages. 21 additional shared lines found in the vanilla files.  
    Also:
    Pausing anywhere along the way. Sleeping (fast travel). Carriages arrive at destination with you. Variable speed. (Ask driver to hurry.) Up to 3 followers travel with you. Compatible with HearthFire (that only has fast travel).  
    Installs at any time:
    Without hiding in safe cells or running scripts. Can be installed from a save standing and staring at a vanilla carriage.  
    Removes cleanly:
    Without hiding in safe cells or running scripts. Restores to vanilla state immediately after arrival at the home city. Restores to vanilla state after the carriage is out of sight.  
    UPGRADING
    Trips finish in major holds. Once you've reached a major hold, you can update this patch. Upgrading from 1.x to 2.0: At this point, the most recently used touring carriage will not function, but the original hold carriage will work. The upgrade will complete as you enter the city (or a nearby building) or take an original carriage. If you are in a minor hold or other settlement, the non-functioning carriage will disappear as you enter a building.
     
    Translations
    Touring Carriages - Czech Touring Carriages - Traduction francaise Touring Carriages DV Touring Carriages DV (mirror) Touring Carriages - Hungarian translation Touring Carriages - Traduzione in Italiano Touring Carriages - polish translation Touring Carriages Spanish ПутешеÑтвующие повозки  
     
     
     

    4188 downloads

    0 comments

    Updated

  7. Freedom of Speech



    Freedom of Speech
    Removing the strings attached to Shouting




    Also available in:







    Requirements:

    - Skyrim version 1.8.151.0.7 or later.


    Overview

    Let’s face it, we love to Shout. Trouble is in Skyrim, several of the Word Walls are locked inside of dungeons that are tied to a quest, and as such are inaccessible until that particular quest requires you to enter. This results in incomplete Shouts for people who want to roleplay and not join certain factions, which tends to leave a bitter flavor in our mouths. We want to be able to fully utilize those Shouts, but can’t without breaking character.

    That is where this mod steps in. This mod takes all of those Word Walls locked behind quest-specific doors, and moves them elsewhere; somewhere freely accessible by everyone. Now your mage character will not be forced to join the Companions if he wants to master his Fire Breath, and same for the warrior who desires to master his Ice Form but has no intention of joining the College of Winterhold.


    What’s New?

    (Fixed Bug) Corrected some Enable Parent oddities for the Dark Brotherhood Sanctuary Word Wall to remove an erroneously enabled dragon text and chant sound effect (both plugins).

    (Fixed Bug) Re-enabled the blank Word Wall in Korvanjund to cover up a hole to the void in the dungeon (Dawnguard edition).




    Features

    Which Word Walls have been moved and where:

    Dark Brotherhood Sanctuary (Marked for Death): Moved to Forelhost.
    Dustman’s Cain (Fire Breath): Moved to Blind Cliff Towers.
    Korvanjund (Slow Time): Moved to Deepwood Redoubt.
    Labyrinthian (Slow Time): Moved to High Gate Ruins.
    Saarthal (Ice Form): Moved to Arcwind Point.
    Snow Veil Sanctum (Disarm): Moved outside.

    The one exception to the rule of quest-unlocking the Shouts is Storm Call, which has been locked to the Main Quest (as I felt it needed a worthwhile reward). All three Words of Storm Call are now found in Skuldafn.

    Additionally, if you are using Dawnguard, a separate version of the mod is provided that moves the Word of Drain Vitality found at Arcwind Point to the Soul Cairn, so that people who elect not to play through Dawnguard will never be exposed to any of the new Shouts.

    There are also two Stones of Barenziah that are moved to:

    Dark Brotherhood Sanctuary: Moved outside.
    College of Winterhold: Moved to the Jarl’s Longhouse in Winterhold.



    Installation

    Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.

    Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.

    If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.

    Only one plugin should be active at a time. Use only the Dawnguard version if you have Dawnguard, and vice versa.


    Uninstallation

    Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.

    Nexus Mod Manager: Again, very easy. Just deactivate the mod.

    If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.


    Configuring the Mod

    It is best to install this mod when starting a new game. It is not guaranteed that this mod will work correctly on pre-existing games, especially if you have already discovered a Word of Power that this mod is replacing with a new one.


    Compatibility

    Incompatibilities with certain Cells are to be expected as this mod places new objects in certain Cells in the game and alters NavMesh, but the chances of such a conflict surfacing is minimal.

    Any mods that alter the quest “TGCrown†will be incompatible with this one.

    USKP Users: Any fixes made to the quest have been imported. Although this mod does conflict, it is only superficial.



    Known Issues

    If you have already discovered a Word of Power in a quest-locked dungeon and mastered that corresponding Shout, you might encounter certain Word Walls that are inactive and don’t do anything. This is because you have already mastered the Shout it was meant to provide a Word for. Nothing is wrong with them.


    Permissions

    - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.

    - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.

    - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.

    - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.

    - Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes†outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.

    - Compatibility: Please send me a message that you have made a compatibility patch for this mod so that I can be made aware of its presence. You do not need to wait for my permission to release compatibility patches, but I appreciate you informing me of their existence so I can factor for them.


    Full Changelog:

    - v1.2: 12/21/2012
    (New Feature) Now moves faction-locked Stones of Barenziah, so that Thieves Guild members do not need to join the College of Winterhold and be greeted by the Dark Brotherhood to complete the quest.

    (Other) Mod cleaned in TES5Edit.

    - v1.14: 12/12/2012
    (Fixed Bug) Corrected some Enable Parent oddities for the Dark Brotherhood Sanctuary Word Wall to remove an erroneously enabled dragon text and chant sound effect (both plugins).

    (Fixed Bug) Re-enabled the blank Word Wall in Korvanjund to cover up a hole to the void in the dungeon (Dawnguard edition).

    - v1.13: 10/19/2012
    (Fixed Bug) Removed two deleted NavMeshes from plugins.

    - v1.12: 10/14/2012
    (Other) Plugins run through TES5Edit cleaning process. A number of junk NavMesh edits have been removed.

    - v1.11: 10/3/2012
    (Fixed Bug) For no good reason, the Word Wall at Guldun Rock was not working correctly.

    -v1.1: 10/2/2012

    (Feature Change) Restored original locations of Storm Call Words. The final Word will remain at Skuldafn, as this mod does not unlock Words from the Main Quest (doesn’t make sense). (NOT retroactive, you can thank the monumental stupidity of Papyrus for that)

    (Feature Change) Marked for Death Word previously occupying Dark Brotherhood Sanctuary has been moved to Guldun’s Rock.

    (Feature Change) Slow Time Word previously occupying Labyrinthian has been moved to Silent Moons Camp.

    (Feature Change) Animal Allegiance Word previously occupying Ysgramor’s Tomb has been moved a short ways north and made pickable by “Find Word Wall†Radiant quests.

    -v1.0: 9/29/2012
    Initial Release

    1805 downloads

    0 comments

    Updated

  8. Run For Your Lives

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
    Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
    Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
    Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
    Vampires will be detected when the events that spawn them begin running.
    * [Only after they land on the ground]
    My Patreon Page: https://www.patreon.com/arthmoor

    1481 downloads

    2 comments

    Updated

  9. Breaking and Entering



    Breaking and Entering



    Teach those pesky locks how a warrior gets past them!


    Requirements:
    Skyrim version 1.7.7.0.6 or later. Previous versions WILL NOT WORK.

    Frequently Asked Questions/Troubleshooting

    Q: Is <insert random mod here> compatible with this one?
    A: Yes.

    Q: I broke the lock on that container/door! Why is the game still telling me it’s locked?
    A: Because the UI is dumb like that. There isn’t anything I can do to prevent this, but rest assured the lock state is updating even if the UI prompt is not.

    Q: I’ve installed Skyrim Script Extender! Why is the mod telling me it’s not installed?
    A: You did not FULLY install Skyrim Script Extender. You can’t just drop the SKSE DLL and the loaders into your game folder anymore; you also need to install everything provided in the Data folder, as well. Otherwise, Papyrus will be unable to access the new functions and the mod will report the “SKSE not installed†error. If you still get the error, make sure you have installed your game outside of the Program Files directory (to avoid issues with UAC) and run SKSE as an Administrator.

    Q: I have not installed SKSE and I don’t want to. Can I still use your mod?
    A: Yes, The mod is both SKSE and non-SKSE compatible and which version is used is all handled internally. You don’t need to jump through any hoops.

    Q: What’s the .BSL file for? It doesn’t do anything in-game.
    A: It is used by Archive.EXE to record filename data. Without it, if you unpacked the BSA file with Archive.EXE, the filenames would turn to gibberish.

    Q: What’s the brawl-bug plugin and why is it necessary?
    A: The Brawl-bug plugin provides a fix for the brawl bug, where mods attaching scripts to actors dynamically by using Cloak spells would cause brawls with NPCs to become fights to the death because the script detecting if the player was cheating was not properly checking if the magic effect was actually harmful, as well as a number of other problems (critters dieing and so on). The chances of this mod needing this are very slim, but it's there if you want it.


    Overview

    Is your barbarian tired of fumbling around with itty-bitty bits of metal when what he REALLY wants to do is teach that pesky lock how warriors like to pick them? Well, now his dreams can finally come true. This mod is very small, but very simple: it adds a lock-bash mechanic to the game that is not only simple to use, it can be used anywhere a lock can be found. Be it a treasure chest in a dungeon, the chest in your cellar you lost the key to ages ago, or an object belonging to someone else’s mod entirely. All may be bashed.


    What’s New?
    (Fixed Bug) Commanded actors will no longer attack you if you are lock-bashing in front of them.

    (Fixed Bug) Only actors with valid Crime Factions will now be considered potential witnesses.

    Features

    Lock-Bash
    You can now open locks on both containers and doors by bashing them with your weapon (excluding Bows and Daggers). All you need to do is get up nice and close and start smashing away. Eventually, one of two things will happen:
    You will hear the click of the lock breaking and the object will become unlocked. You will also receive skill progress for successfully bashing.

    You will hear a rather alarming smashing sound as you damage the object, and you won’t be able to access it.
    If the latter, the only way to access what was inside/behind the object is if you have the key. Or, you can wait for someone who does have the key to come by and undo the lock.
    Be warned, however, the citizens of Skyrim are not going to just let you beat down their doors. It is a crime, and if someone catches you trying to break down someone else’s door, you will be arrested and fined. The bounty is equivalent to an Assault charge.


    Installation

    Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.
    Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.
    If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.
    Users of SKSE will have access to some code optimization in the mod, but this mod is fully capable of being used without SKSE.


    Uninstallation

    Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.
    Nexus Mod Manager: Again, very easy. Just deactivate the mod.
    If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.
    Notice: This mod is scripted with Papyrus, and uninstalling this mod will leave script debris in your save. There is nothing that can be done about this.


    Compatibility
    The only mods that are incompatible are mods that try to add their own lock-bash mechanics to the game, which to my knowledge, none exist.
    This mod is compatible with everything else, including the official DLC, and requires no patches.

    Recommended Mods:

    Skyrim Script Extender

    Brawl-bug Plugin


    Known Issues

    The Lock state of the containers displayed beneath your crosshair on the UI will not update when you bash a lock or damage the object until you scroll off of the object and back on. This is a bug in the UI, which nothing can be done to address from the Papyrus front.


    Permissions

    - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.
    - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.
    - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.
    - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.
    - Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes†outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.
    - Compatibility: Please send me a message that you have made a compatibility patch for this mod so that I can be made aware of its presence. You do not need to wait for my permission to release compatibility patches, but I appreciate you informing me of their existence so I can factor for them.


    Full Changelog:

    - v1.02: 09/23/2012

    (Fixed Bug) Commanded actors will no longer attack you if you are lock-bashing in front of them.

    (Fixed Bug) Only actors with valid Crime Factions will now be considered potential witnesses.

    - v1.01: 09/09/2012

    (Fixed Bug) Added extra condition to the Witness Detection for player followers, in case they don’t get added to the PlayerFollowerFaction (example: Serana).

    (Fixed Bug) Conditionalized the “caught lock-bashing†message so it only appears if you got a bounty for it.

    (Fixed Bug) Made sure only the Player is capable of lock-bashing.

    (Feature Change) Adjusted failure chance to be slightly higher.

    (Other) Brawl-bug plugin support.


    - v1.0: 09/07/2012

    Initial Release

    1081 downloads

    0 comments

    Updated

  10. Ars Metallica - Smithing Enhancement

    The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct.
    Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following:
    For vanilla Skyrim:
    Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on. For Dawnguard:
    Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes. For Hearthfire:
    Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it. For Dragonborn:
    Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern. Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature.
    My Patreon Page: https://www.patreon.com/arthmoor

    1196 downloads

    1 comment

    Updated

  11. 2 comments

    Updated

  12. More Dynamic Injuries



    More Dynamic Injuries



    A harsher combat experience, where the unprepared will die a slow, painful death.



    Requirements:
    Skyrim version 1.6.89.0.1 or later. Previous versions WILL NOT WORK. Please don’t bother asking for help if you have an earlier version of Skyrim, as I guarantee you your issues are being caused by your game being out of date.
    Frequently Asked Questions

    Q: Does this mod conflict with XXX?
    A: No. All changes made by this mod are isolated and will not interfere with anything any other mods wish to do.

    Q: The merchants aren’t stocking the items! What gives?
    A: Due to a bug in how the game handles items being added to containers via script, you will not see the items available for sale on the first barter session. Exit the barter menu and check back again, and they should be there.

    Q: Why are items not showing up on the Crafting menu?
    A: The list culls itself to keep from being too huge (there are a lot of items on it). If you do not see an item available, it means you do not have the required materials to craft the item.

    Q: When I start the mod, I immediately “die of blood loss!†What happened?
    A: The scripts did not load properly. Download the “Loose Scripts†file and use it instead (not available on Steam Workshop, unfortunately, due to the extremely rigid file type restrictions). If you still die, check your game version. Make sure you have at least 1.5.24, otherwise I will not help you with your problems until you update your game.

    Q: Help! The mod is busted and I can’t get to the Config menus! What do I do?!
    A: Open the console and type in “Set INJEmergencyUninstall to 1†(or any number you want that is not 0). This will immediately shut the mod down and allow you to safely remove it from your load order.


                
    Overview

    Skyrim is a harsh place. Fights for survival are not uncommon; be it between Bandits and travellers, to Imperials vs. Stormcloacks, to even simply you vs. the bitter cold. Only the strong survive in the wilderness. And survival is not easy.

    And with this mod, it will get that much more difficult. Fighting is brutal, and can leave one’s body torn and broken. Healing spells can help, but they can only get you so far. As you sustain more severe injuries, which progress from not-terribly-noticeable to lethal, you will need to seek medical attention from somewhere other than your spellbook.



    What’s New?
    Fixed Bug: Removed some old Debug entries.
    Optimization: NPC Tracker scripts have been removed, as per my decision that they were too problematic to be kept. They will not be returned ever, so please refrain from asking. Follower tracking will remain, though. This is a roleplay mod, not a combat mod. Keeping these sorts of details on minor actors is completely unneeded.
    Feature Change: The mod no longer performs internal reductions for burns and frostbite based on your resistances. The game already performs damage reduction for these and the mod uses damage taken as its baseline for all calculations, so the extra debuffs were unnecessary.

    Features

    Multiple new injury types

    Aside from your basic cuts and bruises, you will now have to deal with burns, frostbite, blood loss, and broken bones.

    Health is now your damage tolerance, or how much immediate damage you can take before you die of shock trauma. Healing spells, Drain and Fortify Health effects all improve (or decrease) this value as is normal in the game. It also represents your body’s physical conditioning. More health (unmodified) means you can take more punishment… to a point.

    Your Injury level is how much long-term damage was caused to your muscle tissue from cuts and bruises. If not too severe, they will heal themselves over time. If they get particularly bad, though, then you will be required to intervene and stitch up those deep wounds before you bleed out. Healing spells don’t close wounds, they help reduce pain and shock trauma and allow you to continue on in a fight for longer. Bad injuries will have a negative effect on your Health, too, so keep them in check.

    Being hit with particularly heavy weapons results in blunt force trauma, which is not too healthy for your skeleton. Take too many blows on the arm from a warhammer, and you’ll find yourself unable to use that arm, on account of it being broken and crippled. If you break an arm, you cannot equip anything (not even spells) to that hand. Break both arms and that fight’s over (run or die, your choice). Subsequently, breaking a leg will severely handicap your ability to move around; your overall speed will drop significantly. Break both legs, and not only do you lose even more of your agility, but now you are stuck walking, and in very big trouble.

    Both if these wounds cause immediate blood loss (external and internal bleeding, respectively). If your injuries get too severe, however, you will begin bleeding out. If you do nothing, you will find your vision blurring, your Stamina falling, and your body weakening. Left untreated, you will die. When you are not bleeding out, your blood will slowly replenish itself over time.

    Play with fire, you get burned. Taking damage from flames will result in you receiving burns of increasing severity. When they get too severe, you will be in indescribable pain, resulting in you losing health progressively over time instead of regenerating it. Getting badly shocked by a lightning spell will also burn you, so keep an eye out.

    The extreme cold of Skyrim is just as much an enemy as those bandits you killed five minutes ago. Be it a freezing spell, or taking a dive into the Sea of Ghosts, you will find the temperature of your extremities dropping. Fast. Nip this in the bud and get your temperature back up by getting out of the cold, else you will find yourself slogging about sluggishly in the snow unable to use your hands on account of your fingers being frozen. You’ll need outside help at this point. But don’t worry; in this world of Alchemy and potions, the need amputation is quite rare.

    It’s not just you who is in danger of a horrible, bloody, and painful death. Everyone is, be it your grandmother, your adventuring companion, or that bandit you are now fighting.

    You can find all this information in-game stored in a handy guide book called Surviving Skyrim: Field Medicine. You will be prompted to pick up a copy when you load up the mod. It is from this guide you can configure this mod’s many injuries. If you are feeling things are too easy, you can turn the damage rates up all the way to five times the default. And if you are feeling overwhelmed, turn the rates down all the way to one-fifth the default. This guide is available in any general store.

    You can check on your injuries using your Treat Injuries Shout. Tap your Shout key to see and treat your own injuries, or hold it down to see your follower’s injuries.


    Treatments

    Minor wounds (50 and above, or anything greater than 0 for limbs) of any type will heal themselves over time. If you find they are getting too severe, take a rest and let them heal up.

    For severe wounds, you will need stitches to fix them. They are available from your local apothecary, or craftable using sinew and a lockpick. Once stitched, your injuries will heal themselves, but be careful you don’t get into any strenuous activities. You don’t want to tear your stitches or you’ll lose all your hard work.

    If you don’t have stitches, you can bandage the wound to slow the bleeding. You can make them yourself using some linen wraps and alcohol (nord mead or any wine) or buy them from your local Apothecary. Once bandaged, your blood loss rate will be permanently slowed until you can get the wounds treated.

    And if all else fails, a leather strip tourniquet can slow the bleeding for a short time, perhaps long enough for you to find help.

    Broken bones will need a splint to help set the bone properly. You can buy them, again, from your local apothecary, or you can make them yourself given you have the knowhow and the needed items (firewood and 5 leather strips).

    For severe burns, you will need burn cream, available at your local apothecary or craftable by mixing together three of any ingredient containing a Resist Frost effect (or three of one and one batch of Frost Salts). Once applied, your burns will be soothed, and will be healed over time.

    For severe frostbite, warming cream is needed. Buy it from your local apothecary or make it yourself using three of any ingredient containing a Resist Fire effect (or three of one and one batch of Fire Salts). Once applied, you will feel immediate relief, and your frostbite will go away over time.

    All medical supplies can be found for sale at your local apothecary, or you can make them yourself by using your Craft Medical Supplies power. You will only be able to see the recipes you are currently capable of making, so don’t be surprised if this list is empty when you open it.

    You can only fully treat your injuries while outside of combat. In combat, you may apply bandages and tourniquets, but nothing else.

    Your followers will automatically treat their own injuries so long as they have the appropriate medical supplies. You need only keep them supplied.



    Installation

    Steam Workshop users: The mod will be automatically downloaded and installed for you when you next start the game (through the normal launcher) once you subscribe to it on the Workshop page.

    Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.

    Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.

    If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.

    Once you have installed the mod, you will need to initialize it (you will receive an Objective for this if you installed the mod correctly). This is performed by purchasing a copy of Surviving Skyrim: Field Medicine from your local General Store and reading it. You will then receive the prompt to activate the mod.



    Updating

    This mod will handle everything that needs doing for updating the mod for you. You need do nothing outside of downloading the new version.

    For users of 1.1: before you update, if you managed to obtain a copy of the Guide Book, please drop it before you update.



    Uninstallation

    Very important: you MUST run the Uninstall function in-game before deactivating; otherwise you and your follower's stats will be permanently broken.

    The Uninstall function is located in the Configuration sub-menu of your Injury Options menu. Use it before continuing.

    Steam Workshop users: First, unsubscribe. You will then need to manually delete the files the mod provided, which are: More Dynamic Injuries.BSA and More Dynamic Injuries.ESP.

    Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.

    Nexus Mod Manager: Again, very easy. Just deactivate the mod.

    If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.



    Configuring the Mod

    The mod’s default damage and healing rates are balanced towards a difficulty level of Adept. If you play at a higher difficulty, you may find yourself getting injured a bit too quickly. Thankfully, this mod’s damage and healing rates are fully configurable. Just enter your Injury Options menu and select Configure. You will be able to modify both the Global rates and the rates for the specific injuries from there.



    Compatibility

    Incompatible with any other injury mod.

    Should be compatible with any other non-injury related mod out there.

    Mod makers: if you provide new weapons for NPCs to use, your mod will be compatible with this one so long as you follow proper Keyword conventions with your weapon mods. Just make sure your weapons have the correct WeapType Keywords and there will be no problems.



    Known Issues

    Fall damage currently does not cause any injuries. This was attempted, but I was forced to abandon it due to problems with the detection conflicting with the rest of the mod’s internals.

    Injury data on minor NPCs is lost when they are unloaded. This was originally planned to be addressed, but those plans were abandoned to avoid overtaxing the Papyrus VM, which is quite sensitive. Due to script overhead issues, this cannot be addressed.

    Animations may be slightly delayed. This is because Papyrus is slow and cannot perform instantaneous reactions. Nothing can be done about this.

    If you are using mods that allow you to have multiple followers, only one follower at a time will be tracked. Due to the need to keep my processing footprint down, I am not going to address this. Blame Papyrus for being sensitive; if I go any further, I fear I might start interfering with other peoples’ mods.



    Recommended Mods

    For the maximum realism experience, it is recommended you run these mods alongside:

    Imp’s More Complex Needs

    Frostfall



    Permissions

    - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.

    - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.

    - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.

    - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.

    - Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes†outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.



    Full Changelog:

    -v1.1.6: 06/18/2012

    Fixed Bug: Removed some old Debug entries.
    Optimization: NPC Tracker scripts have been removed, as per my decision that they were too problematic to be kept. They will not be returned ever, so please refrain from asking. Follower tracking will remain, though. This is a roleplay mod, not a combat mod. Keeping these sorts of details on minor actors is completely unneeded.
    Feature Change: The mod no longer performs internal reductions for burns and frostbite based on your resistances. The game already performs damage reduction for these and the mod uses damage taken as its baseline for all calculations, so the extra debuffs were unnecessary.

    -v1.1.5: 06/16/2012
    General fixes for the menus.
    Followers will no longer continuously cycle between Bleedout enter/exit animations while bleeding.
    The mod will now pause and reset itself on updating if you do not have the Guide Book in your inventory.
    Prevented Blood Loss ImageSpace Modifier from being erroneously triggered when your follower’s blood level returned to acceptable levels.
    Removed Shout and split it into two Lesser Powers, as you would not be able to use it if you had previously used a Shout requiring cool-down.
    Stopped the mod from causing NPC idle animations to stutter.
    Uninstalling the mod will now require you clean-save. You may reinstall any time after without issue.
    Prevented the player from treating any injuries while the mod is paused.
    It is now possible to give your follower medical supplies through the Follower Injuries menu, in case you find yourself unable to talk to them.
    The Guide Book acquisition has been made a bit less touchy. Copies to the book can be found on the counter in the local General Stores for you to buy (or in Inns for towns without a general merchant). You can find a copy at every major settlement in Skyrim and Riverwood.
    - v1.1: 06/14/2012
    NPCs will now be affected by all injuries the player can sustain, and will suffer all ill effects.
    Treat your follower’s injuries. This is done simply by giving them medical supplies. Do that, and they will take care of the rest.
    New animation events for being injured and for breaking your arms and legs.
    Vampire Blood Drain spells are now recognized and have their own injury calculations (you will lose more blood than normal).
    Werewolves will now heal 4 times faster and be injured 4 times slower while in beast form, but if you are a werewolf, you will not receive the sleep healing bonus.
    Injuries were not being sustained from traps.
    Dawnstar Alchemist was not on the list for receiving medical items.
    Blood loss calculations were increasing exponentially instead of linearly depending on your injury severity.
    Vampires are no longer allowed to die from blood loss.
    New recipes for Burn Cream and Warming Cream. Any ingredient with Resist Fire and Resist Frost effects may now be used.
    New recipe for stitches. Harvest sinew from animal hides and use it to make your stitches.
    You can now use Wine and Alto Wine to craft your bandages.
    It is now possible to apply bandages and tourniquets during combat. You will still need to wait until combat is over to stitch yourself up, though.
    Menus have been overhauled. The mod now comes with an internal guide book (read it) that you can use to access the configuration options. And the former Injury Options power now is solely used to access the Crafting menu. Treat Injuries is now a Shout. Quickly press your Shout key to treat your own injuries, or hold it to check your companion’s injuries.
    Maximum limit for user configuration increased from 2.5 to 5.
    - v1.05: 06/01/2012
    Damage and healing calculations rebalanced.
    Tweaked Wait/Sleep/Travel healing for while medicine is applied to prevent possible exploit.
    A couple miscellaneous changes.
    - v1.01: 05/31/2012
    Minor Debug Update
    - v1.0: 05/31/2012
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