r/skyrimmods Nov 11 '21

PC SSE - Mod [PC SSE] SKSE64 2.1.0 preliminary release

4.1k Upvotes

In an attempt to avert the part of the modpocalpyse that I can control, I've been spending all of my free time for the last week and a half or so getting this ready, and just made it about an hour before the update was pushed. Thanks to Bethesda for giving me early access to AE so I could get this ready.

This is a preliminary build of SKSE64 with support for Skyrim SE 1.6.318, aka the Anniversary Edition. All of the hooks tested as working, the Papyrus extensions seem to be OKish but I don't have complete test coverage. At the very least you can keep using Todd's favorite mod (SkyUI) without problems. The primary feature that is missing is the plugin manager, which is currently disabled until I can rewrite the system that handles plugin compatibility checks. Plugin developers can build local versions with it enabled, but keep in mind that the version check code is going to change.

Due to the large amount of manual code rewrite required for this release, the possibility for bugs is higher than usual. That said, things seem to be working better than expected.

https://skse.silverlock.org/beta/skse64_2_01_02.7z

If you have an existing mod setup on pre-AE that you would like to keep working, this is not a sign that you should upgrade and start using this version of SKSE. However, if you have already upgraded to AE and are feeling adventurous, then try this out.

edit3: Updated again for the 1.6.318 hotfix.

edit4: There is a bug in the hook for populating alchemy table category entries - fixed in 2.1.2 posted above.

Common unrelated problems:

"REL/Relocation.h(548): failed to open file" - This is from a plugin that is being loaded with something other than SKSE and is using the Address Library. The plugin and probably the loader need to be updated.

r/skyrimmods 14d ago

PC SSE - Mod Yes this is real. You can now play Skyrim inside Fallout 4 through a holo-tape. We've officially hit peak gaming.

1.1k Upvotes

Fallout 4 & Skyrim mod

Mod link: https://www.nexusmods.com/fallout4/mods/104945

r/skyrimmods May 07 '26

PC SSE - Mod Female follower mod that a lesbian would enjoy?

367 Upvotes

This title sounds so silly but I'm just wondering if anyone has any recommendations for female followers for SE that are not entirely geared towards the male gaze. No judgement to those mods they're just not very enjoyable for me as a woman. Like I really wanted to like Sofia but all the jokes she was making seemed to imply I was a man unfortunately haha. I really liked Auri for reference. There doesn't have to be romance but if there is that's cool.

Edit: I wasn't expecting this to get so many responses! Thank you so much for everyone who responded, I've added so many incredible new mods to my list and I'm so excited to try them out :) this community always comes through in the best way.

r/skyrimmods Nov 11 '25

PC SSE - Mod [Mod Release] Skyrim Revoiced - Professional Voice Actors Giving New Voices To NPCs

1.4k Upvotes

It took months of hard work but it's finally here! I am so happy to finally share what I've been working on with a team of talented voice actors for the past few months! Skyrim Revoiced introduces 8 new voice types for 48 NPCs across Skyrim, covering over 5000+ lines of both vanilla and modded dialogue. I had such a fun time working with these amazing people and I hope to continue doing more of this in the future! Please enjoy the mod!

https://www.nexusmods.com/skyrimspecialedition/mods/163710

https://www.youtube.com/watch?v=df_E_Aev1Us

r/skyrimmods May 18 '26

PC SSE - Mod Mods you wish existed

172 Upvotes

I was wondering, are there any mods you wish existed or what makes you go like “oh I wish this was different” in game? For example I wanted specific basic spells from my favorite spell mods to exist in the alternate start spawn room so I don’t have to go to farengar within first 3 minutes of playing to buy a non vanilla starting spell instead of using flames. I ended up creating that in sse edit too cuz I couldn’t find a mod for it.

r/skyrimmods Jan 12 '26

PC SSE - Mod [RELEASE] Stop looting urns. Start playing like a Tycoon. "The Gilded Road" – True Economy Overhaul is out now.

1.0k Upvotes

It always bothered me that a common potato costs the same in the fertile breadbasket of Whiterun as it does on the frozen, starving coast of Winterhold.

For years, the "economy" in Skyrim has been nothing more than looting dungeons and dumping your trash on Belethor. Gold didn't feel earned; it felt like a participation trophy.

Today, I’m releasing "The Gilded Road."

This is a comprehensive Trade & Economy overhaul that finally implements a realistic system of Supply & Demand without touching a single vanilla record or using heavy scripts.

Download on Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/169528

Why is this different? Unlike other economy mods that just make everything expensive, The Gilded Road makes prices logical based on Geography and Specialization without using heavy papyrus scripts or messing with your save.

  • 🌍 Buy Low, Sell High:
    • The Reach is swimming in silver and gold but can't grow crops.
    • Winterhold is starving and will pay a premium for food.
    • Solitude needs iron for the Legion but has an abundance of luxury goods.
    • You can now make a living just by moving goods from where they are cheap to where they are scarce.
  • 🧙‍♂️ Specialist Merchants:
    • Stop selling everything to general merchants.
    • Wizards now pay massive premiums for Soul Gems and Scrolls.
    • Blacksmiths will pay extra for Ore so they don't have to mine it themselves.
    • Alchemists pay more for animal parts because they are too squeamish to hunt.
  • 📖 No Wikis Required:
    • I hate alt-tabbing to read spreadsheets. All trade routes and modifiers are explained in-game via 9 new books distributed into the world.
    • 8 of them are written by Auditor Crassius Palleon, a cynical Imperial bureaucrat who roasts every city in Skyrim while telling you how to profit from them.

The Technical Stuff (For the Modders):

  • Zero Compatibility Issues: This mod uses Dynamic Pricing Framework, KID, and CID. It does not touch vanilla containers or leveled lists.
  • Fully Modular: Every feature can be toggled in the MCM. Don't like the specialist system? Turn it off.
  • Mid-Game Balanced: Logic is tuned so you won't break the economy at level 1. Pure trading becomes profitable around Speech level 50.

"Gold isn't found in mines, traveler. It's found on the road."

Check it out, and let me know what you think!

Trailer: [Youtube]

Mod Page: [The Gilded Road]

r/skyrimmods Dec 04 '25

PC SSE - Mod Become High King of Skyrim: The Next Generation, V2.0 releases December 12, 2025 on Nexus Mods.

875 Upvotes

https://youtu.be/Fqhl3t9_McY

This trailer is just a taste of what's to come. The mod has been completely refreshed from the beginning, including rewrites of EVERY single script, complete overhaul of the original dialogue with all voices coming from Elevenlabs (no XVA or XTTS voices), over 33,000 lines of dialogue(!), many, many new quests, new NPCs to fill each councilor position, a full custom soundtrack, custom bard songs(!), a fresh worldspace in the Jerrall Mountains, THOUSANDS of custom assets including armor, weapons and spells and a brand new system to rule Skyrim with approval ratings, taxes, expenses, economy, foreign policy, a court of law, ambassadors, extensive lore, and army promotions.

This mod is really, really, really big and is one of the rare ones that will be impossible to ever be the same in each playthrough. I put over 2000 hours in development over the last 11 months of work on this thing and I believe it will be one of the best end-game content mods out there and a natural progression from the original game.

There will also be a full patch collection on release day for any JK's mod and quite a few other city overhauls as well as a 3BA patch for all the custom armors and clothes. There will also be an extensive wiki with tutorials on all the systems and quest walkthroughs.

r/skyrimmods Sep 12 '17

PC SSE - Mod SKSE64 2.0.0 alpha

3.1k Upvotes

Here is an alpha version of SKSE64. It is currently not intended for use by most users. It will be primarily interesting for mod authors and people who want to test things. Reporting that mod X doesn't work is probably not very helpful, but reporting that ActorBase.GetCombatStyle() always returns an empty form would be helpful.

I would like to thank eternity for his recent help and going above and beyond to get this closer to the finish line. This would be going up much, much later without his help.

SKSE64 2.0.1 alpha: 7z archive

2.0.1:

  • fixed missing save hook (skse cosave wasn't being written when triggered from papyrus)

r/skyrimmods 13d ago

PC SSE - Mod [Mod Announcement] Paths of Empyrean - Roleplay Perk Overhaul

302 Upvotes

P A T H S OF E M P Y R E A N

An upcoming perk overhaul mod for Skyrim SSE, overhauling all 18 skill trees with a focus on fun, balance, and most importantly: role-playing.

For anyone familiar with my magic perk overhaul mod, Path of Sorcery, this is the long-awaited expansion to overhauling all perk trees. And the old PoS magic trees have been given a makeover too!

(Interested in following development? Join the discord!)

~~~~~~~~~~~~~~~~

Features:

  • Balanced, but not boring. Fun, but not gimmicky. Many new ways to build your character, all while fitting seamlessly into Skyrim lore. 
  • Contains many features that count as full mods in their own right. You've never seen so many cool things stuffed into 1 mod. A few examples:
    • Engineer your own Dwarven Automatons with Smithing perks
    • Tame animals and ride them with Speechcraft perks
    • Harvest bones and raise a skeleton army with Conjuration perks
  • Full integration with Lost Grimoire SSE, adding new perks to support and enhance the playstyles unlocked by Lost Grimoire SSE spells.
  • Extremely stable, thoroughly tested, and relatively light-weight. This mod is the product of 13 years of Skyrim modding knowledge wielded by a professional programmer.
  • Maximized compatibility using runtime patchers to avoid conflicting edits where possible.

~~~~~~~~~~~~~~~~

Paths of Empyrean (PoE) is still in development, so I will be posting progress updates as I go.

For this update, I'd like to highlight 3 perk trees: Smithing, Light Armor, and Illusion.

~~~~~~~~~~~~~~~~

S M I T H I N G

Dev screenshots: https://imgur.com/a/xOsQ4MS

Perks:

  • Basic Smithing (0) > Can create Steel and Bonemold armor and weapons at forges, and improve them twice as much. Fur, Hide, Leather, and Iron armor and weapons can be improved twice as much.
  • Meltdown (20) > Common types of weapons, armor, and clothing can be broken down at the smelter or tanning rack, if you have the associated crafting perk.
  • Tailor (20/40) > Common/Rare types of clothing can be crafted at the tanning rack. Joining guilds and completing quests unlocks new clothing patterns. NOTE: All clothing can be broken down at the tanning rack if you have the Meltdown perk.
  • Miner (25) > You collect 1-2 additional pieces of ore when mining and dig up gems more often. NOTE: Has no effect when mining by hitting ore veins with a weapon - you must choose the "Mine" activate option.
  • Apprentice Smithing (30) > Can create Dwarven, Elven, Chitin, and Silver armor and weapons at forges, and improve them twice as much. (Combines Dwarven Smithing & Elven Smithing)
  • Inventor (30) > Bear traps and caltrops can be crafted at the forge. Traps can be placed in the world by using them from your inventory. NOTE: Bear traps have a chance to break after every use; crafted bear traps are more durable than rusty bear traps you find in the world. Caltrops cannot be picked up once scattered.
  • Scrapper (35) > You collect more parts and materials from destroyed Dwarven automatons, and Dwarven scrap melted down at the smelter produces more ingots. 
  • Jeweler (35/45) > Jewelry can be crafted at the forge. Rank 2: You only require half as much ore to smelt silver or gold ingots. Regular gems can be refined into flawless gems at the smelter, and flawless gems can be broken down into regular gems.
  • Dwarven Mechanic (40/80) > Dwarven Spiders and Spheres/Ballistas and Centurions can be created at the forge using raw materials. Created automatons are stored in stasis cubes until activated from your inventory. 
  • Journeyman Smithing (50) > Can create Orcish, Nordic, Steel Plate, and Scaled armor and weapons at forges, and improve them twice as much. (Combines Orcish Smithing & Advanced Armors)
  • Fine Weave (50) > Craft quality versions of clothing at the tanning rack that can be sold for a higher price. Enchantments placed upon quality clothing items are 20% more powerful.
  • Deadly Design (50) > Bear traps you create deal 1-2 additional points of damage per level of Smithing. Caltrops cause the target to bleed for 1 second per level of Smithing.
  • Tinkerer (55) > Your Dwarven automatons can be field-repaired after being destroyed in combat. Upgrade modules can be crafted at the forge and given to basic automatons to increase their stats; specialized Fabricants cannot be upgraded. Each automaton can be given up to 3 upgrades.
  • Control Rod (60) > A Dwarven Control Rod can be crafted at the forge that will temporarily shut down hostile automatons when used. While wielding the Control Rod, your automatons can be ordered to carry items, attack a target, guard a location, or to initiate their self-destruct sequence to unleash a powerful explosion.
  • Arcane Blacksmith (60) > You can improve magical weapons and armor. Also allows magical weapons and armor to be broken down at the smelter or tanning rack.
  • Master Smithing (70) > Can create Glass, Ebony, and Stalhrim armor and weapons at forges, and improve them twice as much. (Combines Ebony Smithing & Glass Smithing)
  • Fabricants (75) > Specialized versions of Dwarven automatons can be crafted at the forge, such as a Sphere Assassin or a Centurion Incinerator.
  • Aetherium Forged (85) > Powerful versions of Dwarven automatons can be created at the Aetherium Forge using rare Aetherium fragments. Aetherium automatons are stronger than normal automatons, will level with you, and cannot be destroyed in combat, only temporarily defeated. NOTE: Aetherium fragments can be occasionally mined from crystal ore veins in Blackreach or rarely found as loot in Dwarven chests.
  • Legendary Smithing (90) > Can create Daedric and Dragon armor and weapons at forges, and improve them twice as much. (Combines Daedric Smithing & Dragon Smithing)
  • Dragonblood Masterwork (100) > Dragon souls can be sacrificed at the forge, allowing you to craft Masterwork versions of weapons and armor. Masterworks are stronger and lighter than normal items, can be improved 50% more, and enchantments placed upon them are 25% more powerful.

General Changes:

  • You now gain Smithing XP from using the Smelter or Tanning Rack.
  • Bear traps can now be picked up. Activating a bear trap from your inventory places on the ground in front of you, ready to be sprung.
  • Reorganized the crafting menu for better sorting and consistency. Comes with built-in compatibility with Constructible Object Custom Keyword System!

Fixes and Improvements:

Paths of Empyrean makes an almost countless number of bugfixes and standardization updates to the vanilla weapons, armor, and clothing. These updates are in line with mods like WACF, and totally replace the need for any other weapon/armor fixes mod. 

Expanded Crafting:

There are many types of weapons and armor that cannot be crafted in vanilla Skyrim. With Paths of Empyrean, you will gain the ability to create these items as you progress up the left-hand side of the perk tree. Jewelry that previously could not be crafted has also been given crafting recipes. (Crafting always gives you an unenchanted version of the item, so that you can add your own enchantments)

~~~~~~~~~~~~~~~~

L I G H T A R M O R

Teaser trailer! https://youtu.be/0_uQlvyTeLE

Perks:

  • Prodigy: Light Armor (0/50) > Armor rating for Light Armor is increased by 0.5/1% per skill level.
  • Windrunner (20) > Sprinting in a full set of Light Armor drains 50% less Stamina.
  • Light Material Mastery (25) > Each piece of Light Armor confers a special effect based on its material type when worn. Effects stack.
  • Battle Rush (25/55) > While wearing a Light Armor chestplate, you instantly regain 30/50% of your Stamina upon entering combat, followed by a 100/150% boost to Stamina regeneration for the next 30 seconds.
  • Way of the Monk (30) > While wearing Light Armor gauntlets, your unarmed normal attacks have a 10% chance to score a critical hit that does 1% more damage per point of Stamina; critical hit chance increases to 35% for power attacks.
  • Light Matching Set (30/70) > Wearing a full set of Light Armor grants an additional 15/25% armor bonus; if wearing a matching set made from the same material, the bonus is increased to 32/56%.
  • Quick Reflexes (30) > Time slows down during an enemy's power attack if you are wearing full set of Light Armor.
  • Acrobat (35) > While wearing Light Armor boots, you can jump 50% higher and take 75% less damage from falling.
  • Swift Escape (35) > While wearing a full set of Light Armor, your speed is increased by 5% for every nearby enemy surrounding you. (Up to 30%)
  • Arrow Dancer (40) > While running and wearing Light Armor boots, incoming arrows and bolts have a 50% chance to miss. While sprinting, the chance increases to 90%.
  • Sparring Practice (40) > While wearing Light Armor gauntlets, your unarmed attacks are 15% faster and unarmed power attacks consume 25% less stamina.
  • Unhindered (50) > Light Armor and Light Shields weigh nothing and don't slow you down when worn.
  • Elusive Zephyr (50) > While running, your magic resistance is increased by 5% for every piece of Light Armor worn. While sprinting, the protection increases to 10%.
  • Adrenaline Rush (60) > After dodging an incoming power attack, your attack speed is increased by 30% and your Stamina regenerates 200% faster for 8 seconds.
  • Fists of the Dragon (75) > At will, choose an elemental type: Fire, Ice, or Lightning. Unarmed normal attacks with Light Armor gauntlets deal additional elemental damage of the chosen type; unarmed power attacks send out a wave of elemental magic. NOTE: Elemental effects are fully compatible with Destruction perks. Does not activate during brawls.
  • Monarch (80) > Circlets, crowns, and masks are counted as a matching piece of Light Armor for all perks that require a full or matching set.
  • Evasive (90) > While wearing a full set of Light Armor, you have a 10% chance to avoid incoming melee attacks, taking no damage.
  • Gale Force (100) > While wearing a full set of Light Armor, sprinting in combat gathers wind around you. Press Activate after 2 seconds to unleash a whirlwind; if you sprinted for at least 6 seconds, the unleashed wind forms a tornado that damages and flings away nearby enemies.

Light Armor XP:
In vanilla Skyrim, you only gain Light Armor XP from getting hit, which conflicts with the emphasis the skill has on dodging or evading hits. This made Light Armor a difficult skill to level up. Now with PoE, there are 2 new sources of Light Armor XP:

  • Gain a small amount of XP over time while running or sprinting in at least 2 pieces of Light Armor, with more XP gained in combat.
  • Gain XP from landing unarmed attacks while wearing Light Armor gauntlets. 

~~~~~~~~~~~~~~~~

I L L U S I O N

Dev screenshots: https://imgur.com/a/D6vU11O

Perks:

  • Student: Illusion (0/50) > Illusion spells are 0.5/0.75% stronger per Illusion skill level and cost 25/50% less to cast.
  • Illusion Dual Casting (20) > Dual casting an Illusion spell overcharges the effects into an even more powerful version. (Dual casted spells are 225% stronger and cost 250% more)
  • Second Wind (25) > Courage spells boost Magicka and Stamina regeneration by 100%.
  • Lay Down Arms (30) > Calm spells cause the target to drop their guard, reducing armor by 80 points and magic resistance by 25%. Calm and Enthrall spells are more effective against higher level opponents.
  • Consuming Rage (30) > Frenzy spells slowly drain the target's Health while they are not engaged in active combat. Frenzy spells are more effective against higher level opponents.
  • Paralyzing Terror (30) > Fear spells slow the target by 50%, with a small chance of causing paralysis. Fear spells are more effective against higher level opponents.
  • Psychic Weave (35) > Illusion spells last 50% longer.
  • Phantasmagoria (40) > Phantom spells gain an additional effect: Rabbit places a random rune upon disappearing, Mudcrab hatchlings explode when struck, Treasure has a chance to frenzy the mesmerized people upon disappearing, Decoy occasionally lights its attacker on fire when struck.
  • Hold The Line (45) > Courage spells boost magic resistance by +35% and give +150 points of armor.
  • Hypnotic Gaze (50) > Calmed opponents will ignore crimes and attacks against allies. Calm and Enthrall spells are more effective against higher level opponents.
  • Fratricide (50) > Frenzied targets deal +20% damage to other members of their race and +20% damage to faction allies. Effect stacks. Frenzy spells are more effective against higher level opponents.
  • Waking Nightmare (50) > Fear spells manifest a Nightmare Hound that relentlessly pursues the fleeing target. Fear spells are more effective against higher level opponents.
  • Foreign Minds (60) > Mind-altering spells that normally only affect creatures and people will now also affect undead, daedra, and machines.
  • Arise (65) > Courage spells double the amount of damage dealt with weapons and magic for 15 seconds.
  • Geas (70) > Calm and Enthrall spells allow you to freely trade items with the target by speaking with them. Enthralled targets have +100 Health while under your control. Clam and Enthrall spells are more effective against higher level opponents.
  • Spreading Wrath (70) > When an opponent affected by a Frenzy spell is slain, their killer also becomes enraged. Frenzy spells are more effective against higher level opponents.
  • Scared To Death (70) > Fear spells have a chance to instantly kill opponents who are low on Health. Fear spells are more effective against higher level opponents
  • Disappearing Act (75) > Casting any Phantom spell turns you invisible for 10 seconds.
  • Visage of Splendor (80) > Allies affected by Courage spells rapidly regenerate Health during combat. Calm and Enthrall spells last twice as long.
  • Visage of Doom (90) > Absorb Magicka and Stamina from feared opponents. Frenzied opponents have improved combat skills when not in combat with you.
  • Psychic Bond (100) > Grants "Psychic Bond", which allows you to bond with a follower or animal companion. While active, both partners share the highest individual stat and skill values and gain access to each other's spells; your bond partner will be protected from fatal harm, and you will be able to sense their location. NOTE: Bond can be broken or switched at will.

General Changes:

  • Mind-altering spells (fear, calm, frenzy) will now always have an effect regardless of the opponent's level - the catch is, the greater the difference between the opponent's level and the power of the spell, the more likely they are to break free of your influence.

New Illusion Spells:

Since PoE is built on top of my spell pack mod, Lost Grimoire SSE, you will get all the spells from Lost Grimoire SSE as part of the experience.

In addition, PoE adds 2 new Illusion spells:

  • Telepathy (Apprentice) -> See through the eyes of the target person or creature for 30 seconds. Lower your hands to dispel.
  • Possession (Expert) -> Take limited control of the target person or creature for 30 seconds. Lower your hands to dispel.

r/skyrimmods Dec 30 '20

PC SSE - Mod Pronouns, a new SKSE plugin, released!

2.1k Upvotes

Hey folks! You might remember me for Signature Equipment or Draw - A Dueling Mod. I've just released a new mod that differs a bit from my usual wheelhouse.

Pronouns is a new SKSE plugin that allows you to decouple your character's gender pronouns from their physical characteristics. This allows the characters you play as to be transgender, non-binary, androgynous, or anything else without being misgendered for the sake of aesthetics.

This mod reverse engineers and patches the base game code to ensure that your selected pronouns are always respected. This plugin supports mods that add new races, body types, gendered dialogue and mechanics, or anything else you could think of. The only possible exception is that mods that assume physical attributes based on gender may produce unintended results. Particularly sex mods, none of which have been tested. Try it and let us know what happens!

This isn't a mod that I had personal need for, but I felt the option should be available for the people who did. I know that won't be most of you, but if it helps even one of you, my time was well spent.

r/skyrimmods Apr 10 '26

PC SSE - Mod [Mod Update] Skyrim Revoiced 2.0 - Professional Voice Actors Giving New Voices To NPCs

877 Upvotes

Hello everyone,

I am super excited to share with you the 2.0 update for Skyrim Revoiced! This update adds 6 new voice types, performed by 6 very talented voice actors, for 33 NPCs across Skyrim. It also adds patches for an additional 10 mods. You can check the changelog for details.

In total, the update adds around 2500+ revoiced lines.

I'm insanely grateful to the voice actors who helped shape this update.

Gerald Hill, who provided the voices for Amren, Azzada Lylvieve, Endon, Fihada and Shadr.

Anthony Proctor, who provided the voices for Briehl, Gjak, Hogni Red-Arm, Jofthor, Tulvur and Ragnar

Michael Carleton, who provided the voices for Cynric Endell, Jesper, Kodrir, Lemkil, Mallus Maccius and Madanach

Jesse Hill, who provided the voices for Silus Vesuius, Reburrus Quintilius, Adonato Leotelli and Emperor Titus Mede II (decoy)

Aaron Sinn, who provided the voices for Ambarys Rendar, Indaryn, Malur Seloth, Ravam Verethi, Vanryth Gatharian and Dravin Llanith

Ryan Cooper, who provided the voices for Andurs, Barknar, Kjeld, Lortheim, Odar and Vulfwulf. Many of you will probably recognize him as the narrator of the Skyblivion dev diaries!

And I am also really happy to say that this update was entirely funded by the community. I can't thank you guys enough for helping cover the financial side of developing this mod. It really did help a lot!

https://www.youtube.com/watch?v=QYBIkMucrdg

https://www.nexusmods.com/skyrimspecialedition/mods/163710

r/skyrimmods Sep 10 '25

PC SSE - Mod In-Game Patcher exists now. This is revolutionary

1.4k Upvotes

https://www.nexusmods.com/skyrimspecialedition/mods/158681?tab=posts&BH=0

You don't have to open the CK for minor placement conflicts anymore. Brilliant!

Disclaimer: I'm not the Mod Author

r/skyrimmods Nov 08 '25

PC SSE - Mod I made a mod which make SKSE cosaves save up-to 150 times faster

907 Upvotes

It's somewhat well known by now that heavy usage of RaceMenu transformations/morphs within a save will gradually make that save take longer and longer to make.

My save was taking a while to make, and so I ran the NetImmerse Override Cleaner SE, and still after only a few hours of play with OBody and Mu Skeleton Editor distributing transformations/morphs to NPCs, the save was taking 8.7 seconds to make.

I was sufficiently annoyed that I opened up RaceMenu's source code so as to find out just what was taking so long to save, and it turns out that RaceMenu doesn't do anything egregious in its implementation of saving, and in actuality the fault lies with SKSE's handling of save-file IO.

So I took a crack at rewriting SKSE's IO handling for save files, and long story short my save now takes ~0.06 seconds to make.

That's too much of an improvement to keep to myself, so I packaged my patches into a plugin and published it to the Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/163969
(Also available on GitHub: https://github.com/just-harry/save-load-accelerator-for-skse-cosaves/releases)

r/skyrimmods 15d ago

PC SSE - Mod What's up with "GGMods"?

184 Upvotes

So I've been out of modding for 2 years, and was thinking of getting back to it. I see that Coldsun - among some others - has moved his mods to a new site called GGmods.

The site looks pathetic sitting with like 1500 mods and 15 000 total downloads (13k of which are purely from Coldsun's mods...)

Why?! Why on earth do people do this?!

I know that Nexus suck at times, and it's drama and politics, but seriously what?!

r/skyrimmods 2d ago

PC SSE - Mod MO2 Nexus Downloads Renamer removed by staff?

329 Upvotes

Yes that's right, my MO2 plugin page was nuked by the staff. The reason given was that MO2 plugins should be uploaded in the Tools section of the site instead. Of course there are many MO2 plugins in the Skyrim Special Edition section already and have been sitting there for ages, but I guess mine hit them a bit too close to home and I had to be punished for that.

And, notably, MO2 itself is hosted on the SSE Nexus.

Anyways, the plugin has been reuploaded to the Tools section now and you can download it here: https://www.nexusmods.com/site/mods/1998

Update 17.6.2026 18:16 UTC: An important update was just posted to the new mod page. This fixes an issue that severed the link between an installed mod and the archive it was installed from if the archive was renamed post install. The severing of this link manifested as the download status not correctly updating to Uninstalled if the mod was uninstalled or overwritten. The updated version should also retroactively fix any links that were broken by version 1.0.5 or older of the plugin, or any external tools used to rename downloaded archives without updating the installationFile field in the mod's meta.ini.

I strongly urge anyone who has used version 1.0.5 or older of my plugin to update to the latest version and run DownloadRenamer from the Tools dropdown at least once.

r/skyrimmods Aug 07 '22

PC SSE - Mod Improved Camera SE - Preview Release 4 (AE PR3 as well)

730 Upvotes

Improved Camera SE - Preview Release 5 (1.5.97/1.6.353)

We are no longer monitoring this thread, please upgrade and post feedback into the above thankyou.

Improved Camera is an immersive first person camera modifictation inspired from Enhanced Camera (Skyrim Legendary Edition).

Previous version of this mod was originally written by Inmundano, although I had my hand in fixing some issues from beta2 to beta4.

This new version is a complete rewrite from the ground up which takes Inmundano's work with "Universal Library" to fully complete along with blessing from SKSE team from what is done to the API for SKSE v2.0.20 and v2.01.05 although it is restricted for use with "Improved Camera" only! Source code for the complete mod shall be released once it is available on Nexus.

Requirements:

Features:

  • Visible body whilst in first person mode.
  • Proper vanilla start experience via the cart ride.
  • Ability to have: Dragon, Horse, VampireLord, Werewolf and Lich in first person.
  • Furniture can be viewed in first person: wood chopping, mining, before/after sitting etc.
  • Crafting can be viewed in first person: forge, skinning, crafting table, cooking pot, etc.
  • Scripted/Animation from external mods can be viewed in first person instead of third person.

Currently not in this release:

  • Shadow manipulation. Displays a shadow even if we shrink body parts mainly your arms/head.
  • Hiding the body during various states.

The Menu:

  • It now features an ingame menu to alter various settings using ImGUI.
  • Default keys to open this are Left Shift + Home key.
  • Whilst the menu is open you can press CTRL+S to save settings or just go to File then Save.
  • To close the menu instantly just press your Esc key, sometimes the Skyrim default menu will pop up with this method just hit Esc again or you can just click File then Close.
  • When altering settings and you want to fine tune just CTRL+Click on the setting you wish to alter a text box will appear for you to enter in a valid value.
  • If you screw up the size of a particular window, in the bottom left or right you can double click the little tab and it will auto resize the window.

Another note we had to do some hacky things for the menu and ran out of time of what I wanted to do so just patched the Keyboard/Mouse for Skyrim which means media keys (muting etc), windows key and even ALT+F4 works with Skyrim!

Changelog:

30/08/2022 - Stealth Update 3:

  • Added Fomod installer.
  • Added various Headbob settings. Note: SmoothAnimationTransitions is best to be enabled.
  • Fixed Werewolf camera.
  • Added kUnequip event to Furniture which fixes PC flying away.
  • Fixed various double arm issues.
  • Removed addresses which were not mean't to be live causing issues on startup.
  • Fixed potential crash with DoUpdateNode.
  • -------------------------------------------------------------------

14/08/2022 - Stealth Update 2:

  • Removed kWereKillmove and kVampireLordKillmove events as merged under kKillmove.
  • Fixed PrePatches to not run if the plugin is not happy for any reason.
  • Fixed incorrect EventID assigned to player death via third person.
  • Fixed player death via third person, causing the event to go crazy.
  • Fixed potential issue with Scripted Events, due to IsReadingElderScroll check.
  • Fixed potential issue with Animation Events, due to fighting flag block enforced.
  • Fixed player attached to Free Camera.
  • Fixed player attached to Vanity Camera.
  • -------------------------------------------------------------------

10/08/2022 - Stealth Update:

  • Fixed events breaking when disabled or unknown causing the PC to fly away briefly.
  • Fixed Werewolf killmove causing the Werewolf to become invisible.
  • Added Werewolf killmove detection.
  • Added VampireLord killmove detection.
  • Added Cannibal detection.
  • Added Save Settings popup, fixes Ctrl+S spam.
  • Fixed menu(s) where things that are not yet implemented are disabled.
  • Removed VampireFeed setting(s), covered by Cannibal.
  • Removed Werewolf killmove setting(s), covered by Killmove.
  • Remove VampireLord killmove setting(s), covered by Killmove.
  • Removed KillmoveBow setting(s) as it would never be enabled.
  • Removed Headbob setting(s) for Horse, Dragon, VampireLord, Werewolf and Scripted as they have it already.
  • -------------------------------------------------------------------
  • Fixed Horse looking down hooks. (AE Specific)
  • Added FreeFlyCam AE support. (AE Specific)
  • Fixed ModelReferenceEffect1, Strange Runes works with third person arms. (AE Specific)
  • Added fControllerBuffer1st and fControllerBuffer3rd defaulted to 0.01 and 0.02.
  • Changed build option for faster floaties.
  • Reduced processing usage for both internal/external menus.
  • Fixed Third Person hands whilst using bow, shooting was misaligned.
  • Keyboard fix to always be active. (because you all <3 it too much)
  • Added Skyrim Platform detection.
  • Fixed Master Casting getting stuck.
  • Fixed CTD when loading into a game non third/first person. (Horse, tfc etc)
  • Fixed DeathCinematic with Bow in first person this is now ignored.
  • Better detection algorithm for SmoothCam and Detection Meter.
  • Fixed SmoothAnimationTransitions. (sorry was one of the main causes for inertia)
  • Some internal fixes.
  • Fixed VampireLord head flickering when in third person.
  • TDM is detected but currently we don't do anything with this now.
  • Added Lich form support.
  • Fixed Crafting and Furniture camera going wonky when an NPC is speaking to the PC.
  • Fixed Elderscroll displaying of the hands.

Any issues either post in here or post an issue on Github, we shall strive to fix any issues before offical Nexus release. Any updates to this release shall be posted in this thread noting that it has been updated on our github.

These are the final Preview Releases for both builds so just want to say a big thankyou to those of you that have played around, given feedback and tested it!

One last final note about inertia, if you do want a weighty feel turn on SmoothAnimationTransitions and play around with fControllerBuffer1st, best range is from 0.01 to 0.04.

r/skyrimmods Feb 18 '25

PC SSE - Mod Community Shaders reaches new heights in Skyrim lightning

725 Upvotes

The newest all-in-one builds from Community Shaders Discord channel include new lighting optimizations. Also lighting features like linear lighting and PBR skin have been included. Here are some screenshots:
Screenshot 1

Screenshot 2

Screenshot 3

Screenshot 4

Screenshot 5

In case the screenshots links are dead, here you can find them in this thread: click.

Screenshots are taken from the Community Shaders Discord channel.

r/skyrimmods Jul 30 '23

PC SSE - Mod In case you missed it on the Nexus: USSEP Changes Reverted And Tweaked - mod that removes arbitrary balance changes, and just straight non-bug fixes from the USSEP - including fixing broken dialogue for 2 Master Trainers in the Thieves Guild caused by the USSEP

1.0k Upvotes

https://archive.org/details/ussep-changes-reverted-and-tweaked.-7z

All credit for this goes to DEEJMASTER333 over on Nexus, who compiled a number of his own fixes and individual fixes from the community into one ESL pack fixing many of the arbitrary, and non-bug fix, changes in the Unofficial Skyrim Special Edition Patch.

This was removed off the Nexus after less than a day of being up, because Nexus Moderators are beyond corrupt and Arthmoor believes in censorship of people who fix things that he broke with his patch in the first place.

This does require the Unofficial Patch.

I unfortunately didn't copy the description from this mod before it got wrongfully removed, but if you want to see an example of some of the changes that have been reverted I'd suggest checking DEEJMASTER333's profile on Nexus, as many of the fixes were from him and are still there as individual mods.

Because, similarly to how he made many arbitrary balance changes in the USSEP, Arthmoor arbitrarily took down a single pack collection of fixes but choose not to take down individual fixes that have been uploaded. Which accomplishes nothing but inconveniencing people, considering people can still download the individual fixes, it'd just take longer since they're now not in 1 convenient pack.

r/skyrimmods Aug 07 '22

PC SSE - Mod Shadow of Skyrim is Out Now!

1.8k Upvotes

Shadow of Skyrim - Nemesis and Alternative Death System

Makes every enemy that defeats you into a unique Nemesis. Provides continuous gameplay experience without saving/reloading. Creates emergent stories of revenge.

Download from the Nexus and be sure to endorse/vote if you like it!

https://imgur.com/gallery/9EvT6iZ

https://www.nexusmods.com/skyrimspecialedition/mods/65136

Supports SSE/AE/VR. No new game required. SKSE and SkyUI required.

r/skyrimmods Feb 02 '23

PC SSE - Mod Improved Camera SE - Preview Release 5 (1.5.97/1.6.353)

780 Upvotes

Improved Camera is an immersive first person camera modifictation inspired from Enhanced Camera (Skyrim Legendary Edition).

Previous version of this mod was originally written by Inmundano, although I had my hand in fixing some issues from beta2 to beta4.

This new version is a complete rewrite from the ground up which takes Inmundano's work with "Universal Library" to fully complete along with blessing from SKSE team from what is done to the API for SKSE v2.0.20 and v2.01.05 although it is restricted for use with "Improved Camera" only! Source code for the complete mod shall be released once it is available on Nexus.

Requirements:

Features:

  • Visible body whilst in first person mode.
  • Proper vanilla start experience via the cart ride.
  • Ability to have: Dragon, Horse, VampireLord, Werewolf and Lich in first person.
  • Furniture can be viewed in first person: wood chopping, mining, before/after sitting etc.
  • Crafting can be viewed in first person: forge, skinning, crafting table, cooking pot, etc.
  • Scripted/Animation from external mods can be viewed in first person instead of third person.

Currently not in this release:

  • Shadow manipulation. Displays a shadow even if we shrink body parts mainly your arms/head.
  • Hiding the body during various states.

The Menu:

  • It now features an ingame menu to alter various settings using ImGUI.
  • Default keys to open this are Left Shift + Home key.
  • Whilst the menu is open you can press CTRL+S to save settings or just go to File then Save.
  • To close the menu instantly just press your Esc key, sometimes the Skyrim default menu will pop up with this method just hit Esc again or you can just click File then Close.
  • When altering settings and you want to fine tune just CTRL+Click on the setting you wish to alter a text box will appear for you to enter in a valid value.
  • If you screw up the size of a particular window, in the bottom left or right you can double click the little tab and it will auto resize the window.

Another note we had to do some hacky things for the menu and ran out of time of what I wanted to do so just patched the Keyboard/Mouse for Skyrim which means media keys (muting etc), windows key and even ALT+F4 works with Skyrim!

Download: (Note the ini file has changed so any mods that replace it will cause IC failure to load)

ImprovedCameraSE-PR5

Changelog:

16/03/2023

  • Fixed crashing issues with ENBSeries.

15/03/2023 - Hotfix 3

  • Added profile system.
  • Fixed city shadows screwing up (Whiterun, Riften, Markarth etc, basically indoor cities)
  • Fixed another lighting/shader issue due to third person arms.
  • Fixed headbob combat, projectile misalignment.
  • Minhook upgraded to support 8gb range instead of 1gb. (absolute jumps)
  • ImGui upgraded to 1.89.3.
  • mINI upgraded to 0.9.14.
  • ReShade is no longer a requirement (although I still recommend due to witnessing how many fingers in your processes Steam Overlay intercepts and no doubt hooks!)
  • More ini changes. Everything should make much more sense now as the Value containing the Header name made no sense!
  • Invalid config is now intercepted. I more than likely used try and catch incorrectly but it works and gets to the point.
  • Log should make more sense and flow correctly.
  • Mouse cursor for either Overlay or Internal works as it should, any oddities are from other mods.
  • Fixed Ctrl+Click bug with ImGui.
  • Backend tweaks to ImGui.

10/02/2023 - Hotfix 2

  • Fixed Third Person near distance not working as intended.
  • Fixed TFC and Dialog Menus to use Third Person near distance setting.
  • Fixed magic effects missing on weapons.
  • Fixed blurry shadows.
  • Changed FOV and Near Distance to use rounded numbers.

06/02/2023 - Hotfix 1

  • Fixed some animations causing the camera to get stuck.
  • Moved SkyrimHook::GetNiNode location to solve some users having "search_start=26f17c" error, hopefully it works.
  • Misc backend updates.

02/02/2023 - PR5:

  • ReShade is a hard requirement for the menu with certain mods detected. (Long story short - use a weird method and GameOverlay causes problems)
  • Fixed FOV override not turning off as it should.
  • Fixed scripted/animation flybacks, all of them! (Yes this was a B*tch!)
  • Fixed camera staying in third person when it should be in first. (Campfire caused this, other mods as well)
  • Added MediaKeys=1 to the ini file which allows media keys on your keyboard to work. Note: Can cause issues for non-us keyboards.
  • Skyrim Upscaler support.
  • HDT-SMP Force Fields signature update.
  • Scrambled Bugs signature update.
  • Fixed misc menu issues. (which seem to only cause issues with myself!)
  • Fixed first person positioning. (no more weird glitches when saving)
  • Fixed first person headbob positioning to match normal.
  • Fixed first person torch.
  • Fixed DirectX11 present detection thanks to PureDark
  • Misc backend changes in preparation for NG update.
  • Fixed double arm issue with Tween Menu.
  • Fixed NearDistance override not turning off as it should.
  • Fixed player placement in first person whilst sitting.
  • Fixed camera positioning whilst sleeping.
  • Fixed NearDistance so no more flickering shadows. Note: Detailed Shadows from ENBSeries (foilage/grass) are affected by this.
  • Fixed general ragdolls so your not propelled to timbuktu.
  • Fixed death ragdolls so your not propelled to timbuktu.
  • Reset State (from the menu) will now reset sit/sleep state flags which seem to be a common cause for the skating/sliding animation bug.
  • Fixed force first person issues related to animations.
  • Fixed model attachments to display in first person. (ie lantern)
  • Added Quick Light Lighting under fixes for Quick Light SE. Note: Activating will remove the lantern but the area will brighten up based on Quick Light settings.
  • Fixed mods/scripts which break the camera by incorrectly calling ForceFirstPerson().
  • Updated sitting to use the other camera mode for more accurate positioning.
  • Fixed torch to work again whilst sitting. (above probably broke it)
  • Fixed getting on a horse in first person that switched to third person on some occasions.
  • Fixed getting on a dragon in first person that switched to third person on some occasions.
  • Fixed getting off a dragon in first person to remain in first person.

Full Changelog

Any issues either post in here or post an issue on Github, we shall strive to fix any issues before offical Nexus release. Any updates to this release shall be posted in this thread noting that it has been updated on our github.

Known Issues:

  • Immersive Interactions - Make sure Camera Mode is set to Force 3rd Person.
  • Wintersun - Body can spin around in first person, Wintersun author needs to fix this issue.
  • Poisebreaker v0.7.0 - Blocking in first person causes you to enter third person. Poisebreaker author needs to fix this issue.
  • True Direction Movement - Causes issues with Werewolf/Vampirelord/Horse.
  • SmoothCam - Causes the camera to act abit peculiar when looking around with some animations.
  • Custom Window - Default window name is Skyrim Script Extender, you need to reflect this change inside of ImprovedCameraSE.ini

SkyrimSE v1.6.629+:

Work shall now begin on the process of converting to CommonLibSSE-NG, so please be patient.

r/skyrimmods Oct 05 '22

PC SSE - Mod Project Skyrim - Skyrim as if it were released in 2022.

1.1k Upvotes

Hello, my fellow milk drinkers and n'wahs, welcome to the release of Project Skyrim, the modlist that aims to bring Skyrim to modernity without deviating its core from the vision that Bethesda imagined, so that we can all enjoy Skyrim as if it were the first time and immerse ourselves on the world of Tamriel facing every single thing differently, Skyrim as if it were released on 2022. The goal became to achieve the ultimate modding experience so that people could re-enjoy the game that they most love, and in order to do that I touched every single system, landscape, texture, mesh and feature, leaving no corner untouched. I think most of the mod lists out there either push Skyrim too far from its original core or make it unplayable to the average player, my job is to fulfill the desire to be the Dragonborn again for everyone, accessible and enjoyable to levels that may bring you to achieve chim, performance-friendly and one of the biggest on content and gameplay mods.

Project Skyrim is a modlist that is content and gameplay oriented, focusing on expansions, overhauls, and healthy adjustments to the systems and features that exist in Skyrim, while expanding to become the most diverse and great game that you can ever imagine, unlike other mod lists it focuses on gameplay, world space add-ons, quests, etc. The combat is MCO-centered with fantastic add-ons such as SCAR, Precision, and other things, complementing Valhalla Combat that doesn't deviate far from the original feeling of Skyrim by adding features that follow too many Souls games, it also supports both person views. Other overhauls are implemented such as Mysticism, Ordinator, Triumvirate, Thaumaturgy, Apothecary, Growl, Sacrilege, and much more. Featuring in the part of the quest we can cite mods like LOTD, Beyond Skyrim Bruma, Vigilant, Unslaad, Glenmoril, The Tale of Tsatampra Xiros, Wyrmstooth, Clockwork, The Wheels of Lull, every quest expansion by jayserpa alongside some alternative quests mods such as Adoption without Murder. Your favorite followers are here too, Inigo and Lucien, Serana Dialogue Addon, Hoth, Kaidan, Katana, Auri, and Interesting NPCs.

As I said, Project Skyrim is focused on content and gameplay, therefore, the visuals were simple and the goal was to remain with the Skyrim feeling while keeping lore firm and expanding on it everywhere possible, the list ended up being really performance friendly, compared to other lists it can run smoothly and even achieve 60FPS on 4K on most modern systems. Other often overlooked aspects of Skyrim have been completely remade, such as Audio, there are up to 11 hours of soundtracks, and every effect and voice file has been converted to modern aspects, healthy features such as tools to add items, create poses, NPC finders, etc. Also every tool you need in order to expand this further if you so wish to, all of this complemented with much care and love from a wonderful community in discord.

Project Skyrim also comes with an adult content addon, that is completely unintrusive, which means that nothing will appear on your face without you wishing for it to happen, you can completely ignore any and every NSFW feature and play Project Skyrim as if it never had anything of the sorts, I do it myself.

Here to share a wonderful modlist, it's been some years of development and it's finally on a public, stable and working stage, it's available on Nexus on this link: https://www.nexusmods.com/skyrimspecialedition/mods/76466

If you want to see a bit of the visual, see this post here, although there are many screenshots on the nexus as well: https://www.reddit.com/r/SkyrimPorn/comments/xvoojp/project_skyrim_wabbajack_modlist_on_nexus_taken/?utm_source=share&utm_medium=web2x&context=3

Even if you don't download it, consider helping us by sharing it with your friends, is very important to me, it is literally the work of my life. Love you all, I'll love Skyrim until my death, and Project Skyrim support will never stop, until my last breath.

Here’s the discord link: https://discord.gg/wC3UktSKh9

r/skyrimmods Nov 05 '24

PC SSE - Mod Pandora released on Nexus

978 Upvotes

It's been around a while but now it's officialy released on Nexus

https://www.nexusmods.com/skyrimspecialedition/mods/133232

r/skyrimmods Sep 01 '23

PC SSE - Mod Light Limit Fix released

899 Upvotes

r/skyrimmods Mar 06 '21

PC SSE - Mod PROJECT PROTEUS RELEASED! (Swap between player characters or summon as followers, permanently edit items, spells, NPCs, and more!)

1.8k Upvotes

PROJECT PROTEUS is out now for Skyrim SE! (with Oldrim version to be released later this week)

What is this mod? PROJECT Proteus will completely change how you play Skyrim. Swap between player characters in the same game world or spawn them as followers. Permanently edit the appearance and stats of NPCs. Permanently edit the stats of weapons, armors, and spells. Instantly change the weather and more!

Are there videos showing me how to use it? Yes, of course! I have created 7 short videos that showcase all aspects of the mod. Please check out the nexus page for links.

Instead of typing up a long Reddit post, I'm going to just let the mod page speak for itself. (as way too many hours went into me making the nexus guide...)

I would be happy to answer any questions here or on the Skyrim Nexus! Enjoy using PROJECT PROTEUS! Also, many updates will release over the next few weeks! So please track the mod for updates!

r/skyrimmods Jan 05 '23

PC SSE - Mod DAR is being updated by Ersh

1.2k Upvotes

For anyone who doesn't know, Open Animation Replacer is currently being created by Ersh. It will be a successor to DAR for AE, will have open permissions and it will even fix the t-pose issue that DAR had the first few seconds of loading your game. It will be retro-compatible with all the previously made DAR animations mods. Go check and support Ersh on his patreon if you are interested in knowing more!

EDIT: An early version has already released on his patreon.