This thread will be closed due to post size limitations. See new thread here: http://hardforum.com/showthread.php?t=1727279
Thousands of mods exist in the wilderness, waiting to be used and enjoyed. The only problem is that many people do not have the time nor willpower to go through page after page of mods to find what is worth their time and what isn't. This post, and thread, has a goal of making mods easy to find for both newcomers and veterans to the modding scene.
This post is divided into eleven main categories: Helpful Links, Tweaks, & Guides, Atmosphere, Gameplay, Houses, Items, Quests, Towns & Villages, User Interface, Misc, Visuals, and Dawnguard. Due to post size limitations, the Houses, Items, Quests, Towns & Villages, User Interface, and Misc categories are in the second post, and the Visuals and Dawnguard categories are in the third post. By clicking the spoiler button for each category, an easy to read list of mods will display. This was the best way to make the list less daunting and more user friendly.
"*Notes" are designed to provide helpful tips for certain mods or mod categories.
If you have a mod you think should be added to the OP, then please post it in this thread and I will add it in when I have time. To make things easier, please provide the name of the mod, a brief description, and its corresponding link. Thanks in advance to any contributors!
Finally, if you run into any problems with mods, don't hesitate to post asking for help.
1. Unlike Oblivion and Fallout 3, Skyrim saves new scripts created by mods into the saved game rather than the esp. This means you cannot install a bunch of script adding mods, play a bit, save, decide to uninstall 90% of them, and then continue to play happily with that same saved game. In some cases you may be fine but other times instability and other weird issues can occur.
2. Mods created with tools other than the Creation Kit (CK), such as TESVSnip, can cause problems in terms of stability and other problems. While this is debatable, I highly suggest not using esp files made prior to when the CK was released (Feb. 2012) and then never updated since then, as these mods were made using such tools and may contain outdated and problematic data.
3. Adding many esp/script mods at once is usually not the best idea. Add a few mods, test stability, then add some more.
4. And, most of all, read the readme files and description pages of the mods you're thinking about installing!
P.S.
Due to how Skyrim saves scripts into the player's saved game file, as well as how finicky the game is, I suggest waiting a few days until updating a mod that you are using to a new version. After waiting for a few days, look at what the user comments discuss, specifically if several people mention bugs (CTD, skating monsters, etc.). It is not uncommon for bugs to become bundled with an updated mod version and by waiting a few days you should have enough information to adequately judge whether the update is "safe" or not. And sometimes, due to the way Skyrim handles certain mods, it may be best to simply keep using the old version of the mod until you are starting a new character.
The central resource for Skyrim modifications. A Premium account is not required to use the site but it does help keep Nexus going and also includes benefits like faster download speeds and no ads.
http://www.skyrimnexus.com/
Another very good site to obtain mods and mod related information from. Their forums contain some excellent CK tutorials.
http://tesalliance.org
This is a comprehensive list of in game console commands.
Some common commands are: TCL (allows the player to have no collision and be able to fly; type TCL to go back to normal), TGM (toggles god mode on/off), player.additem <item code and amount here> (adds that particular item to the player's inventory), and help <word here> (brings up all relevant item codes for that word). You can use the Page Up and Page Down buttons on your keyboard to navigate up/down the console dialog.
http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)
This software allows for easy management of multiple mods, and is tightly integrated into the Skyrim Nexus site. Mods can be installed, enabled, and disabled all from within the app. Highly recommended for users who plan to run a multitude of mods simultaneously. Can be used in conjunction with Wrye Bash.
http://www.skyrimnexus.com/content/modmanager/
Arguably the best mod manager for Skyrim. While it is complex, causing the user to spend some time reading the readme, it handles much more than Nexus Mod Manager does and is sometimes required to create Bashed Patches for mods, which ensure compatibility between certain mods that cannot otherwise be granted. Can be used in conjunction with Nexus Mod Manager.
http://skyrim.nexusmods.com/mods/1840
This nifty program cleans mods, including official DLC and Update.esm files. It is highly suggested to at least clean Update.esm and any official DLC you are using. Do not attempt to clean Skyrim.esm.
Download: http://skyrim.nexusmods.com/mods/25859/
Cleaning Guide: http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial
Helpful Thread: http://forums.bethsoft.com/topic/1418434-relz-tes5edit-plugin-cleaning-emporium/
The Skyrim Script Extender, or SKSE for short, is a modder's resource that expands the scripting capabilities of Skyrim. It does so without modifying the executable files on disk, so there are no permanent side effects. I highly suggest installing SKSE unless you are 100% certain none of the mods you are using require SKSE.
http://skse.silverlock.org/
A "one-click" program for users that quickly optimises and avoids detrimental conflicts in their TES IV: Oblivion, Nehrim - At Fate's Edge, TES V: Skyrim, Fallout 3 and Fallout: New Vegas mod load orders. Basically, it orders your mods in the best possible load order (in most cases).
http://skyrim.nexusmods.com/mods/6
STEP is an extensive, step-by-step and monthly updated guide to enhancing TESV Skyrim with the actual best mods, tweaks and settings; the focus is quality, not quantity. You can use this guide as a template and then work around personal choices of your own, or stick with the basic recommendations for maximum stability / game balance.
http://skyrim.nexusmods.com/mods/11
The bashed patch function that Wrye Bash offers allows greater compatibility between certain mods, which can help with stability too. Instead of one mod winning out (due to being loaded last) over another mod (thus, causing the player to only see the winner's changes) a bashed patch forces these mods to work together so the player will be able to see the changes made by both mods. Here is a basic guide on how to create and maintain a bashed patch:
1. First thing is to have an optimal load order. BOSS will do this for you and does its job quite well so run BOSS and then proceed to launch Wrye Bash.
2. Launching the program you may get a similar error as shown in the image below:
http://i899.photobucket.com/albums/ac192/AqPlanted/corruptbutton.jpg
Just hit the Ok button and you will be shown a list of esm and esp plugins that you have installed. This is basically the same thing as what NMM shows.
3. Time to make the bashed patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/createpatch.jpg
Right click on the white space at the bottom of the list and click on the New Bashed Patch button as shown in the image.
4. Here it is after creation:
http://i899.photobucket.com/albums/ac192/AqPlanted/presentpatch.jpg
5. Now you'll need to get to the menu where you add stuff to the patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/rebuildpatchmenu.jpg
Click on Rebuild Patch and it will bring you to the next step.
6. This shows what the bashed patch will do:
http://i899.photobucket.com/albums/ac192/AqPlanted/merges.jpg
http://i899.photobucket.com/albums/ac192/AqPlanted/buildpatchtime.jpg
As stated in the first image, you can skip that area if it is blank. It is for merging esp files into the bashed patch. The second image shows the area that is crucial. There, everything should be automatic so all you should need to do is click the Build Patch button.
7. Once it builds the patch (it does it quickly), you will get a pop up looking like this:
http://i899.photobucket.com/albums/ac192/AqPlanted/finalokay.jpg
Click Ok and now your patch is built and you are all done. When adding new mods that are tagged with Relev/Delev, you will need to rebuild the patch so the new mods get added to it. Same process as shown except you likely will not need to delete the old patch and make a new one, but, instead, just rebuild the existing patch. You need only one bashed patch so don't make more unless you delete the old one first.
The bashed patch should always be loaded last (BOSS will automatically put it in its proper place for you) but there are some exceptions.
When removing mods, remove them like usual but then rebuild your bashed patch and confirm that the removed mods are indeed gone from the Leveled Lists area in the patch (step 6). If they aren't, then delete your existing patch and do the steps in the guide again to make a new one.
With Skyrim, mods that can bashed are pre-tagged with Relev and/or Delev. This is good as, for the most part, you will not need to manually add/remove tags.
*Note: This is a quick and dirty way to convert mods into a format that Wrye Bash can install as packages. The benefit in doing so is that 1. you will be able to quickly uninstall certain mods rather than manually deleting each file or having to use Nexus Mod Manager, and 2. Wrye Bash has a unique Installer load order management function that is separate from the regular esp/esm load order. More details on this in step 8.
1. Install Wrye Bash.
2. Manually download a mod that you want.
3. Copy the packaged mod file to \Skyrim Mods\Bash Installers. The location of this directory depends where you installed Wrye Bash.
4. Launch Wrye Bash and click on the Installers tab. It may take a little while to load up the mods in this tab.
5. The new mod should have a red box to the left of its name. This means it is not installed. Yellow means some of its files are already present in your Data directory, and green means the mod is fully installed.
6. Right click on the mod's name and a menu should pop up. Click on Install. Note: if the mod has multiple esp versions or and esp/esm combo, then you can select which to install in the Esp/m Filter box to the right. The box next to the mod will now be green.
7. You have now successfully installed the mod and it will be present in your Data directory and Mods tab (assuming it contained an esm/esp else it will just be present in your Data directory).
8. Install orders are assigned to all mod packages under the Installers tab. Ones higher up are loaded later and, thus, will overwrite any conflicting files from a lower package. Not only that, but when a package is uninstalled (right click on the mod package's name and click Uninstall) it automatically goes through an annealing process. This process will automatically reinstall files from lower level packages that were previously obscured.
*Note: If using the d3d9 version of ENB (rather than the Injector version) then make a backup copy of your original Skyrim's d3d9 file if one is present. It is located in your Skyrim directory.
*Note #2: The Injector version of ENB works fine with certain programs, such as Afterburner. The d3d9 version of ENB may not (Skyrim, when launched, automatically shuts itself off).
*Note #3: This quick guide is relevant when you aren't looking to tweak any ENB settings of the preset you install and the preset only contains ENB files. Some presets tack on other mods, such as FXAA injector and esp files.
1. Install ENB from its site: http://enbdev.com/download_mod_tesskyrim.htm. This link is also in the Visual section.
2. Copy over these ENB files to your Skyrim directory.
3. Find a preset you like and manually download it.
4. Copy over the files in the preset to your Skyrim directory and overwrite when asked.
Contains information on how much the DLC really covers.
http://forums.bethsoft.com/topic/1343691-info-detailed-analysis-of-highres-pack-click-to-learn/
This is how to get rid of the Bethesda intro video that shows up each time you launch Skyrim:
Navigate to the Skyrim>Data>Video directory and delete the file "BGS_Logo.bik".
*Note: Some of these ini tweaks may cause performance loss and/or instability. I will usually inform you which cause instability.
An extensive ini tweaking guide. It is a bit outdated in some areas so keep that in mind ([H] blocks "ge force" so remove the @ between "ge" and "force" in the link):
http://[email protected]/Optimize/Guides/the-elder-scrolls-v-skyrim-tweak-guide?sf2686171=1/#6
*Note: Too high of a first person FOV can cause you to see into your arms since Bethesda only includes a small portion of the player's arms in first person view.
In SkyrimPrefs.ini:
Under [General]:
fDefaultFOV=90 (or whatever you want the FOV to be)
In Skyrim.ini:
Under [Display]:
fDefaultWorldFOV=90 (or whatever you want the FOV to be)
fDefault1stPersonFOV=90 (or whatever you want the FOV to be)
Once those values are entered and the ini's are saved, load your saved game (or start a new game), open the console command window (tilde key) and enter "FOV 90" without the quotations. Then save your game. This will give you a FOV of 90 that should stay permanent until you change the values.
To remove third person killmoves, and consequently the slow-mo cam during killmoves. This will force the game to only use first person killmoves:
[VATS]
bVATSDisable=1
To turn the invisible world borders off:
bBorderRegionsEnabled=0
to:
bBorderRegionsEnabled=1
To allow screenshots to be taken in game with the Prt Sc button:
bAllowScreenshot=0
to:
bAllowScreenshot=1
To increase view distance (increasing uGridsToLoad):
*Note: Once the change is made and you save your game with the change, you cannot lower your uGridsToLoad value and then load up that saved game as it will crash. However, you can increase the uGridsToLoad value and continue on playing with that same saved game.
*Note #2: Increasing ugridstoload can cause instability.
Under the [General] section, change uGridsToLoad=5 to uGridsToLoad=7, 9, or 11. 9 and 11 are very unstable.
Under this same section, change uExterior Cell Buffer=36 to uExterior Cell Buffer=64 (for uGridsToLoad=7). For 9 and 11 use 100 and 144, respectively.
To decrease the map icon hit box size, add this to the end of your Skyrim.ini:
[MapMenu]
fMaxMarkerSelectionDist=0.0003
fMapLocalMarkerSelectionDist=0.003
Cells have memory/reference limits. When an interior cell goes over this limit, it can cause the player to CTD when transitioning from this cell. For example (assuming I understand things correctly): Your house's cell is over this limit. You enter the house and everything is fine; however, if you now decide to exit your house Skyrim may crash. To fix this, add this line under the [General] category:
iLargeIntRefCount=999999
*Note: I have yet to witness any downside to adding this line so even if you haven't experience this particular CTD it is likely still a good idea to add the tweak.
To Enable Papyrus logging:
I suggest doing this after you install all your mods so you can see if there are any mods causing extreme script logging. Logs are saved to the C:\Users\<USER>\Documents\My Games\Skyrim\Logs\Script directory.
Change:
[Papyrus]
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
to:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
To make mid-distant trees look much fuller like the ones a couple feet away from your player:
fTreesMidLODSwitchDist=
to:
fTreesMidLODSwitchDist=100000.0000
This will make your game look quite a bit better by giving tree leaves/needles and some other objects shadows:
bTreesReceiveShadows=0
bDrawLandShadows=0
to:
bTreesReceiveShadows=1
bDrawLandShadows=1
Adds more lights and brighter lights to areas.
http://skyrim.nexusmods.com/downloads/file.php?id=17605
This is a compilation of the author's previous lantern-placing mods: it contains the "Bridges", "Around Cities" and "Villages" version of "Lanterns of Skyrim" merged in to one. Also it adds other lanterns in most settlements and most main roads.
http://skyrim.nexusmods.com/mods/18916
Instead of seeing "Skyrim" when exiting a dungeon, you will see the hold's name.
http://skyrim.nexusmods.com/downloads/file.php?id=15125
This mod adds a few cliffracers to the area near the Morrowind border. You can shoot them down just like hawks, they will fall to the ground and you can collect a food item (cliffracer tail) from them. It also adds a recipe for 'Cliffracer Stew', which will increase your stamina regeneration by 50% for 360 seconds. This mod also includes custom sounds for the cliffracers so they "call out" as they fly overhead.
*Note: These act just like hawks so they aren't enemies and don't have truly dynamic flight paths.
http://skyrim.nexusmods.com/mods/8579
This mod alters the way Skyrim Guards speak to your character, enhancing the experience of the game so that guards won’t make such inappropriate comments that break your immersion in the world of Skyrim.
http://skyrim.nexusmods.com/mods/23390
Teach those pesky locks how a warrior gets past them (by smashing them)!
http://skyrim.nexusmods.com/mods/23807
Adds flying (yes, flying!) birds that are highly interactive with the world and also include new ingredients when looted.
http://skyrim.nexusmods.com/mods/23771
I hate birds, but you may not. This mod adds many more bird types to the world.
http://skyrim.nexusmods.com/downloads/file.php?id=17723
This mod adds 16 cats, 11 dogs, 3 rabbits, and one wolf to the world of skyrim. The cats comes in 10 colours. The dogs comes in 4 different colours, and several sizes.
http://skyrim.nexusmods.com/mods/17424
Tamriel Compendium adds 176 books that were present in past Elder Scrolls games but not included in Skyrim. They randomly appear in dungeons, homes or any locations where books are spawned.
http://skyrim.nexusmods.com/mods/10462
This mod adds 12 shrines all around Skyrim that, when all are activated, grant you a blessing that lasts 12 hours.
http://skyrim.nexusmods.com/mods/22482
Ride those carriages in real-time rather than them being another method of fast travel. You can skip to the destination at any point of the ride and can also set rides to the vanilla method but with more destinations.
*Note: Likely not compatible with any other mod that modifies transport carriages.
http://skyrim.nexusmods.com/downloads/file.php?id=15094
Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead.
http://skyrim.nexusmods.com/mods/9557
A SKSE plugin that allows the player to customize leveling rate, maximum level (both for skills and overall), and amount of perks given per level.
http://skyrim.nexusmods.com/mods/1175
Dwemer Certified lets you build from scratch and repair from broken all the existing Dwemer Constructs, and two new ones- the humanoid Dwemer Simulacra, and the Dwemer Legionary (a small Centurion). All you need is a few perks and enough materials to forge the parts.
http://skyrim.nexusmods.com/mods/10442
An overhaul mod for killmoves that gives the player much control over the frequency, type, immunity, and more.
*Note: Probably not a good idea to use the bVATSDisable=1 ini tweak listed in my Links & Helpful Tweaks category if using this mod.
http://skyrim.nexusmods.com/mods/10906
UFO is a set of tools and enhancements to the followers system that will allow for better control and usability of followers.
http://skyrim.nexusmods.com/mods/14037
BFF Animal Companions adds two unique followers to Skyrim: a dog and a fox. Each animal features unique character traits and requirements to unlock additional bonuses. Adopt one or both animals to follow you through your journey in Skyrim. BFF uses its own dialog for communicating with the animals, including the option to customize your animal personality and behaviors.
http://skyrim.nexusmods.com/mods/20812
Improves many aspects relating to horses within Skyrim. Adds horse whistles, horse armor, improved horse AI, and more.
*Note: Likely not compatible with Whistle and Horse Armor for Skyrim (both of these mods are listed below).
http://skyrim.nexusmods.com/mods/14950
Gives you a Power that lets you whistle for the last horse you rode on, and it will come running.
http://steamcommunity.com/sharedfiles/filedetails/?id=10648
This mod adds armored horses, replacing each cities buyable player horse with a unique armored horse.
http://skyrim.nexusmods.com/mods/13348
Adds 1000s of really pissed NPCs, new SCENERY, new BATTLEFIELDS and new BOSS-LIKE characters. Your reputation with the factions WILL suffer if you start killing indiscriminately - or if your aim happens to suck.
*Note: Some people have reported that this mod can cause instability.
http://skyrim.nexusmods.com/mods/9494
This mod adds thirteen new, non-replacing dragon species into the world. There are around 50 new dragons in the world for you to encounter.
http://skyrim.nexusmods.com/mods/20889
A mod that handles animal AI and other similar things.
*Note: The mod's description page has a very good compatible/incompatible list.
http://skyrim.nexusmods.com/downloads/file.php?id=10175
Construct your own outpost, build up its defenses, and prove your worth to the rest of the world by defending it from various enemies.
http://skyrim.nexusmods.com/mods/22330
This mod aims to improve stealth gameplay by adding new tools and gameplay options to give the player more control and more things to do when sneaking, instead of only being able to slowly walk around and hope no one detects you.
*Note: Currently in beta.
http://skyrim.nexusmods.com/mods/19447
The mod makes the combat in Skyrim faster-paced, more responsive and realistic and more rewarding to skilled players.
http://skyrim.nexusmods.com/mods/5485
Duel Combat Realism is a mod that improves the combat system of Skyrim, making them more realistic. It will allow you to cover yourself with your shield, parry with 2-handed weapon, and come up with new fighting strategies using your anticipation and cunning.
http://skyrim.nexusmods.com/mods/2700
Allows the player to get damaged in more ways than simply losing some health. No longer are healing potions and healing spells the answer to all of life's problems.
http://skyrim.nexusmods.com/downloads/file.php?id=17987
Just take a look through Eorlund Gray-Mane's catalogue of items (found at the Skyforge in Whiterun), provide him with the raw materials for your armor or weapon and be sure to have cash ready when you come to pick up your order! No longer must you tediously level up your smithing skill to forge new armor and weapons.
*Note: Mods that add weapons/armors/other craftable items have their items should up in Eorlund Gray-Mane's catalogue as well.
http://skyrim.nexusmods.com/mods/14474
Hits to certain areas on you or an enemy causes more damage to be done and stumbling, bleeding, and blurring of vision.
http://skyrim.nexusmods.com/mods/12615
Aims to make the AI in the game smarter, making combat more difficult and perhaps more realistic.
http://skyrim.nexusmods.com/mods/18436
Adds wildlife variants and modifies their AI for the better.
*Note: There have been some reports of this mod causing instability but I haven't seen any confirmed reports.
http://skyrim.nexusmods.com/mods/9778
Adds new dragons, items (optional esp), and increases dragon difficulty.
http://skyrim.nexusmods.com/mods/3829
This is a realism oriented hunger/thirst/sleep mod for Skyrim. It assigns real world nutrition information to all the foods, giving each item its own strengths and weaknesses, effecting a large array of new stats in addition to the usual hunger/thirst/sleep. There are two modes available, Basic and More Complex.
*Note: The mod author hasn't been active in months so it might be best to wait for Chesko's Last Seed - Primary Needs and Primitive Cooking mod.
http://skyrim.nexusmods.com/mods/10639
TR - Basic Needs is a Thirst, Sleep and Hunger simulation for Skyrim. The system is designed to be as immersive and as unintrusive as possible, at the same time providing the player with real incentives to attend to their character's basic needs, going beyond just simulating them. If you go hungry or thirsty, your character will suffer for it and it will reflect on your gameplay.
http://skyrim.nexusmods.com/mods/10843
Integrates itself nearly seamlessly within Skyrim, providing a bit more realism and difficulty by forcing the player to be aware of the cold climate of some of the areas within the world.
http://skyrim.nexusmods.com/mods/11163
SkyXP replaces Skyrim's practice-based skill system with an Experience Point (XP) system. You earn experience through actions such as completing quests, visiting a new location for the first time, or defeating a foe. You can spend XP to increase any skill.
http://skyrim.nexusmods.com/mods/20681
A modular gameplay overhaul that can modify many areas of the game, including difficulty, perks, and lighting.
http://skyrim.nexusmods.com/mods/9286
ACE is a collection of mods which can be run independently of each other. It aspires to bring more depth and balance Skyrim while maintaining its original feel. It does so by adding depth to the skill trees and adding new functionality.
http://skyrim.nexusmods.com/mods/10037
It says "Loot system, nobody likes you" and gets rid of it almost entirely. Instead, it takes a Morrowind approach, and puts those armors and weapons out in the world. Now the player may actively explore places to discover objects, as they'll be hidden in dungeons (and logically hidden, so no more orc weapons in dwemer ruins), worn by people, and similar. It also tweaks a few things to encourage this aforementioned exploration.
*Note: It does remove the ability to smith certain items. If you want Morrowloot but with the ability to still craft all items then try the N'wah version: http://skyrim.nexusmods.com/mods/19416
http://skyrim.nexusmods.com/mods/19353
Adds in classes and birthsigns, similar to how it was in past TES games.
http://skyrim.nexusmods.com/mods/16736
Character Creation Overhaul finally brings back classes, specializations, favored attributes, and major/minor skills to Skyrim. No more boring cookie-cutter characters--Choice matters again!
http://skyrim.nexusmods.com/mods/21587
A comprehensive spell mod with dozens of new and unique spells.
http://skyrim.nexusmods.com/downloads/file.php?id=16225
A mod that allows the player to create (via a sort of crafting) or purchase new spells.
*Note: The author of this mod has disappeared months ago so do not expect updates. As such, stability of this mod is uncertain since it was mostly created in a tool other than the Creation Kit.
http://skyrim.nexusmods.com/mods/3413
Another mod that adds new spells to the game that can be acquired by the player.
http://skyrim.nexusmods.com/mods/19270
The Better Magic series is a group of magic changes that was built simplistically in order to make it compatible with as many mods as possible. In working on this, I've (the mod author) had two main goals: improve the balance of magic (compared to similar effects and costs), and make magic feel more fun to use.
http://skyrim.nexusmods.com/mods/4374
This mod changes some mechanics related to general spell casting, as well as perks and spells in all schools of magic, making them scale with level and also more balanced. The goal is to give the player more options and variation to choose from, encouraging the use of all available spells instead of just sticking to the obvious best choices.
http://skyrim.nexusmods.com/mods/11139
Reworks Skyrim's economy by including regional goods, regional values, blacksmith services, and more.
http://skyrim.nexusmods.com/mods/11919
Adds many new and interesting NPCs to the game, some with voice acting and possibly quests.
http://skyrim.nexusmods.com/downloads/file.php?id=8429
This mod features Sanies Lupinus disease, moon based werewolf transformations, 2 new werewolf archetypes, 3 new types of transformation scenes, detailed bloodlust system, NPC werewolves and werewolf hunters, werewolf followers and NPC infection, stat and howl re-balance and more.
http://skyrim.nexusmods.com/mods/12687
Adds many new creatures, some fitting and some not. See Skyrim Monster Mod Replacers - Lore Friendly and Others if you want more lore-fitting monsters from this mod.
http://skyrim.nexusmods.com/downloads/file.php?id=9694
Contains many different options for the player to choose from that remove, and sometimes rename, certain monsters from Skyrim Monster Mod.
http://skyrim.nexusmods.com/mods/16411
Allows smelting of weapons, armors, and certain clutter objects for ingots. The player can now craft arrows, guild armors (when a part of the guild(s)), and lockpicks. Using the smelter and tanning rack will slowly increase the player's smithing skill every time s/he crafts something.
http://skyrim.nexusmods.com/mods/16084
It makes most of the clothing craftable at a tanning rack using linen wraps. The player can also craft versions with an armor rating once you get the elven smithing perk. A lot of the heavy armor also has a light version craftable but those require mythril ingots to make.
http://skyrim.nexusmods.com/mods/15568
Adds the cartographer Nataly Dravarol to the game. She sells maps of the territories (Eastmarch, The Reach etc.).
http://skyrim.nexusmods.com/mods/25158
Brings back Oblivion's leveling up style where one requires a bed to level up.
http://skyrim.nexusmods.com/mods/25469
Tired of running everywhere? Then teleport! Want to quickly climb a mountain? Teleport! Of course, the mod adds other spells too that aid in battle and travel.
http://skyrim.nexusmods.com/downloads/file.php?id=8535
Thousands of mods exist in the wilderness, waiting to be used and enjoyed. The only problem is that many people do not have the time nor willpower to go through page after page of mods to find what is worth their time and what isn't. This post, and thread, has a goal of making mods easy to find for both newcomers and veterans to the modding scene.
This post is divided into eleven main categories: Helpful Links, Tweaks, & Guides, Atmosphere, Gameplay, Houses, Items, Quests, Towns & Villages, User Interface, Misc, Visuals, and Dawnguard. Due to post size limitations, the Houses, Items, Quests, Towns & Villages, User Interface, and Misc categories are in the second post, and the Visuals and Dawnguard categories are in the third post. By clicking the spoiler button for each category, an easy to read list of mods will display. This was the best way to make the list less daunting and more user friendly.
"*Notes" are designed to provide helpful tips for certain mods or mod categories.
If you have a mod you think should be added to the OP, then please post it in this thread and I will add it in when I have time. To make things easier, please provide the name of the mod, a brief description, and its corresponding link. Thanks in advance to any contributors!
Finally, if you run into any problems with mods, don't hesitate to post asking for help.
- First and foremost, a few important things to keep in mind before installing mods (the following applies to esp, esm, and script mods)
1. Unlike Oblivion and Fallout 3, Skyrim saves new scripts created by mods into the saved game rather than the esp. This means you cannot install a bunch of script adding mods, play a bit, save, decide to uninstall 90% of them, and then continue to play happily with that same saved game. In some cases you may be fine but other times instability and other weird issues can occur.
2. Mods created with tools other than the Creation Kit (CK), such as TESVSnip, can cause problems in terms of stability and other problems. While this is debatable, I highly suggest not using esp files made prior to when the CK was released (Feb. 2012) and then never updated since then, as these mods were made using such tools and may contain outdated and problematic data.
3. Adding many esp/script mods at once is usually not the best idea. Add a few mods, test stability, then add some more.
4. And, most of all, read the readme files and description pages of the mods you're thinking about installing!
P.S.
Due to how Skyrim saves scripts into the player's saved game file, as well as how finicky the game is, I suggest waiting a few days until updating a mod that you are using to a new version. After waiting for a few days, look at what the user comments discuss, specifically if several people mention bugs (CTD, skating monsters, etc.). It is not uncommon for bugs to become bundled with an updated mod version and by waiting a few days you should have enough information to adequately judge whether the update is "safe" or not. And sometimes, due to the way Skyrim handles certain mods, it may be best to simply keep using the old version of the mod until you are starting a new character.
- Skyrim Nexus
The central resource for Skyrim modifications. A Premium account is not required to use the site but it does help keep Nexus going and also includes benefits like faster download speeds and no ads.
http://www.skyrimnexus.com/
- TES Alliance
Another very good site to obtain mods and mod related information from. Their forums contain some excellent CK tutorials.
http://tesalliance.org
- UESP Skyrim Wiki
- Skyrim Wikia
- Official Modding Forum
- Console Commands
This is a comprehensive list of in game console commands.
Some common commands are: TCL (allows the player to have no collision and be able to fly; type TCL to go back to normal), TGM (toggles god mode on/off), player.additem <item code and amount here> (adds that particular item to the player's inventory), and help <word here> (brings up all relevant item codes for that word). You can use the Page Up and Page Down buttons on your keyboard to navigate up/down the console dialog.
http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)
- Skyrim Mod Manager
This software allows for easy management of multiple mods, and is tightly integrated into the Skyrim Nexus site. Mods can be installed, enabled, and disabled all from within the app. Highly recommended for users who plan to run a multitude of mods simultaneously. Can be used in conjunction with Wrye Bash.
http://www.skyrimnexus.com/content/modmanager/
- Wrye Bash
Arguably the best mod manager for Skyrim. While it is complex, causing the user to spend some time reading the readme, it handles much more than Nexus Mod Manager does and is sometimes required to create Bashed Patches for mods, which ensure compatibility between certain mods that cannot otherwise be granted. Can be used in conjunction with Nexus Mod Manager.
http://skyrim.nexusmods.com/mods/1840
- TES5Edit
This nifty program cleans mods, including official DLC and Update.esm files. It is highly suggested to at least clean Update.esm and any official DLC you are using. Do not attempt to clean Skyrim.esm.
Download: http://skyrim.nexusmods.com/mods/25859/
Cleaning Guide: http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial
Helpful Thread: http://forums.bethsoft.com/topic/1418434-relz-tes5edit-plugin-cleaning-emporium/
- Skyrim Script Extender (SKSE)
The Skyrim Script Extender, or SKSE for short, is a modder's resource that expands the scripting capabilities of Skyrim. It does so without modifying the executable files on disk, so there are no permanent side effects. I highly suggest installing SKSE unless you are 100% certain none of the mods you are using require SKSE.
http://skse.silverlock.org/
- BOSS
A "one-click" program for users that quickly optimises and avoids detrimental conflicts in their TES IV: Oblivion, Nehrim - At Fate's Edge, TES V: Skyrim, Fallout 3 and Fallout: New Vegas mod load orders. Basically, it orders your mods in the best possible load order (in most cases).
http://skyrim.nexusmods.com/mods/6
- STEP - Skyrim Total Enhancement Project
STEP is an extensive, step-by-step and monthly updated guide to enhancing TESV Skyrim with the actual best mods, tweaks and settings; the focus is quality, not quantity. You can use this guide as a template and then work around personal choices of your own, or stick with the basic recommendations for maximum stability / game balance.
http://skyrim.nexusmods.com/mods/11
- Quick Wrye Bash 'Bashed Patch' Creation Guide:
The bashed patch function that Wrye Bash offers allows greater compatibility between certain mods, which can help with stability too. Instead of one mod winning out (due to being loaded last) over another mod (thus, causing the player to only see the winner's changes) a bashed patch forces these mods to work together so the player will be able to see the changes made by both mods. Here is a basic guide on how to create and maintain a bashed patch:
1. First thing is to have an optimal load order. BOSS will do this for you and does its job quite well so run BOSS and then proceed to launch Wrye Bash.
2. Launching the program you may get a similar error as shown in the image below:
http://i899.photobucket.com/albums/ac192/AqPlanted/corruptbutton.jpg
Just hit the Ok button and you will be shown a list of esm and esp plugins that you have installed. This is basically the same thing as what NMM shows.
3. Time to make the bashed patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/createpatch.jpg
Right click on the white space at the bottom of the list and click on the New Bashed Patch button as shown in the image.
4. Here it is after creation:
http://i899.photobucket.com/albums/ac192/AqPlanted/presentpatch.jpg
5. Now you'll need to get to the menu where you add stuff to the patch:
http://i899.photobucket.com/albums/ac192/AqPlanted/rebuildpatchmenu.jpg
Click on Rebuild Patch and it will bring you to the next step.
6. This shows what the bashed patch will do:
http://i899.photobucket.com/albums/ac192/AqPlanted/merges.jpg
http://i899.photobucket.com/albums/ac192/AqPlanted/buildpatchtime.jpg
As stated in the first image, you can skip that area if it is blank. It is for merging esp files into the bashed patch. The second image shows the area that is crucial. There, everything should be automatic so all you should need to do is click the Build Patch button.
7. Once it builds the patch (it does it quickly), you will get a pop up looking like this:
http://i899.photobucket.com/albums/ac192/AqPlanted/finalokay.jpg
Click Ok and now your patch is built and you are all done. When adding new mods that are tagged with Relev/Delev, you will need to rebuild the patch so the new mods get added to it. Same process as shown except you likely will not need to delete the old patch and make a new one, but, instead, just rebuild the existing patch. You need only one bashed patch so don't make more unless you delete the old one first.
The bashed patch should always be loaded last (BOSS will automatically put it in its proper place for you) but there are some exceptions.
When removing mods, remove them like usual but then rebuild your bashed patch and confirm that the removed mods are indeed gone from the Leveled Lists area in the patch (step 6). If they aren't, then delete your existing patch and do the steps in the guide again to make a new one.
With Skyrim, mods that can bashed are pre-tagged with Relev and/or Delev. This is good as, for the most part, you will not need to manually add/remove tags.
- Quick Wrye Bash Mod Package Creation Guide:
*Note: This is a quick and dirty way to convert mods into a format that Wrye Bash can install as packages. The benefit in doing so is that 1. you will be able to quickly uninstall certain mods rather than manually deleting each file or having to use Nexus Mod Manager, and 2. Wrye Bash has a unique Installer load order management function that is separate from the regular esp/esm load order. More details on this in step 8.
1. Install Wrye Bash.
2. Manually download a mod that you want.
3. Copy the packaged mod file to \Skyrim Mods\Bash Installers. The location of this directory depends where you installed Wrye Bash.
4. Launch Wrye Bash and click on the Installers tab. It may take a little while to load up the mods in this tab.
5. The new mod should have a red box to the left of its name. This means it is not installed. Yellow means some of its files are already present in your Data directory, and green means the mod is fully installed.
6. Right click on the mod's name and a menu should pop up. Click on Install. Note: if the mod has multiple esp versions or and esp/esm combo, then you can select which to install in the Esp/m Filter box to the right. The box next to the mod will now be green.
7. You have now successfully installed the mod and it will be present in your Data directory and Mods tab (assuming it contained an esm/esp else it will just be present in your Data directory).
8. Install orders are assigned to all mod packages under the Installers tab. Ones higher up are loaded later and, thus, will overwrite any conflicting files from a lower package. Not only that, but when a package is uninstalled (right click on the mod package's name and click Uninstall) it automatically goes through an annealing process. This process will automatically reinstall files from lower level packages that were previously obscured.
- Quick ENB Installation Guide:
*Note: If using the d3d9 version of ENB (rather than the Injector version) then make a backup copy of your original Skyrim's d3d9 file if one is present. It is located in your Skyrim directory.
*Note #2: The Injector version of ENB works fine with certain programs, such as Afterburner. The d3d9 version of ENB may not (Skyrim, when launched, automatically shuts itself off).
*Note #3: This quick guide is relevant when you aren't looking to tweak any ENB settings of the preset you install and the preset only contains ENB files. Some presets tack on other mods, such as FXAA injector and esp files.
1. Install ENB from its site: http://enbdev.com/download_mod_tesskyrim.htm. This link is also in the Visual section.
2. Copy over these ENB files to your Skyrim directory.
3. Find a preset you like and manually download it.
4. Copy over the files in the preset to your Skyrim directory and overwrite when asked.
- Detailed Analysis of the Official DLC High Resolution Texture Pack
Contains information on how much the DLC really covers.
http://forums.bethsoft.com/topic/1343691-info-detailed-analysis-of-highres-pack-click-to-learn/
- To Turn Off Bethesda Intro Video
This is how to get rid of the Bethesda intro video that shows up each time you launch Skyrim:
Navigate to the Skyrim>Data>Video directory and delete the file "BGS_Logo.bik".
- Ini Tweaks
*Note: Some of these ini tweaks may cause performance loss and/or instability. I will usually inform you which cause instability.
An extensive ini tweaking guide. It is a bit outdated in some areas so keep that in mind ([H] blocks "ge force" so remove the @ between "ge" and "force" in the link):
http://[email protected]/Optimize/Guides/the-elder-scrolls-v-skyrim-tweak-guide?sf2686171=1/#6
- To force the game to automatically display a certain FOV:
*Note: Too high of a first person FOV can cause you to see into your arms since Bethesda only includes a small portion of the player's arms in first person view.
In SkyrimPrefs.ini:
Under [General]:
fDefaultFOV=90 (or whatever you want the FOV to be)
In Skyrim.ini:
Under [Display]:
fDefaultWorldFOV=90 (or whatever you want the FOV to be)
fDefault1stPersonFOV=90 (or whatever you want the FOV to be)
Once those values are entered and the ini's are saved, load your saved game (or start a new game), open the console command window (tilde key) and enter "FOV 90" without the quotations. Then save your game. This will give you a FOV of 90 that should stay permanent until you change the values.
- Skyrim.ini Tweaks:
To remove third person killmoves, and consequently the slow-mo cam during killmoves. This will force the game to only use first person killmoves:
[VATS]
bVATSDisable=1
To turn the invisible world borders off:
bBorderRegionsEnabled=0
to:
bBorderRegionsEnabled=1
To allow screenshots to be taken in game with the Prt Sc button:
bAllowScreenshot=0
to:
bAllowScreenshot=1
To increase view distance (increasing uGridsToLoad):
*Note: Once the change is made and you save your game with the change, you cannot lower your uGridsToLoad value and then load up that saved game as it will crash. However, you can increase the uGridsToLoad value and continue on playing with that same saved game.
*Note #2: Increasing ugridstoload can cause instability.
Under the [General] section, change uGridsToLoad=5 to uGridsToLoad=7, 9, or 11. 9 and 11 are very unstable.
Under this same section, change uExterior Cell Buffer=36 to uExterior Cell Buffer=64 (for uGridsToLoad=7). For 9 and 11 use 100 and 144, respectively.
To decrease the map icon hit box size, add this to the end of your Skyrim.ini:
[MapMenu]
fMaxMarkerSelectionDist=0.0003
fMapLocalMarkerSelectionDist=0.003
Cells have memory/reference limits. When an interior cell goes over this limit, it can cause the player to CTD when transitioning from this cell. For example (assuming I understand things correctly): Your house's cell is over this limit. You enter the house and everything is fine; however, if you now decide to exit your house Skyrim may crash. To fix this, add this line under the [General] category:
iLargeIntRefCount=999999
*Note: I have yet to witness any downside to adding this line so even if you haven't experience this particular CTD it is likely still a good idea to add the tweak.
To Enable Papyrus logging:
I suggest doing this after you install all your mods so you can see if there are any mods causing extreme script logging. Logs are saved to the C:\Users\<USER>\Documents\My Games\Skyrim\Logs\Script directory.
Change:
[Papyrus]
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
to:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
- SkyrimPrefs.ini Tweaks:
To make mid-distant trees look much fuller like the ones a couple feet away from your player:
fTreesMidLODSwitchDist=
to:
fTreesMidLODSwitchDist=100000.0000
This will make your game look quite a bit better by giving tree leaves/needles and some other objects shadows:
bTreesReceiveShadows=0
bDrawLandShadows=0
to:
bTreesReceiveShadows=1
bDrawLandShadows=1
- CLARALUX - More and Brighter Lights
Adds more lights and brighter lights to areas.
http://skyrim.nexusmods.com/downloads/file.php?id=17605
- Lanterns of Skyrim - All In One
This is a compilation of the author's previous lantern-placing mods: it contains the "Bridges", "Around Cities" and "Villages" version of "Lanterns of Skyrim" merged in to one. Also it adds other lanterns in most settlements and most main roads.
http://skyrim.nexusmods.com/mods/18916
- Unique Region Names
Instead of seeing "Skyrim" when exiting a dungeon, you will see the hold's name.
http://skyrim.nexusmods.com/downloads/file.php?id=15125
- Sincar Barrens- A resting place mod
- Cliffracers
This mod adds a few cliffracers to the area near the Morrowind border. You can shoot them down just like hawks, they will fall to the ground and you can collect a food item (cliffracer tail) from them. It also adds a recipe for 'Cliffracer Stew', which will increase your stamina regeneration by 50% for 360 seconds. This mod also includes custom sounds for the cliffracers so they "call out" as they fly overhead.
*Note: These act just like hawks so they aren't enemies and don't have truly dynamic flight paths.
http://skyrim.nexusmods.com/mods/8579
- Guard Dialogue Overhaul
This mod alters the way Skyrim Guards speak to your character, enhancing the experience of the game so that guards won’t make such inappropriate comments that break your immersion in the world of Skyrim.
http://skyrim.nexusmods.com/mods/23390
- Dovahkiin Relaxes Too
- Breaking and Entering
Teach those pesky locks how a warrior gets past them (by smashing them)!
http://skyrim.nexusmods.com/mods/23807
- skyBirds - Airborne Perching Birds
Adds flying (yes, flying!) birds that are highly interactive with the world and also include new ingredients when looted.
http://skyrim.nexusmods.com/mods/23771
- Birds of skyrim
I hate birds, but you may not. This mod adds many more bird types to the world.
http://skyrim.nexusmods.com/downloads/file.php?id=17723
- Pets of Skyrim
This mod adds 16 cats, 11 dogs, 3 rabbits, and one wolf to the world of skyrim. The cats comes in 10 colours. The dogs comes in 4 different colours, and several sizes.
http://skyrim.nexusmods.com/mods/17424
- Tamriel Compendium
Tamriel Compendium adds 176 books that were present in past Elder Scrolls games but not included in Skyrim. They randomly appear in dungeons, homes or any locations where books are spawned.
http://skyrim.nexusmods.com/mods/10462
- The Calendars Shrines
This mod adds 12 shrines all around Skyrim that, when all are activated, grant you a blessing that lasts 12 hours.
http://skyrim.nexusmods.com/mods/22482
- Secluded Cottage
- Autumn Cabin
- Footprints
- Player Headtracking
- ScenicCarriages
Ride those carriages in real-time rather than them being another method of fast travel. You can skip to the destination at any point of the ride and can also set rides to the vanilla method but with more destinations.
*Note: Likely not compatible with any other mod that modifies transport carriages.
http://skyrim.nexusmods.com/downloads/file.php?id=15094
- Alternate Start - Live Another Life
Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead.
http://skyrim.nexusmods.com/mods/9557
- Skyrim -Community- Uncapper
A SKSE plugin that allows the player to customize leveling rate, maximum level (both for skills and overall), and amount of perks given per level.
http://skyrim.nexusmods.com/mods/1175
- Dwemer Certified
Dwemer Certified lets you build from scratch and repair from broken all the existing Dwemer Constructs, and two new ones- the humanoid Dwemer Simulacra, and the Dwemer Legionary (a small Centurion). All you need is a few perks and enough materials to forge the parts.
http://skyrim.nexusmods.com/mods/10442
- The Dance of Death - A Killmove Mod
An overhaul mod for killmoves that gives the player much control over the frequency, type, immunity, and more.
*Note: Probably not a good idea to use the bVATSDisable=1 ini tweak listed in my Links & Helpful Tweaks category if using this mod.
http://skyrim.nexusmods.com/mods/10906
- UFO - Ultimate Follower Overhaul
UFO is a set of tools and enhancements to the followers system that will allow for better control and usability of followers.
http://skyrim.nexusmods.com/mods/14037
- BFF Animal Companions
BFF Animal Companions adds two unique followers to Skyrim: a dog and a fox. Each animal features unique character traits and requirements to unlock additional bonuses. Adopt one or both animals to follow you through your journey in Skyrim. BFF uses its own dialog for communicating with the animals, including the option to customize your animal personality and behaviors.
http://skyrim.nexusmods.com/mods/20812
- Convenient Horses
Improves many aspects relating to horses within Skyrim. Adds horse whistles, horse armor, improved horse AI, and more.
*Note: Likely not compatible with Whistle and Horse Armor for Skyrim (both of these mods are listed below).
http://skyrim.nexusmods.com/mods/14950
- Whistle
Gives you a Power that lets you whistle for the last horse you rode on, and it will come running.
http://steamcommunity.com/sharedfiles/filedetails/?id=10648
- Horse Armors for Skyrim
This mod adds armored horses, replacing each cities buyable player horse with a unique armored horse.
http://skyrim.nexusmods.com/mods/13348
- WARZONES - Civil Unrest
Adds 1000s of really pissed NPCs, new SCENERY, new BATTLEFIELDS and new BOSS-LIKE characters. Your reputation with the factions WILL suffer if you start killing indiscriminately - or if your aim happens to suck.
*Note: Some people have reported that this mod can cause instability.
http://skyrim.nexusmods.com/mods/9494
- Bellyaches New Dragon Species and Ohdaviing Replacer
This mod adds thirteen new, non-replacing dragon species into the world. There are around 50 new dragons in the world for you to encounter.
http://skyrim.nexusmods.com/mods/20889
- SkyTEST - Realistic Animals and Predators
A mod that handles animal AI and other similar things.
*Note: The mod's description page has a very good compatible/incompatible list.
http://skyrim.nexusmods.com/downloads/file.php?id=10175
- Tundra Defense
Construct your own outpost, build up its defenses, and prove your worth to the rest of the world by defending it from various enemies.
http://skyrim.nexusmods.com/mods/22330
- Sneak Tools
This mod aims to improve stealth gameplay by adding new tools and gameplay options to give the player more control and more things to do when sneaking, instead of only being able to slowly walk around and hope no one detects you.
*Note: Currently in beta.
http://skyrim.nexusmods.com/mods/19447
- Deadly Combat
The mod makes the combat in Skyrim faster-paced, more responsive and realistic and more rewarding to skilled players.
http://skyrim.nexusmods.com/mods/5485
- Duke Patricks - Archery And Heavy Weapons Combat
- Duel - Combat Realism
Duel Combat Realism is a mod that improves the combat system of Skyrim, making them more realistic. It will allow you to cover yourself with your shield, parry with 2-handed weapon, and come up with new fighting strategies using your anticipation and cunning.
http://skyrim.nexusmods.com/mods/2700
- More Dynamic Injuries
Allows the player to get damaged in more ways than simply losing some health. No longer are healing potions and healing spells the answer to all of life's problems.
http://skyrim.nexusmods.com/downloads/file.php?id=17987
- SHARPE Craftsmanship - Made to order
Just take a look through Eorlund Gray-Mane's catalogue of items (found at the Skyforge in Whiterun), provide him with the raw materials for your armor or weapon and be sure to have cash ready when you come to pick up your order! No longer must you tediously level up your smithing skill to forge new armor and weapons.
*Note: Mods that add weapons/armors/other craftable items have their items should up in Eorlund Gray-Mane's catalogue as well.
http://skyrim.nexusmods.com/mods/14474
- Locational Damage
Hits to certain areas on you or an enemy causes more damage to be done and stumbling, bleeding, and blurring of vision.
http://skyrim.nexusmods.com/mods/12615
- ASIS
Aims to make the AI in the game smarter, making combat more difficult and perhaps more realistic.
http://skyrim.nexusmods.com/mods/18436
- Real Wildlife
Adds wildlife variants and modifies their AI for the better.
*Note: There have been some reports of this mod causing instability but I haven't seen any confirmed reports.
http://skyrim.nexusmods.com/mods/9778
- Deadly Dragons
Adds new dragons, items (optional esp), and increases dragon difficulty.
http://skyrim.nexusmods.com/mods/3829
- Realistic Needs and Diseases
- Imps More Complex Needs
This is a realism oriented hunger/thirst/sleep mod for Skyrim. It assigns real world nutrition information to all the foods, giving each item its own strengths and weaknesses, effecting a large array of new stats in addition to the usual hunger/thirst/sleep. There are two modes available, Basic and More Complex.
*Note: The mod author hasn't been active in months so it might be best to wait for Chesko's Last Seed - Primary Needs and Primitive Cooking mod.
http://skyrim.nexusmods.com/mods/10639
- Total Realism - Basic Needs
TR - Basic Needs is a Thirst, Sleep and Hunger simulation for Skyrim. The system is designed to be as immersive and as unintrusive as possible, at the same time providing the player with real incentives to attend to their character's basic needs, going beyond just simulating them. If you go hungry or thirsty, your character will suffer for it and it will reflect on your gameplay.
http://skyrim.nexusmods.com/mods/10843
- Frostfall
Integrates itself nearly seamlessly within Skyrim, providing a bit more realism and difficulty by forcing the player to be aware of the cold climate of some of the areas within the world.
http://skyrim.nexusmods.com/mods/11163
- SkyXP
SkyXP replaces Skyrim's practice-based skill system with an Experience Point (XP) system. You earn experience through actions such as completing quests, visiting a new location for the first time, or defeating a foe. You can spend XP to increase any skill.
http://skyrim.nexusmods.com/mods/20681
- Skyrim Redone
A modular gameplay overhaul that can modify many areas of the game, including difficulty, perks, and lighting.
http://skyrim.nexusmods.com/mods/9286
- ACE - Skills Overhaul
ACE is a collection of mods which can be run independently of each other. It aspires to bring more depth and balance Skyrim while maintaining its original feel. It does so by adding depth to the skill trees and adding new functionality.
http://skyrim.nexusmods.com/mods/10037
- Dynamic Loot
- Morrowloot
It says "Loot system, nobody likes you" and gets rid of it almost entirely. Instead, it takes a Morrowind approach, and puts those armors and weapons out in the world. Now the player may actively explore places to discover objects, as they'll be hidden in dungeons (and logically hidden, so no more orc weapons in dwemer ruins), worn by people, and similar. It also tweaks a few things to encourage this aforementioned exploration.
*Note: It does remove the ability to smith certain items. If you want Morrowloot but with the ability to still craft all items then try the N'wah version: http://skyrim.nexusmods.com/mods/19416
http://skyrim.nexusmods.com/mods/19353
- Classic Classes and Birthsigns
Adds in classes and birthsigns, similar to how it was in past TES games.
http://skyrim.nexusmods.com/mods/16736
- Character Creation Overhaul - Races - Classes - Skills - Specializations - Attributes
Character Creation Overhaul finally brings back classes, specializations, favored attributes, and major/minor skills to Skyrim. No more boring cookie-cutter characters--Choice matters again!
http://skyrim.nexusmods.com/mods/21587
- Apocalypse Spell Package
A comprehensive spell mod with dozens of new and unique spells.
http://skyrim.nexusmods.com/downloads/file.php?id=16225
- Midas Magic - Spells in Skyrim
A mod that allows the player to create (via a sort of crafting) or purchase new spells.
*Note: The author of this mod has disappeared months ago so do not expect updates. As such, stability of this mod is uncertain since it was mostly created in a tool other than the Creation Kit.
http://skyrim.nexusmods.com/mods/3413
- Skyrim Spells And Powers By WarriorKeKe
Another mod that adds new spells to the game that can be acquired by the player.
http://skyrim.nexusmods.com/mods/19270
- Better Magic
The Better Magic series is a group of magic changes that was built simplistically in order to make it compatible with as many mods as possible. In working on this, I've (the mod author) had two main goals: improve the balance of magic (compared to similar effects and costs), and make magic feel more fun to use.
http://skyrim.nexusmods.com/mods/4374
- Empowered Magic
This mod changes some mechanics related to general spell casting, as well as perks and spells in all schools of magic, making them scale with level and also more balanced. The goal is to give the player more options and variation to choose from, encouraging the use of all available spells instead of just sticking to the obvious best choices.
http://skyrim.nexusmods.com/mods/11139
- Economics of Skyrim
Reworks Skyrim's economy by including regional goods, regional values, blacksmith services, and more.
http://skyrim.nexusmods.com/mods/11919
- Interesting NPCs
Adds many new and interesting NPCs to the game, some with voice acting and possibly quests.
http://skyrim.nexusmods.com/downloads/file.php?id=8429
- Tales of Lycanthropy - Werewolf Overhaul
This mod features Sanies Lupinus disease, moon based werewolf transformations, 2 new werewolf archetypes, 3 new types of transformation scenes, detailed bloodlust system, NPC werewolves and werewolf hunters, werewolf followers and NPC infection, stat and howl re-balance and more.
http://skyrim.nexusmods.com/mods/12687
- Better Vampires by Brehanin
- Skyrim Monster Mod
Adds many new creatures, some fitting and some not. See Skyrim Monster Mod Replacers - Lore Friendly and Others if you want more lore-fitting monsters from this mod.
http://skyrim.nexusmods.com/downloads/file.php?id=9694
- Skyrim Monster Mod Replacers - Lore Friendly and Others
Contains many different options for the player to choose from that remove, and sometimes rename, certain monsters from Skyrim Monster Mod.
http://skyrim.nexusmods.com/mods/16411
- Ars Metallica - Smithing Enhancement
Allows smelting of weapons, armors, and certain clutter objects for ingots. The player can now craft arrows, guild armors (when a part of the guild(s)), and lockpicks. Using the smelter and tanning rack will slowly increase the player's smithing skill every time s/he crafts something.
http://skyrim.nexusmods.com/mods/16084
- Light Armor Clothing + Additional Light Armor
It makes most of the clothing craftable at a tanning rack using linen wraps. The player can also craft versions with an armor rating once you get the elven smithing perk. A lot of the heavy armor also has a light version craftable but those require mythril ingots to make.
http://skyrim.nexusmods.com/mods/15568
- Horsemen - Mounted Combat Enhancement
- Mapseller
Adds the cartographer Nataly Dravarol to the game. She sells maps of the territories (Eastmarch, The Reach etc.).
http://skyrim.nexusmods.com/mods/25158
- Placeable Statics - Move Anything
- Blaze Of Eventide
- Elaborate Enchantments
- Reflection
Brings back Oblivion's leveling up style where one requires a bed to level up.
http://skyrim.nexusmods.com/mods/25469
- Psiijic Teleport Spells
Tired of running everywhere? Then teleport! Want to quickly climb a mountain? Teleport! Of course, the mod adds other spells too that aid in battle and travel.
http://skyrim.nexusmods.com/downloads/file.php?id=8535
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