An overhaul with many changes to perks, exploration, worship, food, and more. Draw from the power of Aetherius or Oblivion. Also includes an optional Snow Elf add-on.
Requirements
This mod does not have any known dependencies other than the base game.
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
See the Read Me file for more details.
File credits
Kiggles - Contributed patch for Economy Overhaul and Speechcraft Improvements.
Donation Points system
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Changelogs
Version Bruma 1.04
Aetherial Traveller - Bruma Patch
Skills
Legerdemain. Thorough Search support added to Cyrodilic furniture.
Legerdemain. Forgotten support added for Bruma. Once a day, your bounty will steadily decrease.
Speech. Indulgence support added to Neremus at the Chapel of St Martin. Bruma does not have generic lines to match the rest of Skyrim, so please forgive his lack of a voice for the few lines adds.
Loot
Animals. Animal Extra Drop global added to sheep meat list, making it compatible with the new MCM.
Barrels. Raised the quantity of food, drink, and ore in barrels.
Boss Loot. Adjusted to be more plentiful and in line with Skyrim's loot.
Innkeeper Lists. The three currently accessible inns: Snowstone Rest, the Jerall View Inn, and the Restful Watchman Inn are now selling more food and ingredients like the Skyrim inns. Bruma Rabbit Stew is the county favorite, being served at all three inns.
Aetherial Traveller - Bruma - Survival Mode Patch
Food
Every single food item now has stat boosts and recovery from AT, with the hunger replenishment effect of Survival Mode.
Version 1.20
- The statue of Ysgramor in a Windhelm loading screen will no longer levitate.
- The actual reason for patching, aka the Soul Stealer fix: Bound weapons will now trap souls only in gems that fit, consistent with AT's soul trap tweak. Additionally, special effects will now play when trapping souls with bound weapons. (Bound weapons in vanilla use a different soul trap effect than the spell and enchantments, and were missed by AT's original release as a result.)
Version 1.19
April 29, 2018
1.19
Major bug fix:
Mara's Respite was doubling the power of all spells wielded by the player, including enchantments, effectively turning masters of Restoration into mortal gods. It will now only affect rested bonuses as intended.
Minor bug fix:
Cave Bear Pelt (Soft) mistakenly required a Bear Pelt (Tanned) instead of Cave Bear Pelt (Tanned).
Version 1.18
February 25, 2018
1.18: Blessing of Second Seed will now work for Serpents.
Version 1.17
Compatibility patches added for Imperious. EEO patch hotfix now included in installer.
Version 1.16
This fix prevents crashes from turning into a Falmer vampire, and changes how Falmer vampires look to maintain their appearance but still get red eyes.
Version 1.15
Thorough Search's leveled lists were previously giving loot without calculating it for each pull, resulting in oddities like 3 Amulets of Julianos or a small pile of matching gems. The appropriate leveled list flags have been applied to correct this.
Several books added by AT have had a price reduction to make them easier to collect and more in line with vanilla lorebooks. Smithing books are still costly!
An existing typo on a loading screen has been corrected.
Version 1.14
In the main module, an accidental Icy Spear overwrite has been corrected.
For the optional Falmer add-on, a tweak has been made to the Companions Housekeeping Script. This change was necessary to make sure nothing odd happens when hopping between lycanthropy and vampirism as a Snow Elf. If you prefer not to overwrite, that's okay, but you'd have to rely on the console to correct future bugs.
Version 1.13
Books
- The "Guide to Beasts" prefix has been removed from "They're Not Guar!" to reflect its original purpose, being a standalone rant by a fed-up Dunmeri stablemaster.
MCM
- Finally added!
UI
- Due to a UI bug, the Blessing of Talos earned from the shrines was erroneously displaying a 0% benefit. The number has been removed from the description. Don't worry, all appropriate buffs are still improving the blessing you get from Talos.
Yielding
- Found the source of a rare bug that was causing all newly yielded-to NPCs to immediately "forget" they accepted your yield, resulting in them resuming combat a second later. The yield script has been tweaked to fix the issue.
Version 1.12
New Content
- 3 new books have been written by AsterCorbett. Keep an eye out for Guide to Beasts: Spriggans, Guide to Beasts: They're Not Guar!, and Intersections of Class and Magic.
Balance
- Ambush 2/2 now requires a Sneak skill of 50, up from 40. (After considering feedback for the Ambush perk, we did some gameplay tests at adept/normal difficulty. We found that Ambush 2/2, while appropriate for tackling tougher draugr and other mid-game enemies, was making early-game enemies trivial a little too soon. With this adjustment, by the time you reach the new requirements for Ambush 2/2, enemies will hopefully be more of a challenge. Some of course will always be vulnerable to sniping.)
Bug Fixes
- The Lunar Hunting Bow now requires knowledge of steel smithing to craft, just like its mundane counterpart.
- It was noticed that bandits and other unsavory fellows would resume combat with the player's horse after accepting the player's yield. An attempt to fix this issue has been made.
- The positions of certain static objects on new loading screens have been corrected. Hopefully this will mean the end of flying elk legs and uncomfortable close-ups of Nords.
Compatibility
- A patch for Economy Overhaul and Speechcraft Improvements has been contributed by Kiggles. This patch is only available for the Special Edition.
- To assist in compatibility, a new keyword has been added to copies of the jewelry smithing lorebook. They should now be recognized as "jewelry" in addition to books and "ore".
Version 1.11
A perk tree typo has been fixed.
A new book: The Parable of the Luminary, has been added. It is somewhat rare.
A new texture has been added to replace two images for the perk menu. Adventuring and Athletics now have new updated artwork to better reflect their perks.
Version 1.10
Innkeepers were previously selling raw mudcrab legs as part of their randomized cooked food instead of steamed ones. This has been corrected.
A small UI tweak has been added to remove "Athletics" and "Armor" labels from armor during enchanting.
Version 1.09
Apothecaries previously had a super low gold amount compared to other merchants and have received a nice bag of gold to compensate. They'll now have 1500 to start instead of 500.
Stormcloak Tax was previously bugged to "set" prices rather than "multiply" price, giving all non-Nords a much better deal in Stormcloak-controlled cities and breaking all other mercantile-related buffs and debuffs. The merchants of eastern Skyrim will now take your money to fund Ulfric's war until their holds are recaptured.
Version 1.08
An attempt to fix Steady Hand has been made.
Version 1.07b
The Apprentice Stone has stopped granting Wolverine-like health regen. If this is still bugged for you, you might need to switch stones and grab the Apprentice again.
The Apprentice Sign is now applying weakness to magic as intended. If you already have this sign, you might not suffer the penalty.
The Atronach Sign will now also ruin your day with slower magicka recovery as intended. If you already have this sign, you might not suffer the penalty.
Version 1.06
July 15, 2017
1.06
Another compatibility update! This version should function much better with some aspects of other magic mods, combat mods, and mods that alter Boethiah's Calling.
- The revised soul trapping script, which makes the script function independently of the magic effect, is now included in the main mod. You no longer need the optional file.
- Changes to the vanilla blocking mechanic have been reverted and the cost is no longer managed by script. This will have the side effect of making blocking much cheaper against weak enemies, but it should make the mod much more compatible with combat mods and prevent unforeseen glitches.
- Since a couple of the new Block perks relied on the changes to the blocking mechanic, the tree has been modified.
- Tireless Defender relied on the old blocking script and was slightly bugged, so it has been removed. Unmoving Wall has been moved to its place. If you had Tireless Defender and you want that perk point back, please console an Aetherial Shard into your inventory.
- Stuhn's Protection, which was partially bugged and relied on the script change, now has a new effect. Once your health drops below 50%, instead of making blocking free, Stuhn will weaken incoming physical attacks and elemental damage.
- The One-Handed perk Spellsword will now allow you to enchant your One-Handed weapons to a better degree instead of automatically improving the power of weapon enchantments on equip. While this approach is less dynamic, the other method was a bit unreliable, and this will ensure better compatibility with enchantment mods.
- Malacath should no longer accuse you of serving Boethiah if your other quest mods let you reject her bidding.
Happy adventuring!
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July 14, 2017
1.05
This patch made some updates to the base mod and patches. It also offers better compatibility with vampire and werewolf mods than before.
Please be aware that Better Vampires still does not work well with the Falmer add-on.
Aetherial Traveller
- Heimskr is no longer sleeping all hours of the day. If your existing save has Heimskr insisting on staying in bed, you can fix him by breaking into his house, clicking him to get his ID in the console, going to the Talos shrine, and using the command: .moveto player. If that doesn't help, try resetai, disable, enable.
- After taking difficulty feedback into consideration and running some more tests, we've lowered the damage NPCs take in Expert, Master, and Legendary difficulties to a multiplier of 1. This is still higher than the base game values, but should be far less broken. May your battles be fierce but not too short.
- The Options menu found in your magic now allows you to halve the effects of foods and turn off passive experience for werewolves and vampires.
Falmer Add-On and Falmer Ethereal Elven Overhaul Patch
- Snow Elves no longer experience a dramatic skin tone change after becoming a vampire.
Better-Shaped Weapons Patch
- A certain greatsword added by Aetherial Traveller will no longer lose its texture when dropped.
USKP Patch
- USKP fixes: Records for the USKP have been added to the patch and updated to make crafting and meat pies more flush with the changes of Aetherial Traveller. Farkas and other trainers should now offer training again.
Aetherial Traveller is a Skyrim overhaul aimed at creating a smoother and more interesting adventure. It provides many changes to character customization and growth, loot, food, and more.
See the Read Me section for details on installation, compatibility, credits, permissions, and thanks.
This mod makes a number of major changes to the game. A few basic patches are included in the installer, however.
Ethereal Elven Overhaul. You will also need Ethereal Elven Overhaul Patches for SSE. Please be aware that for this to work, you'll need to follow the instructions through the second link to patch the original Ethereal Elven Overhaul for Skyrim Special Edition. If you don't, old textures from the original will cause your game to crash.
Patches for USSEP and Bruma can be found in the optional files.
These types of mods should be okay out of the box or with minimal setup:
Combat overhauls.
Character appearance mods, as long as they don't make changes to race forms or specific NPCs.
Vampire and werewolf mods. (These will overwrite AT's vampire and werewolf perks. You can disable AT's passive experience gain for these forms in the Options.)
Mods that add prettier textures, water, weathers, skies, flora, and wildlife to Skyrim.
Mods that add new weapons or armors for crafting. (The vanilla smithing perks are mostly intact, with a few splits between Steel and Imperial, Elven and Chitin, Steel and Bonemold, and Advanced into other perks. Mods that require Advanced Smithing to craft will still work since Advanced Smithing is automatically unlocked upon learning Steel Smithing.)
Most new spell and enchantment mods. (See below.)
Mods that add new items through leveled lists, but you will need to bash a patch with Wrye Bash.
The following types of mods will likely need patches, or partial incompatibilities will occur.
Weather mods that add new aurora weathers. (Nothing bad will happen, but Aetherial Traveller's Aetherial Light perk won't notice when new auroras are visible without a patch.)
Mods that alter race forms.
Magic and enchantment mods, depending on the effects. (Nothing bad will happen, but some of this mod's perks might not recognize the spells.)
Major crafting overhauls.
Food mods.
Needs mods.
Script incompatibilities will occur in mods that rely on changes to the following, unless a merged script is made:
magicsoultrapfxscript
wuuthradscript
resourcefurniturescript
MQ101QuestScript
QF_PerksQuest_0005F596
PlayerSleepQuestScript
Mods that are also large overhauls might be partially to completely incompatible with Aetherial Traveller.
Better Vampires and the Falmer add-on are incompatible. Partial compatibility might be achievable by installing and loading Better Vampires after the Falmer add-on and allowing Better Vampires to overwrite the scripts. You will later need to use the console to turn into a vampire (AT_FalmerRaceVampire) and back (AT_FalmerRace). According to the author of Better Vampires, you're probably still going to have incompatibilities with Vampire Lords.
For more details on compatibility, please see the Read Me.
Character Customization
Rebalanced races. Humans are quite ordinary but receive certain benefits. Elves and beastfolk are a little more magical. Everyone starts with just fifteen points in all skills and no spells.
Birth signs. Shortly after your journey begins, you'll be asked to choose your stars. If you gain the blessing of a doomstone that matches your stars, you'll receive a third, greater effect.
Starting skill points. Define your character with three points given to you from the start. Are you a budding alchemist? A priest-in-training? A would-be warrior? You can decide that as soon as your hands are unbound.
Revisions to all perk trees, from basic skills to lycanthropy and vampirism. Some have been moderately adjusted, a few have had additional perks added, and others have been completely reorganized, combined, or revamped. Combat is more varied, your surroundings can empower your magic, and thieves can more easily escape the law and lose a bounty. It all depends on the perks you choose.
Character Growth and Skills
A new item - the Aetherial Shard - can be found on dragons. This mystical item grants a perk point on use and might leave dust behind too. If you don't want it, it might fetch a decent price.
Punching your enemies will increase your One-Handed skill, in relation to your base unarmed damage.
Magic scales with your skill. Steadily gain stronger elemental magic, more refreshing healing spells, more powerful illusions, better alteration magic, and summons that last longer.
Yield to mightier foes and spare defeated enemies. It's as easy as trying to talk to them.
Bash locks to break open chests and doors. Or, if you learn the right spell, use magic instead.
Purchase or discover smithing books, a new method of learning to create various armor and weapon styles.
Clean your animal pelts and polish your jewelry to improve their value.
Learn two new alchemy effects – Night-Eye and Fortify Experience.
Soul Trap will now force a soul to fill a gem of a matching size. If you don't have the gem you need, you simply won't capture the soul.
Transmute Mineral Ore is now Transmute Silver. A single copy of the tome for Transmute Gold exists, but it is jealously guarded.
Werewolf and vampire progression without the need for foul deeds. If you abstain from eating hearts or drinking the blood of the living, your perk progress will increase over time.
Quests
Small epilogues for the Companions, College of Winterhold, Thieves Guild, and destroying the Dark Brotherhood. Some you'll have to discover yourself; others will find you.
Consequences for certain Daedric quests. The Divines are no longer ignorant of your deeds, but they can be forgiving if you take the right actions.
The Wilds, Dungeons, and Society
Gather more flowers, mushrooms, and eggs, and gather more meat and body parts from creatures.
Visit the Lunar Forge at night and imbue your newly created weapons with magic.
Improved dungeon loot. Find stashes of treasure plundered from unlucky travelers in bandit lairs, discover more trinkets on draugr, take more spell books from warlocks, see what hoarded wealth and tribute the Dwemer left behind, and more.
Food and drinks have new effects. Meat contributes to health, dairy and fruit improve your magicka, and vegetables and grains boost your stamina. Cooked food is much better than raw food, so be sure to stop by a fire or visit an inn once in a while.
Innkeepers will sell local specialties, so be sure to take a break from your adventures from time to time.
Court wizards and general stores will stock a number of ordinary books for your reading pleasure.
Automatic increases and decreases to merchant prices, all depending on your character, friendships, and the local politics. Nords benefit all over Skyrim, but receive no special privilege in Solstheim. Bretons aren't trusted by most people of the Reach. Argonians and Dark Elves are sympathetic to each other in Windhelm. And in Stormcloak holds, prepare to feel Ulfric's new war tax... if you aren't a Nord, that is.
Difficulty Tweaks
Your damage output has been increased at higher difficulty levels, for smoother combat. Now you can quickly dispatch enemies in Legendary difficulty, but be warned – they can still do the same to you.
Other Content
A handful of new loading screens for your entertainment.
A new armor and weapons set exists, if you can find it.
Several new unique artifacts are scattered around Skyrim.
Several new lore books holding the theories and thoughts of various inhabitants of Tamriel.
A few new foods to purchase or cook. (Availability configurable through an Options spell.)
Falmer (Optional)
A fully playable Snow Elf race with diverse appearance options.
Various characters and guards will properly recognize you as an elf... just not necessarily as a Snow Elf. After all, nobody has seen a living Snow Elf since the Merethic Era.
Base game vampirism scripts have been updated so that becoming a vampire or curing yourself will work properly.