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This page was last updated on 09 January 2025, 6:20PM
- Changelogs
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Version 2.14
- Small fix. Safe to update mid-game.
- This update makes the crosshair while sneaking more likely to show up when you need it. (Before you unlock the sneaking eye perk)
- The update is safe either way, but you might want to type the following in the console after updating mid-save to make sure the spell has reset correctly:
- player.removespell _CrossHairSneak
- player.addspell _CrossHairSneak
- Please, note there's a space between the word spell and the underscore
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Version 2.13
- Safe to update mid-game.
- Small but very important fix! This update makes it so once you tame an animal, you no longer have the option to "tame" them when pressing SHIFT + E on them. Instead the "Pet" action will show up if you have a mod that allows petting animals (Like Immersive Interactions!)
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Version 2.12
- Safe to update mid-game.
- You can now craft bear traps at a forge once you get the Trapper perk.
- You can now craft tripwires at a leather rack or campfire craft menu once you have the Trapper perk.
- You can place tripwires to make your enemies tumble. The placing of the traps is animated, same as enemies (or you) falling in the traps.
- Compatible with other tripwire mods, as the vanilla wires are not edited.
- Added Descriptions for bear traps and tripwires items via Description Framework. If you have that mod, the description will show up in the inventory. Otherwise, no description but nothing will break.
- Updated the optional file that adds icons via Inventory Injector with a new icon for tripwires.
- Kudos to the mod SUMMER by mod author Destructor36, as I reused a lot of the tripwire code from that mod. It's a modpage with a ton of hidden gems and modular content, so definitely check it out!
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Version 2.11
- Safe to update mid-game.
- Meditating will no longer remove your active Divine blessing
- If you're using the mod "Animated Potions", the hidden potions of my mod will no longer trigger the effects of that other mod.
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Version 2.10
- The Ride or Die Update! Safe to update mid-game.
- You can now ride certain tamed animals: Bears, deer, elks, chaurus, horkers, mammoths, sabrecats... RIDE A FREAKING MAMMOTH, YOU READ THAT RIGHT!
- (Yes, I got jelly when I saw other taming mods that have this feature) Some of the skeletons came from Mumirnik, the rest I put together myself. Thank you, Mumirnik!
- Pets from Creation Club are now recognized as "already tamed" animals, meaning they will give you a bit of experience same as dogs, but not as much as a completely wild animal that you tame yourself. No patches needed.
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Version 2.05
- Safe to update mid-game
- Small bug fix: The crosshair now appears while aiming with magic while sneaking.
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Version 2.04
- Safe to update mid-game
- Small bug fix: Disabling the sneak eye also removed the crosshair while aiming and sneaking. This was not intended. Fixed!
- Re-Added the "Enable GPS" optional plugin and marked it ESL, for those of you that want the GPS map service back in Skyrim.
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Version 2.03
- Safe to update mid-game.
- Added a console command you can use to override the removal of the compass and sneak eye. Type this in the console: "Set CompassCheat to 1". Then save and reload the save.
- Added the I4 icon file as its own separate file, for those of you not using the mod it requires.
- Edit: Added even cooler icons. OMG, they're amazing. Thanks to Dodowingster for making them.
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Version 2.02
- Safe to update from 2.0+. If you come from before 2.0, check the full changelog as a lot of things are new.
- Fixed an issue that would give you a free perk point in the hunting ability tree when you start a new game.
- Deleted some unused records. It doesn't make a difference but to keep the mod tidier.
- Added support for Inventory Injector inventory icons. Requires I4 + The Handy Icon Collection.
- 2.01: Added compatibility with animated potion mods. If you were getting strange potions in your inventory, etc. This is the fix.
- 2.01: Added an extra check for the perk that allows cooking multiple food items, so it cannot be used outside of the cooking station for grabbing extra weapons or items. (You managed to cook two axes? Impressive!)
- 2.01: Some of the temporary bonus effects coming from resting could dispel or replace certain divine blessings. This is no longer the case.
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Version 2.01
- 2.01: Safe to update from 2.0. If you come from before 2.0, check the full changelog as a lot of things are new.
- 2.01: Added compatibility with animated potion mods. If you were getting strange potions in your inventory, etc. This is the fix.
- 2.01: Added an extra check for the perk that allows cooking multiple food items, so it cannot be used outside of the cooking station for grabbing extra weapons or items. (You managed to cook two axes? Impressive!)
- 2.01: Some of the temporary bonus effects coming from resting could dispel or replace certain divine blessings. This is no longer the case.
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Version 2.0
- This version is a serious rework of the entire mod and it's approach. Previous versions will remain available for those that want the old Skills of the Wild, but I think I've taken the mod in a more modern direction with compatibility in mind, while still staying true to its roots.
- If you've got Skills of the Wild installed already, please wait until your next playthrough before updating. If this is your first time installing Skills of the Wild, you're welcome to install it mid-game.
- Mod no longer requires Unofficial Skyrim Special Edition Patch.
- Mod no longer requires iHUD.
- Mod no longer requires Hunterborn.
- Mod no longer edits recipes or food items (or basically any other common vanilla records). This means that the mod is compatible out of the gate with everything, no patches needed. Rejoice!
- Mod now requires Simple Hunting Overhaul, to use its hunting xp mechanics.
- Mod now requires Dynamic Activation Key, in order to make easier the access to some interactions and abilities.
- Mortars are now less effective at producing potions than a proper alchemy table. (Potions made at a mortar as opposed to an alchemy table are 25% weaker overall)
- Added an invisible "hello dialogue" to tamed animals, meaning that you should no longer have to save/reload before they are allowed to "talk" to you.
- Mod no longer edits the misc trap object (or basically any vanilla stuff, except for a few settings). Long live compatibility without patches!
- Replaced the ability "North-Finder", as Hunterborn is out. Instead, this is now "Lumberjack", enabling "Harvesting Wood" from the wilds.
- Instead of unlocking recipes, the cooking skill tree now revolves around providing different types of bonuses around food and ingredients, unlocking interesting synergies. - Low Heat provides extra stamina regeneration for a short time after cooking a meal. Exotic Taste provides a little bit of extra magicka rate after eating an ingredient. Healthy Diet provides a bit of extra health after eating a meal. Second ranks double the percentage these abilities provide. It's a small percentage, so it's circunstancial at best, but every bit counts, especially at the beginning.
- Mindful Breathing stays as it is, allowing you to sit and meditate at will via the ability, but there's now another "hidden" function: automatic resting. Sitting down (using a chair, on the floor or whatever) provides extra stamina and magicka regeneration while you're sitting down. This is so even if you don't use the ability, you can still benefit from the perk if you sit down with Immersive Interactions or using furniture.
- Properly fixed the compass and sneak eye hiding mechanics without the need of iHUD. Good news: it should work with all compass mods. It will just be invisible until you unlock it though.
- "Tame Wild Animal" ability can now be applied by using "Shift + E" on a fitting animal.
- Bear traps can be picked up by using "Shift + E" on them.
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Version 1.10
- NOT safe to update mid-game from previous versions. It is safe to install mid-game if it's the first time you're installing the mod.
- ESL-fied the entire mod. And this is why you cannot just update on top of the old mod.
- Removed iHUD as a requirement. Instead, I manually hide the sneak eye meter and the compass when you first launch the game with the mod installed, then restore them to vanilla values once you unlock their perks. This is compatible with TrueHUD, Compass Navigation Overhaul, Contextual Crosshair, etc.
- Only thing to note though: if you use a mod like iHUD, or Toggle Compas Hotkey, you will be able to restore the compass before you unlock the perk if you enable the compass via the options of those mods. Which is okay, you can decide if you want to "earn" it first or just activate it for convenience.
- The first rank of "High Ground" was not working correctly, fixed. Thanks to Derentos for the tip.
- Changed how Rest / Medidate work: Instead of using a spell in the background for the effects, it's an alchemy potion working in the background. No changes for the user, but this should ensure it doesn't get bugged for anyone. I've also removed the condition of the magicka/stamina/shout buffs disappearing in combat, as they're quite tiny and only last 5 minutes anyway. I've nerfed them a little bit just in case though.
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Version 1.02
- Fixed a condition that could make a green stamina shader show-up on your character for a second after combat ends. Safe to update.
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Version 1.0
- 1.0 is here!
Changes:
- Handcrafting perk now unlocks BOTH "Scrimshaw" from Hunterborn and "Create Item" from Campfire.
Why: Many of you use other mods that add more items to these crafting menus, so my solution of combining the two into one for decluttering the menu actually made compatibility patches needed, which is also annoying. I've decided to give you both abilities now. If you don't use create item and it bothers you, delete the spell via the console. I might add an option to do this for you in the future.
- Inspired Cook only adds 1 extra cooked item:
Why: Before this change, there was a chance to get 2 or 3 dishes after cooking once you have this perk. This is gone, as it was a bit buggy. I've increased the chances of getting an extra cooked item in exchange.
- Removed my keyword from pickaxes/shovels.
Why: To help with compatibility, I found a way to detect these items without editing the items themselves.
Optional files:
- New: Optional file that re-enables map cursor.
- New: Optional file that disables animation from Sense Direction (for those experiencing "teleportation")
- Update: Updated NFF patch to the latest version.
- Dropped CACO patch: I don't play with CACO and I don't have the energy to look into this. Someone else will need to create a patch if there's interest.
Future of the mod:
Well, besides bug fixing, I think this is it. I'm quite satisfied with how well the mod works, so I'm confident in calling this release 1.0. Only thing I would still like to implement in version 1.1 is a MCM to give you more control over the mod, but overall I'm pretty happy with Skills of the Wild. It's the mod that pushed me into modding and it's still a favourite of mine. Let me know if you need help with patching other mods.
Thanks for your kind words and endorsements!
- 1.0 is here!
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Version 0.98
- New version requires a save where the previous version wasn't installed (or a new game). Please wait until you next playthrough to install this version, there are too many changes. And the changes are:
- Horse experience and horse perks should work everytime now, no matter if vanilla, immersive horses or convenient horses.
- Support for NFF and pets via patch. Getting Beast Handling exp from having a vanilla pet with you now works well with NFF. NFF is now also compatible with my mod's "wild pets": They won't be included into NFF framework and play by my mod's rules.
- Books that grant exp must be in your inventory for them to count towards your exp progress. In exchange, mods that modify books like "Book Covers" will work without a patch. Also: adding new books to the list of books that provide exp is now super easy, no matter if vanilla or modded books. This new system also fixes a bug that would allow the player to get exp from a book twice, if reading the same book but from a different tome.
- Cooking experience system has been reworked. The system now rewards cooking new recipes: First time you cook a recipe, you will get a lot of exp for it. I've made it harder to level up the tree in exchange, so you don't just stick to simple dishes.
- CACO patch provided in the description. CACO recipes have been adapted to my cooking tree restrictions. CACO remains as functional as usual, only change is that recipes only show up if you have my mod's perk trees.
- If you have access to "Primitive Crafting", "Create Item" or Campfire's "Senses" without unlocking the perks, just take it easy. Relax, sit down and forget about it. (Literally, when your character sits down, my mod will remove anything you shouldn't have.)
- Fixed duration and possible bug of the effects of "Unusual Harvest".
- Bosmer now get a small bonus when attempting to tame animals, to reflect their predisposition towards them.
- Fixed a bug that would make gaining exp easier in all trees. Please give feedback on the new values, it should be harder now.
- Smaller fixes and tweaks here and there, that I can't quite remember anymore. Mostly text changes, giving a bit of time between messages (if you level up 2 perk trees at the same time, message doesn't overlap) and similar smaller things.
- New version requires a save where the previous version wasn't installed (or a new game). Please wait until you next playthrough to install this version, there are too many changes. And the changes are:
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Version 0.92
- - Better placement detection for the ashes after burning a body.
- These ashes are now considered a (small) heat source for Frostfall and last for 2 to 3 in-game hours.
- At Peace effect now lasts a lot shorter (30 to 45 minutes) and has a better description
- Reduced the bonus received from Wind Impulse. (From +10% damage with bows while outside to +5%)
- - Better placement detection for the ashes after burning a body.
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Version 0.91
- Fixed two bugs and added an optional version without the cooking perk tree
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Version 0.9
- First Release - Beta
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- Author's activity
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January 2025
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09 Jan 2025, 6:20PM | Action by: jayserpa
File added
'Skills of the Wild [version 2.14]'
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09 Jan 2025, 6:19PM | Action by: jayserpa
Changelog added
'Change log added for version 2.14'
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09 Jan 2025, 6:18PM | Action by: jayserpa
Changelog added
'Change log added for version 2.14'
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09 Jan 2025, 6:18PM | Action by: jayserpa
Changelog added
'Change log added for version 2.13'
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09 Jan 2025, 6:17PM | Action by: jayserpa
Changelog added
'Change log added for version 2.14'
September 2024
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23 Sep 2024, 8:24AM | Action by: jayserpa
File added
'Skills of the Wild [version 2.13]'
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23 Sep 2024, 8:23AM | Action by: jayserpa
Changelog added
'Change log added for version 2.13'
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09 Sep 2024, 8:19PM | Action by: jayserpa
Changelog added
'Change log added for version 2.12'
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09 Sep 2024, 8:18PM | Action by: jayserpa
File added
'SOTW Inventory Injector Patch [version 2.12]'
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09 Sep 2024, 8:16PM | Action by: jayserpa
Attribute change
'File \'Skills of the Wild\' description changed.'
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09 Sep 2024, 8:16PM | Action by: jayserpa
File added
'Skills of the Wild [version 2.12]'
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09 Sep 2024, 6:38PM | Action by: jayserpa
Changelog added
'Change log added for version 2.12'
August 2024
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29 Aug 2024, 1:33PM | Action by: jayserpa
File added
'Skills of the Wild [version 2.11]'
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29 Aug 2024, 1:33PM | Action by: jayserpa
Changelog added
'Change log added for version 2.11'
May 2024
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03 May 2024, 8:48AM | Action by: jayserpa
Attribute change
'Description changed.'
January 2024
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11 Jan 2024, 6:49PM | Action by: jayserpa
File added
'\'Menagerie Creation Club Pet Overhaul\' Patch [version 2.10]'
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11 Jan 2024, 5:56PM | Action by: jayserpa
Attribute change
'Description changed.'
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11 Jan 2024, 5:24PM | Action by: jayserpa
Mod image added
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11 Jan 2024, 5:24PM | Action by: jayserpa
Mod image added
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11 Jan 2024, 4:53PM | Action by: jayserpa
File added
'Skills of the Wild [version 2.10]'
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- Mod page activity
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January 2025
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20 Jan 2025, 12:14PM | Action by: thechill2
Tracked
'Skills of the Wild - New Campfire Survival Skill Trees'
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20 Jan 2025, 5:12AM | Action by: KKSensory
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'Skills of the Wild - New Campfire Survival Skill Trees'
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20 Jan 2025, 4:35AM | Action by: felixcatus
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'Skills of the Wild - New Campfire Survival Skill Trees'
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20 Jan 2025, 3:40AM | Action by: TheDailyXPerience
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'Skills of the Wild - New Campfire Survival Skill Trees'
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19 Jan 2025, 11:19PM | Action by: Ominicron
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19 Jan 2025, 8:50PM | Action by: TheDailyXPerience
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19 Jan 2025, 7:30PM | Action by: CathayFromSecunda
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19 Jan 2025, 5:55PM | Action by: dmitryzoubov
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19 Jan 2025, 4:46PM | Action by: Mortath0327
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19 Jan 2025, 12:35PM | Action by: pinguinchen03
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19 Jan 2025, 11:58AM | Action by: GreenStarF
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19 Jan 2025, 9:25AM | Action by: Blackapparitions
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19 Jan 2025, 1:44AM | Action by: HuggableFireSquid
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19 Jan 2025, 1:34AM | Action by: itisPower
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18 Jan 2025, 10:14PM | Action by: OsitoJr79
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18 Jan 2025, 9:47PM | Action by: jvleoncini
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18 Jan 2025, 4:55PM | Action by: batakor
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18 Jan 2025, 4:46PM | Action by: danevi
Endorsed
'Skills of the Wild - New Campfire Survival Skill Trees'
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18 Jan 2025, 3:34PM | Action by: GhostHhunter
Endorsed
'Skills of the Wild - New Campfire Survival Skill Trees'
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18 Jan 2025, 1:11PM | Action by: DeSyncronous
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'Skills of the Wild - New Campfire Survival Skill Trees'
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