
Skyrim SLIMproved SE ENGLISH
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Version0-82-EV
- Original File
- Download:
- Manual
About this mod
Skyrim's little stepbrother of "Morrowind Improved" and "Oblivion Improved". A collection of small tweaks, balance and gameplay changes for the English version of Skyrim Special Edition.
- Requirements
- Permissions and credits


Original German page translated with www.DeepL.com/Translator (free version)
What it is.
Beginner-friendly short version:
- Make your Skyrim companions immortal.
- Protect "important" NPCs so they don't die from any incidents (dragon attacks, vampire raids, or just walking around, for example)
- carriages and boats in all the places you could travel to but not from so far always the best intended variant of a quest reward, if the received item is unique and would be tied to the player level
- Other small things (see detailed description and changelog)
Detailed description:
What would have happened if the bug fixes had been removed from Oblivion Improved or Morrowind Improved? Well, both mods would probably have been far less popular, but both mods would still have made a few - completely subjective, of course - improvements and changes to the game. A few of them would have been optional (and sadly much less noticed, though often unique), some others would have been consistent but subtle changes to the game. What they all have in common, however, is that in terms of gameplay, they would feel like they had always been there, because a good mod is one that you don't notice is "just" a mod at all.
With Skyrim, my fixes are no longer necessary, Arthmoor does an excellent job and thanks to the tireless work of Ypselon/Ypselonia, these patches are also available to German players in a timely manner. Of course, over the years I have still made one or the other small or even somewhat larger change in the game for me - and recently, with the release of the Special Edition decided to let you participate in it. The result is not a Skyrim Improved (well, together with the Unoffical Patches and the Skyrim Director's Cut it would come close to that...), but a "SLightly IMproved" Skyrim. And slim, so SLIM, it is in addition. After coming up with this "brilliant pun" (hey, I can hear your throat clearing!), all that was left for me to do was remove a lot of already finished components that I couldn't use in the Special Edition version of the mod for one reason or another, do a little tweaking here and there, and blow off the dust. And finished was my first Skyrim SE - and for the public, SE-exclusive - mod. As always, not everyone will like it, because the changes are very broad and "improvement" is a very subjective term, but as long as there's a chance that the mod will be useful to anyone besides myself and my private circle, it's actually okay to release it. And here we are...
Added carriages and boats to places you could travel to before, but from which there was no way to travel back (Winterfeast, Twilight Star, Morthal, Hawk Ring, Volkihar Castle). Unlike similar mods, these were added entirely without changing the individual cell entries and without changing the landscape or navmesh records, which has both advantages and disadvantages: Disadvantage might be in some places very slightly sunk in the ground or floating details like wheels. The advantage, on the other hand, is unlimited compatibility: mods that modify or even completely redesign the same cell will not affect the carriages at all - unless they place an object in the same place - but even then, this limitation would only be of an optical nature.
Unlevel unique artifacts (Shield of Solitude, Ice Splitter, Nightingale Gear, and many more...). This means that of items you get as quest rewards, but which can only be obtained once in the world and whose strength used to be based on your level, you will now always get the strongest - and only - version, regardless of whether you complete the quest at level 5 or 50. The effectiveness of weapons and armor depends mainly on your invested skill points anyway, and the disadvantage of a possible enchantment on the item that is too strong for the time being is less than the disadvantage of not being able to use these unique items later on because you completed the quest too early. (Note: does not affect deadra artifacts, they have always existed in only one version).
Added salt to the leveled lists for "common ingredients" (anyone who has had to cook because of a mod like iNeed, or who has done it just for fun, knows how comparatively rare salt actually is distributed in the world)
Brisenheim: added a chest compared to the already existing one, also exchanged the bed when buying the bedroom furniture for a slightly nicer, less broken one
Companions: removed the level cap of all (except possible spouses) potential companions and gave them (including potential spouses), if they were not already marked as "protected", the "protected" status, i.e. they can only be killed by the player. This feature can be disabled with a console command (see corresponding section below). (*)
Companions: Provide current companions with Essential status (i.e., sublime). Companions specializing in light armor also now have the "Lightfoot" and "Silent Movement" abilities by default, and thus no longer trigger pressure floor plate traps or make unnecessary noise. This feature can be disabled with a special item (name: Unprotect [SLIMproved], craftable at any cooking station with a damaged book in inventory) per respective companion or completely (see the Console Commands section a bit further below) (*)
NPCs: The armor behavior of the various Huscarls and Serana changed so that they can be more easily equipped with their own armor. The "Opposite-Gender-Animations" flag, which caused a few female characters to use the movement animations of males, has also been removed for these characters. (*)
All perks that require you to wear full armor to cast (Matching Set, Fit, Well Equipped, Cushion, High Dexterity, Wind Runner, Attack Throwback) no longer have a helmet requirement. These perks, if all other requirements are met, now work both without a helmet and with a helmet as well as with a helmet of the other weight class or a browband.
Tweaks (note: some of these can be disabled individually in NR_SLIMprovedSE.ini if needed):
Greeting distance reduced (less annoying greeting phrases by passing NPCs during a dialog).
Arrows and bolts now fly exactly to the center of the target cross even at longer distances and do not land a bit above it
NPCs move out of the way faster when you bump into them
NPCs can now also just miss and, just like companions, now actually consume available ammunition (arrows, bolts)
fast travel now lets a shorter (more realistic) period of time elapse
NavMesh distance corrected (identical to USSEP), so arrows and bolts don't hit invisible walls after a certain distance anymore
Soundcache limit implemented and slightly increased compared to USSEP to prevent abruptly ending dialogs
(*)- only partially retroactive, that is: the protection status of the NPCs is also applied to old savegames and works even if another mod changes the NPC entries of the NPC in question. The other changes, on the other hand, only take effect if you have not come into contact with the NPC before without Skyrim SLIMproved SE.
For more information on minor changes, please refer to the changelog of the respective version.
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