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TactWithMolag

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TactWithMolag

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About this mod

This mod adds Codex entries for over 50 kinds of enemies in Skyrim, as well as buffs for them.

Requirements
Permissions and credits
Changelogs
What are Codex entries:
Codex entries are a mechanic found in many games released in the 2010's and onward. Sometimes earlier. They are notes containing information about the world, like a simplified version of an encyclopedia! Sometimes they'd contain useful pieces of information, like tactics to defeating an enemy.

I couldn't find a mod like this. And for good reason, I'm sure! Writing a codex for over 60 different enemies wasn't easy, along with doing some research on all of them, and making notes for them.

In this mod, they take the form of weightless notes, alphabetically ordered with "codex" so they'll appear organized in your inventory. It could be especially fun for a scholarly mage playthrough, or just for players that like to collect things!

Lore friendly/immersive-ness:
Yes and yes, on both I think. People have been making research papers for as long as we've had paper. I have kept humor down to a general minimum in the descriptions, every codex entry should leave your immersion intact, and you might even learn some interesting facts about enemies, be it gameplay or lore.

How to get a codex entry:
This mod will have multiple versions. Since there are over 60 entries, it's already VERY difficult to implement them all in a meaningful way. One version is JUST the entries, they won't be placed anywhere. Useful as a modder's resource! I'd be very happy if someone makes this mod have an MCM codex menu :)

Another version, I attempt to integrate it by adding the corresponding note. For example, killing a mudcrab, you can find their codex entry on their body.

Lastly, there's also a vendor version, which is for selling the notes. Gunmar in the Dawnguard sells all the codex entries. Not the BEST way to implement it, but definitely easier than trying to make every enemy drop the right entry.

Do they do anything?
As of version 1.1, yes! There are dozens of minor buffs after each enemy, with effects inspired off their actual abilities. Here is a list of them:

  • Albino Spider Ability: Absorb magic 5%
  • Ash hopper Ability: 20% poison resist
  • Ash spawn Ability: Destruction is 5% stronger
  • Burnt Spriggan Ability: Destruction spells are 6% stronger and cost 6% less
  • Bristleback Ability: +15 health
  • Bear Ability: +15 health
  • Bandit Ability: 5% sneak, 10% lockpicking
  • Cow Ability: +10 health and stamina
  • Chicken Ability: Restoration spells stronger by 4%
  • Chaurus Ability: Resist poison 5% and health +5
  • Dog Ability: Sneak and movement speed boost 3%
  • Deer Ability: Movement speed 6% stamina +6
  • Dragon Ability: 10% shout cooldown reduction
  • Dwemer Ballista Ability: 30% more bow stagger
  • Dwemer Centurion Ability: 8% magic resist
  • Frostbite Spider Ability: fortify sneak and poison resist 5%
  • Falmer Ability: 5% magic resist, +10 magicka
  • Frost Giant Ability: 10% melee damage/frost resist boost
  • Fox Ability: Sneak and illusion strength boost 7%
  • Goat Ability: Destruction strength and critical chance 3%
  • Gargoyle Ability: 5% poison resist and one handed
  • Giant Ability: 5% melee damage and magic resist
  • Horker Ability: +10 health and 10% frost resist
  • Horse Ability: Speed 4%, stamina +10
  • Hagraven Ability: 8% magic resist
  • Ice Wraith Ability: 5% resist frost and poison
  • Lurker Ability: Destruction costs 15% less
  • Mudcrab Ability: 10% block and +10 stamina
  • Mammoth Ability: 7% frost resist
  • Netch Ability: 10% resist shock
  • Necromancer Ability: 6% conjure cost/duration
  • Riekling Ability: 3% resist frost, 3% melee damage
  • Rabbit Ability: Movement speed boost 3%
  • Slaughterfish Ability: waterbreathing
  • Skeever Ability: 15% disease resist
  • Spriggan Ability: 5% bow damage/draw speed
  • Seeker Ability: Alteration costs 15% less
  • Sabre Cat Ability: 5% movement speed and critical chance
  • Troll Ability: Frost resist 5% and two handed damage 5%
  • Wolf Ability: 5% critical chance
  • Werewolf Ability: Bow draw speed and melee attack speed 5%
  • Will o’ Wisp Ability: Illusion spells are 8% stronger
UNIQUE ENEMIES:

Alduin Ability: 30% stronger destruction, 30% less destruction cost, and 30% reduced shout cooldown

Ebony Warrior Ability: 12% magic absorb and reflect damage

Karstaag Ability: 15% melee damage, 15% two handed attack damage

Obtaining the abilities:
To obtain them, you currently have to buy them from a vendor. The vendor you need to buy from is mostly something it makes sense for. As an example, the shop owner of The Drunken Huntsman will sell many of the animal abilities. He hunts, after all. My hope is that either I will learn how to better implement these through SKSE and scripts at a later date, or someone will use my work and improve it.

As of Ver. 1.20, reading the corresponding codex grants the ability instead. Reading about Alduin gives his ability. No more separate spell tomes!

Requirements:
None, other than base game.

Comaptability:
Should be compatible with everything, although the versions that add stuff to vendors/corpses may have issues with loot mods.

Permissions:
Since I want people to help me make this codex a more cohesive thing, permissions are open! I wrote the codex for the enemies, so that's some of the harder work finished, I think.

Suggestions? Feedback? Please comment with them :)