r/skyrimmods • • 22d ago

PC SSE - Mod Triple Release: DovahKit, Weird Artifacts, and Ask Where People Are

529 Upvotes

DovahKit

For the last six years, I've been working on trying to make my own Creation Kit: a fully-featured GUI-based editor for game data. I haven't finished all of the features I wanted, but the editor has reached the point where it can load and re-save basically every kind of game data, with fully-featured GUIs for every kind of data that the Creation Kit itself offers a GUI for. DovahKit also has an incomplete scripting feature based on Lua.

DovahKit is launching as a public alpha. Some major features are incomplete; these are noted on the mod page.

DovahKit on NexusMods
GitHub repo

I've also made two mods using DovahKit. Both are intended as both real-world tests and proofs-of-concept for DovahKit, and one of them is also what motivated me to create DovahKit in the first place.

Ask Where People Are

This mod allows you to walk up to any named townsperson in the base game, ask them for the location of any other named townsperson, and get a specific answer in dialogue without any objective markers or similar. If someone is standing near a particular building, you'll be pointed toward that building; if someone is just upstairs, you'll be told so. Some characters also have unique dialogue, written with their personalities in mind; a few will even refuse to help you at all.

I had this idea back in 2017 and built a proof of concept back then, to confirm that my intended implementation would work; but I knew at the time that it'd be flat-out impossible to build all of the dialogue with the Creation Kit, and unreasonably difficult to do it in xEdit. This mod has more than five thousand lines of dialogue. This was the mod concept that motivated me to make DovahKit.

All of those thousands of lines of dialogue are unvoiced, so unless you're a very fast reader, you'll need Fuz Ro D'oh to use the mod. Unfortunately, that DLL hasn't been updated to work with Bethesda's latest patches. That makes this a very bad time to release a mod with unvoiced dialogue, but I wanted to release these mods alongside DovahKit, and I didn't want to delay DovahKit's launch for an indeterminate amount of time.

Ask Where People Are on NexusMods

Weird Artifacts

This mod adds a Khajiit merchant, Khahana, near Whitewatch Tower in Whiterun Hold. Khahana sells strange and offbeat enchanted items that spontaneously manifest inside of a wooden chest that she keeps buried for safekeeping. These artifacts include enchanted weapons and armor, such as a ring that prevents you from closing doors, a snowball that never melts (and can be thrown!), a fidget spinner quill that helps restore your character's focus and thus their Magicka, and a large enchanted crystal that teleports random supplies in when you shatter it.

I built this mod with two goals: to test DovahKit with real-world use cases, and to show off relatively niche functions in Skyrim's game engine and unconventional ways to use them. The mod page's Articles section has descriptions of how most of the artifacts and spells were implemented.

Weird Artifacts on NexusMods
YouTube video


It's been a long six years. There's a lot of work left to do in order to make DovahKit everything I wanted it to be, but it's exciting to finally have something to show for all the time I've spent already. I'll probably give it a few days just to make sure no major issues pop up, and then it's back to work.


r/skyrimmods • • 13d ago

[October 2026] Simple Questions, Simple Answers

7 Upvotes

If you're not sure your topic deserves an entire thread, it likely belongs here. Questions that can be answered with a Google search or a read of the mod's content page will be redirected here. Any question not requiring a full modlist should also go here. Finally, any questions you think could be answered in under 25 words should go here.

Questions that belong in this thread might include:

  • Any good Ulfric replacers?
  • Is MO2 better than Vortex?
  • What is a crash log?
  • My faces are all potato colored in game. What's that about?
  • What mods (or modlists) are essential for a new player?

If you're hungry for more discussion, hop on over to our Discord, linked in the sidebar. If you want to talk general Skyrim, head on over to r/Skyrim. For any other questions, comments, or concerns, feel free to message our modmail.

Link to Previous Thread.


r/skyrimmods • • 6h ago

PC SSE - Discussion Night 2 of installing gate to sovngarde without Nexus premium

42 Upvotes

Last night I downloaded 350 < 400 mods

It was painful clicking all that

But thanks to the helpful community especially

*zweihandler09* this got very easy due to giving me some script I installed which lets me download the collection from nexus automatically.

I am very thankful to everyone's comment on my last post

It was helpful

Tomorrow morning I shall *hopefully* step into the gate to sovngarde and experience my first ever Skyrim big modlist


r/skyrimmods • • 4h ago

PC SSE - Mod [Release] Havok Ragdoll Throttler NG — SKSE Plugin for Mass Combat Physics, Corpse Sleeping, Crowd Flow & NoticeCorpse Crash Fixes (1.7.104)

14 Upvotes

I just released Havok Ragdoll Throttler NG (HRT) on Nexus. It’s a pure C++ SKSE plugin (no ESP, no scripts) built for Skyrim SE 1.7.104 that addresses how the Creation Engine handles physics saturation and AI collision during mass battles.

  1. Physics Solver Saturation: Every dead body continues running collision-pair math even while lying flat. In large skirmishes, Havok's constraint solver quickly overloads, causing physics spasms, 15 FPS drops, or hard CTDs.
  2. Actor Collision Jamming: Allied NPCs have hard collision boxes with an avoidance penalty. When a battalion pushes through a fort gate or doorway, the front line deadlocks into a permanent shoving match.
  3. The NoticeCorpse Crash (Function 16304): When an explosion or arrow volley wipes out 15+ actors simultaneously, surviving AI floods the dialogue queue with NoticeCorpse calls. Because phoneme/facegen streams resolve asynchronously, the engine frequently dereferences a null function pointer in the audio thread.

What HRT Does

  • Active Ragdoll Budgeting: Strictly caps the number of actively simulated moving ragdolls (default budget of 10). The nearest bodies get full physics while farther bodies settle.
  • Corpse Sleep Management: Once a corpse settles on the ground, HRT puts it into a physical sleep state. To Havok, it is treated like static terrain, taking near-zero solver CPU time. (Tested up to 500+ settled bodies simultaneously).
  • Dynamic Wake-on-Impulse: Sleeping bodies aren't frozen permanently. An explosion, shout, or heavy impact dynamically wakes them back up, applies the kinetic impulse vector, and puts them back to sleep once they settle.
  • Crowd Flow Collision: Allied soldiers can brush past each other cleanly. Front lines actually push through choke points and fort gates instead of freezing into a traffic jam.

Requirements & Compatibility

  • Skyrim Special Edition 1.7.104
  • SKSE64 2.3.1
  • Address Library for SKSE Plugins
  • Safe to install or remove at any time (queues are drained cleanly on cell transitions and saves).
  • Compatible with Realistic Ragdolls and Force, Faster HDT-SMP, XPMSSE, and combat overhauls.

Feel free to check out the benchmark video to see the live F10 profiler in action during a 100-corpse battle. Hope it helps anyone running warfare mods, civil war overhauls


r/skyrimmods • • 7h ago

PC SSE - Discussion What quest mods play and feel like a true Skyrim DLC in the vein of saints and seducers extended

16 Upvotes

title. i feel like it doesn’t get enough praise. I have played a few mods, but nothing has really felt like a true Skyrim dlc besides it.

the organic extension of the universe, amazing voice acting, and new loot, exploration ,and quests - all with Bethesda level polish.

no fetch quests, no back and forth run backs, no grindy sections, no go here and talk to this guy, actual cutscenes, new rewarding models and spells - I feel incredibly spoiled to have played it and am excited to go through it again.


r/skyrimmods • • 12h ago

Development Achievement creators needed!

38 Upvotes

Hello!
I'm the author of Achievement Injector, a mod that makes it possible to create new achievements both for skyrim itself and for other quest mods.
After a bit of a hiatus I've updated the mod to support the most recent version of Skyrim AE, and I've been looking for more creators that would like to create achievements for their quest mods and / or their favourite mods.

Apparently many people didn't know of its existence, so here I am.
You don't really need to know coding to create achievements, for most scenarios all you will need is some simple json, so if anybody is interested you can dm me here on reddit, on nexus, or on discord at username "@nicklaj".

I've already talked to some mod authors so hopefully a new batch of achievements will be released in the coming weeks, but the more the merrier, right?

Cheers.


r/skyrimmods • • 4h ago

PC SSE - Request Is there any mods that add more locations that can be improved by doing quests like the Ragged Flagon?

7 Upvotes

I love the concept of a faction hall that steadily improves as you move through the questline, I also like the unique items you steal during the quests being displayed (yes I know about Legacy of the Dragonborn already don't bother) and the trophies for doing radiant jobs


r/skyrimmods • • 56m ago

PC SSE - Request Haven't modded Skyrim in years, need help re-learning.

• Upvotes

I don't mind having it ELI5. It's been a long while since I've properly modded Skyrim and I know it's gotten updated recently (thanks Bethesda), so as someone who hasn't seriously touched the modding scene in a few years, how does one go about the modding principles for now, I remember there was a lot of drama around when I stopped around the unnoficial patches? Are there pre-built 'basic' lists for all the current frameworks? Are rollbacks needed? (If there is anywhere that has all of this information already, I wouldn't mind just going there myself to learn.)

I'd also appreciate any advice on mods that either add content or help optimize the game. I know there are endless mods to work through on Nexus so I'll eventually find the ones I like, but I'd like to know if there are any hidden gems that released and people want to shout out. I don't much care for visual mods, Skyrim could look like a N64 game and so long as it ran above 30 FPS I'd still be happy about it. Thanks in advance! <3


r/skyrimmods • • 19h ago

PC SSE - Discussion Real time terrian edits are working!

70 Upvotes

Managed to get a seam fix working for the next update


r/skyrimmods • • 4h ago

PC SSE - Help Severe Lag

3 Upvotes

Anyone else dealing with this? I stop playing the game for a month, make no changes in between, and suddenly when I return the game has unbearable lag, to the point the game is unplayable. I have no idea why this is happening. Is this a common problem after not playing the game for a while?


r/skyrimmods • • 10h ago

PC SSE - Mod Looking for follower mod NSFW

9 Upvotes

Hello, I used to play Skyrim with certain follower mod that no longer exist on nexusmod. I downloaded it from different site but at that time I knew name of this mod. Perhaps it was LoversLab but I cannot find it there right now.
She (follower) was kinda half demon cuz half of her body was purple (like burned out), she had white hair and there had to be done quest to get her more like in north area of Skyrim, thats all I remmeber and if im not mistaken she was custom voiced.

The only screenshot of her i have this and been looking for hours I might give up. https://imgur.com/a/s0siT5T

I also hope i chose right subreddit


r/skyrimmods • • 4h ago

PC SSE - Help Werewolf color mods

2 Upvotes

Are there any mods that allow to change the color of the player werewolf without effecting the NPC’s? I’ve tried various mods to achieve this with zero luck. I’m currently using Growl and a werewolf growth mod so if there are any mods that are compatible with those that’d be great


r/skyrimmods • • 9h ago

PC SSE - Request Could someone make a custom skill tree that grants spells?

5 Upvotes

I just had this idea after looking at requiem and a few other spell mods.

I like the way requiem handles spell learning, which happens through perks but im playing gts and it has the full simonrim suite and i like the features, it's just not power fantasy enough.

I think enai's triumvirate and apocalypse and darenii's spell mods would work nicely. Even vanilla would benefit from this.

To put it simply, you get to choose a perk that teaches a spell. That's my idea.


r/skyrimmods • • 7h ago

PC SSE - Help Help bhk/tng

3 Upvotes

On Skyrim become high king the next generation, I have been coronated and selected my high priest and royal blacksmith. I cannot find either of them. I need my wedding ring made and I need to speak to the high priest about what I need to do to propose to Ulfric. I tried to use console commands to get the pride with the help command to find Brodran, but I couldn't get a pride for him.


r/skyrimmods • • 10h ago

PC SSE - Request New maps recommendations

3 Upvotes

So I’ve just completed beyond reach and wow. personally I thought it was great and really was a change with the dark kinda vibe.

So I’m just wondering does anyone have any recommendations for other maps/expansions


r/skyrimmods • • 3h ago

PC SSE - Discussion Prevent Alt-Tab Typing Affecting Game?

1 Upvotes

I often hit the console as an in-game pause, then alt-tab to get out of the game. How do we keep anything we type outside of the game from getting written into the game console?

I am pretty sure I had fixed that, but recently it started typing into the console again.


r/skyrimmods • • 11h ago

PC SSE - Request Grim dark

4 Upvotes

So I'm remodding Skyrim and kinda want a grim dark vibe where the roads are dangerous and if you aren't prepared to fight your way to the next town or city it's game over.

So I'm looking for an invasion mod or similar where you have roaming groups of enemies that may even be found fighting hold guards and such.

Ik thalmor would got the best thematically, but I'm partial yo orcs myself, but I'll take even just upped bandit patrols and such


r/skyrimmods • • 10h ago

PC SSE - Mod Spell Hotbar v2 and Controllers?

3 Upvotes

Not sure if this is the right tag, but for those who mainly play with a controller, what is your experience with this mod?


r/skyrimmods • • 4h ago

XBox - Discussion Looking for a good Nord light armor, male. (Xbox) Creations

1 Upvotes

Looking for a good, simple nord looking armor for male character that isn't over the top. Possibly along the lines of the Einherjr armor but for a male character. Any leads are appreciated.


r/skyrimmods • • 4h ago

PC SSE - Help RaceMenu, what am I doing wrong?

1 Upvotes

I downloaded the patreon version of the RaceMenu that ppl say work with this new version of sse, extracted from the zip, placed those in the sse data file. This is the only mod I'm not using thru NMM, and there's no error/bug/anything the game just doesn't recognize it at all.


r/skyrimmods • • 19h ago

PC SSE - Discussion Dedicated Healers

16 Upvotes

Any suggestions of a healer followers? I have tried Aniya and Celestine but they are not casting healing spells during combat. Thanks.


r/skyrimmods • • 5h ago

PC Classic - Request Is there a Skyrim LE mod for Markarth without Dwemer ruins?

0 Upvotes

Hi!

I've read that pre-Skyrim massive lore retcon, there were no Dwemer in Skyrim. I wonder if it is true or not considering the way the Snow Elves took refuge in Dwemer cities, if it's also a retcon or if it's old lore.

But I'd like to have a chance to find a Markarth mod without the Dwemer stuff and with Snow Elves and Atmoran or early Nords stuff (not dragon cult). Anything decent that offers an alternative. Tamriel Rebuilt in Morrowind clearly doesn't show any Dwemer influence in the Reach cities that are released at this point, why is Markarth so different? When did Markarth turn into a Dwemer city and how can I find a mod that turns it into a non-dwemer city? I'd just like consistency and dwemer and dragon cult (the way it is shown in Skyrim) are the two things I want out of my game.


r/skyrimmods • • 17h ago

PC SSE - Discussion Hi need help with decisions

7 Upvotes

Hi guys, I recently bought the Skyrim Special Edition from the Steam sale and looking forward to modding it. For me visuals are the most important thing.

My device specs are:

HP OMEN 16 Laptop

Nvidia RTX 4070 8GB (VRAM)

16 GB DDR5 RAM

1TB SSD

I would really appreciate modlists suggestions and help with modding in general as this is my first time modding Skyrim. I have played morrowind and oblivion before and I love the lore of Tamriel.

"Shame on you Sweet Neravar"

Before this I have done quite a bit of research but all of the recommendations that I found from YouTube and the internet basically makes me feel like I am a peasant with no way to enjoy nodded skyrim


r/skyrimmods • • 11h ago

PC SSE - Help Please help my grass is gone :(

2 Upvotes

Hello friends, I am in need of help, I am now hours deep into reading and troubleshooting and I am genuinely stumped.

TLDR, I was trying to get a complete modlist going and following the STEP guide roughly for order of operations and understanding the logic behind many decisions. Have vanilla grass while doing this.
Upon reaching step 5 creating a grass cache, I switched over to InfernalRyan's guide and carried on forward. Created the grass cache successfully and now my grass is gone.

I did turn off True hud and auto parallax before generating and turned them on afterwards again. I have not yet run texgen, lodgen pgpatcher or dyndolod.

Steps I have already taken:

  1. Read this thread which has the same problem but in a different set of circumstances
  2. Double checked console command tg and moved around fast travelled etc
  3. Double checked ini file is okay both using bethini and manually bAllowCreateGrass and bDrawShaderGrass are set to 1
  4. Double checked GrassControl.ini and tried different combinations Use-grass-cache = true/false and Only-load-from-cache = true/false and DynDOLOD-Grass-Mode = 0
  5. Removed the grass cache and game recognizes that there is no cache and gives a warning. Put grass cache back, no warning but still no grass.
  6. Disabled NGIO/GrassOptimasations and tried steps 2 and 3 again
  7. Installed Northern grass SE to try and see if something happens but nothing changes, there is no grass in the game for a grass mod to work.
  8. My immediate next step is to try and use the Faster NGIO Grass Cache utility to remake the cache and try loading the game again.

More info:

System is CachyOS linux, using amethyst mod manager but you can respond to me as though it were windows, I am comfortable with that. I am confident that this is not a linux issue, there was grass in the game prior to this.

Edit: Upon uninstalling the whole modlist and loading an old clean save, the grass comes back.

Skyrim AE Steam version 1.7.104 I made sure I have no outdated mods installed that don't support this version and indeed it was working before i tried to make the grass cache so I doubt another mod could be directly in conflict. Maybe some weird other interaction is happening. Deployment method is symlink.

I am not using USSEP or any mods that require it because of some issues I had with it last time I was playing 4 years ago. I may use it and many other mods that fix things if i have to make a new load order from scratch again.

Some other mods on my list that I think could be relevant. Community Shaders, Seasons of Skyrim, Azurite Weathers 3, Skyland AIO, Enhanced Rocks and Mountains and Skyrim 3D rocks.

I don't know how best I can share my full modlist from this setup. I am able to export Amethyst's specific profiles that another amethyst user could load up and look at. Not sure if modwatch works in my case but I can give it a go.

Any help or pointers are highly appreciated!


r/skyrimmods • • 7h ago

PC SSE - Help Nighteye too dark with Effects 11

1 Upvotes

I just redid my mod list and everything is running (suspiciously) smooth, except one tiny detail: any kind of night eye spell/power is entirely useless. It only slightly desaturates the image, but doesn't make any changes to how much you can actually see. I have read somewhere, that ENB/Effects 11 can have that effect of basically ignoring night eye. But is it possible to fix? And how would one do it? I am entirely new to ENB/Effects 11, so I don't really get how it works yet. I use Nat effect 11 - true light edit, if that's relevant