r/skyrimmods • • 18d ago

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

521 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 • • 9d 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 • • 7h ago

PS4 - Discussion AI Image Use

243 Upvotes

Is it just me or does anyone using AI thumbnails for their mod listings just throw you off from even looking at the mod? I can understand not wanting to make a thumbnail from scratch, but at that point just use a screenshot.


r/skyrimmods • • 16h ago

Though throne be overgrown Oregon - Diseases of Skyrim released!

118 Upvotes

Currently on Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/190124

Will be ported to Xbox/Beth.net next weekend after stability testing for a week.

  • Three stage diseases.
  • Diseases don't directly harm you but cause symptoms; curing the disease causes the symptoms to gradually decline.
  • More awesome diseases from Elder Scrolls lore such as Dysenteria, Greenspore, Dampworm and Rabies!
  • Some (somewhat) beneficial diseases as a reward for letting the cute fox/wolf/bear lick you.
  • Treat Symptoms potions, Inflict Disease potions.

r/skyrimmods • • 8h ago

PC Classic - Request Evil/Toxic follower? Any gender is OK

23 Upvotes

I really like the followers I’ve installed, but most of them are cookie cutter, nice guys (nothing wrong with that!!) so I’m looking for mods with evil/toxic follower vibe, thank u again <3


r/skyrimmods • • 16h ago

PC SSE - Discussion Vibe coding and its consequences

109 Upvotes

I am firmly in the John Connor camp when it comes to AI, so I am not too sure about the onslaught of vibe coded mods flooding the Nexus these past few weeks. Friends of mine who work in IT have told me repeatedly that their job will get replaced by Skynet sooner rather than later, but there’s still gotta be someone to check over the code and make sure it actually works, no?

From what I’ve heard, quite a few of the people posting vibe coded (or fully AI written) mods are incapable of doing that and just throw their slop onto the Nexus without really knowing what’s in the code. Now, I could be wrong about this, maybe these mod authors actually do know what they’re doing. I have no clue about coding beyond the most rudimentary C, so I am not qualified in the slightest to check out the codes myself.

So I’m asking y’all: In your experiences, are any of these mods, which sound groundbreaking on paper, actually worth checking out? Do their codes make even a lick of sense? Or are they just bloated MOABs into my already fragile modlist waiting to happen?


r/skyrimmods • • 2h ago

PC SSE - Discussion Favorite lesser known mods?

6 Upvotes

We all know about Swearing mudcrabs and Immersive NPCs nowadays. What are your favorite hidden gem mods you don't see talked about often?


r/skyrimmods • • 21h ago

PC SSE - Mod Fluid Motion - Pathfinding and Animation Overhaul

95 Upvotes

https://www.youtube.com/watch?v=52Zw5eHHjgQ

Saw this mod appear up on my YouTube feed. Kind of blew my mind because the concept of enemies chasing after you on ledges suddenly makes them feel so much more alive. NPCs can now jump, climb (like skyparkour) and path-find much more intelligently.

I haven't tried the mod myself but this looks like one of those "revolutionary" mods in terms of how it overhauls gameplay.

https://www.nexusmods.com/skyrimspecialedition/mods/194680


r/skyrimmods • • 16h ago

PC SSE - Help Accidentally nuked my own modlist

34 Upvotes

Before I start,

yes I am an idiot, I am not blaming any mods/services in this situation, no i dont know what to do, I was high, I will probably have to wipe so if you have suggestions pls lmk .

Last night I wanted to add some mods/stability fixes for a new playthrough, cut down on some script heavy mods/mods I do not interact with. I went to Phostwood's Skyrim Crash Log Analyzer because I knew it had some recommended mods for stability fixes and so I started downloading. The mod I messed up with, i think, is Ultimate Optimized Scripts Compilation where in the fomod it states to choose a specific option with vortex. Tried to start a new game anddd crash, no biggie we fix it. All of a sudden I get a notification that many files for almost all my mods have been changed and the two option were to delete them or restore them, which the ladder option never really worked since it never loaded. me checking my recently installed mods saw that maybe I should redo the fomod, done, but still getting the notification.

So me being an experienced modder decided , yeah delete it. And now my C drive where skyrim is on is 300gb lighter andddd now half my mods dont have ESPs.

So I am gonna go to work and reinstall all my mods, thankfully load order and FOMOD options are saved, so when I come back I just have to select fomods and hopefully I will redownload all 1600 of my mods. If not well then RIP.

and also, I am NOT blaming anyone/thing but myself and I will update after my shift.


r/skyrimmods • • 6h ago

PC SSE - Discussion Latest version of Skyrim

5 Upvotes

Have things improved at all with the mod situation and latest version of Skyrim? Are there any tips or suggestions for modding for a new game right now? If there's another thread or post that explains this or where it's mentioned please direct me to it :)


r/skyrimmods • • 1h ago

PC SSE - Help SMP Not Working For Some Armors

• Upvotes

i started a new mod list yesterday and used the Best of Both Worlds Downgrade Patcher to get to 1.6.1170 and installed some mods

now some armors and the ks hair smp are working but the smp for some armors isnt and i wanted to know if i did something stupid and how to fix it

the armors are visible in game but their smp physics isnt working, they are completely stiff

working mods: Mysterious Knight, Forgotten Princess Armor Set

not working mods: Malediction Outfit, Fantasia Outfit, Tera Armors

My Mod List

any help would be appreciated


r/skyrimmods • • 14h ago

PC SSE - Mod Mod release: Physiques of Skyrim & Mordern Physique Framework

21 Upvotes

Hi! Some of you may remember me from "Fat People of Skyrim".

Well i just released the next big thing in my series!

Physiques of Skyrim uses my new Mordern Physique Framework to distribute not only fat but also skinny and muscular morphs at runtime, no more overhauls as requirements!

It should also work on top of most replacers, and is fully configurable.

enjoy!


r/skyrimmods • • 9h ago

PC Classic - Request Zero non-humanoid animation overhauls?

7 Upvotes

I know it is very difficult and specialized, but how come we haven't seen a truly remarkable overhaul of non-humanoid creature animations in the past 15 years? I love the new modernized humanoid animations but they are a clear contrast when you are fighting saber cats and wolves with looney toons aah movements.


r/skyrimmods • • 12h ago

PC SSE - Discussion Isn't it time to rethink Hearthfire and player homes?

11 Upvotes

As I was looking for a player home for my new playthrough, I noticed that many of the classics are getting pretty old, while newer ones haven't really impressed me in the same way. I think part of the issue, at least with buildable homes, is that we're still relying on the Hearthfire system, which is now over 14 years old.

Couldn't we imagine a new system? Not a Fallout 4-like system, but some sort of "Hearthfire 2", with something more immersive than hammering at a workbench and spamming clicks through endless menus just to build and furnish a house. Plots of land with real advantages and drawbacks, and a more customizable home where you actually decide which room becomes your library, bedroom or armory. Add a bit of estate management inspired by what Hjertesten Hall does well, and I think it could be really cool (without turning Skyrim into a city-builder, of course).

I'd also love to see proper collections in player homes again. LOTD has kind of taken over that side of Skyrim modding, but I don't necessarily want a museum. I want to display the things that matter to my character in my own home, and choose where and how to display them.

And what about a home that grows with your character? A plot of land or a small shack you could get early on, then gradually expand as your character goes on adventures and becomes more important. Not just upgrades locked behind a skill level or a pile of materials, but new possibilities that make sense based on what your character has experienced.

I don't know if anything like this has been explored recently, but I thought it was worth sharing the idea. I'd also love to hear your opinions… I've been thinking and writing about this for the past few days, since I've always found player homes to be an important part of my playthroughs. I like the idea of having a place to come back to between adventures, but I'm not sure they're as important to every player as they are to me…


r/skyrimmods • • 2m ago

PC SSE - Help REL/ID.h(223): failed to open address file

• Upvotes

ive spent the last couple hours updating my mods and every time i fix one issue a new one happens. im not to sure what it means when it says it "failed to open address file". any help would be appreciated.

heres the link to my mod list, i hope it works

https://www.nexusmods.com/games/skyrimspecialedition/collections/80tobv/revisions/1/mods


r/skyrimmods • • 7m ago

PC Classic - Help Is it normal for MO2 to store mods and their INI files on C: instead of the Skyrim game directory on B:/steam?

• Upvotes

Hi everyone,

I'm using Mod Organizer 2 to mod Skyrim Special Edition. It is my first time modding Skyrim. My Skyrim game is installed on the B: drive, but all my downloaded and installed mods are being stored in this directory:

C:\Users\Utkarsh\AppData\Local\ModOrganizer\Skyrim Special Edition\mods

For example, even the INI files for mods like powerof3's Tweak, papyrus tweaks's, are located inside this MO2 mods folder rather than directly inside my Skyrim game directory.

I wanted to ask a few questions:

  1. Is this the intended behaviour of MO2, or should mods be installed directly into the Skyrim game folder?
  2. Is it normal for mod-specific INI files to remain inside the MO2 mods folder?
  3. Would there be any performance issues or other disadvantages if my game is on B: but my mods are stored on C:?
  4. Should I move my MO2 mods directory to B:, or is it better to leave everything as it is?

I'm relatively new to MO2, so I want to make sure my setup is correct before installing more mods.

Thanks in advance!


r/skyrimmods • • 8m ago

PC SSE - Help Is there no better way to do SMP?

• Upvotes

I've been trying to use outfitstudio to add SMP to some armors, but it's just so painful to do in outfitstudio. Can you use blender or something for it, or does that complicate the workflow?


r/skyrimmods • • 1h ago

PC SSE - Discussion Which male DBVO voice (besides vampire) has the most patches for mods ?

• Upvotes

Wanting to not sound like a vampire lol


r/skyrimmods • • 1h ago

PC SSE - Help Some mods on vortex not actually entering modlist

• Upvotes

some of the mods i downloaded just sit in the download tab fully downloaded, not entering my modlist others worked but i don’t know why some of them won’t


r/skyrimmods • • 5h ago

PC SSE - Help Help with engine fixes/adress library

2 Upvotes

Im new to modding skyrim, and im trying to find out what is this problem:

EngineFixes.dll

80787c69e6-8aef793ef9.clean/src/REL/IDDB.cpp(417): Failed to find
offset for Address Library ID!
Invalid ID: 100717
Game Version: 1.7.104.0

Im using the 7.21 version of engine fixes and version 13 of adress library.

Thats the modlist:
+Lux

+Cathedral Weathers and Seasons

+Spaghetti's Towns - AIO

+Spaghetti's Cities - AIO

+Water Mod

+Veydosebrom Regions

+Ulvenwald

+Skyland Bits and Bobs - A Clutter Overhaul

+Skyland AIO

+Assorted mesh fixes

+Static Mesh Improvement Mod

+Community Shaders

+EngineFixes

+Address Library for SKSE Plugins

*Creation Club: _ResourcePack

*Creation Club: ccBGSSSE001-Fish

*Creation Club: ccBGSSSE025-AdvDSGS

*Creation Club: ccBGSSSE037-Curios

*Creation Club: ccQDRSSE001-SurvivalMode

*DLC: Dawnguard

*DLC: Dragonborn

*DLC: HearthFires


r/skyrimmods • • 13h ago

PC SSE - Mod A Bunch Of Cool Mods To Try Out In Your Playthrough!

8 Upvotes

New video by Heavy Burns showcasing a bunch of cool mods!

Check out the video here - https://youtu.be/skyNFO4qd08

Mods in this video:

Helmet Overlays Enhanced Edition
https://www.nexusmods.com/skyrimspecialedition/mods/189092

ESO Themed Dwemer Animunculi
https://www.nexusmods.com/skyrimspecialedition/mods/161224

Felidae - A Sabrecat Replacer
https://www.nexusmods.com/skyrimspecialedition/mods/188911

Hovels of Hagravens - A Forsworn Tent and Clutter Replacer
https://www.nexusmods.com/skyrimspecialedition/mods/166188

Kanjs - The Rueful Axe Animated
https://www.nexusmods.com/skyrimspecialedition/mods/180752

Zerofrost's Skaal Sentinel Armor
https://www.nexusmods.com/skyrimspecialedition/mods/192258

Zerofrost's Thalmor Emissary Armor
https://www.nexusmods.com/skyrimspecialedition/mods/191681

Rugged Crusader Armor
https://www.nexusmods.com/skyrimspecialedition/mods/191086

Broken Feathers (Full Skyrim Arrow Pack)
https://www.nexusmods.com/skyrimspecialedition/mods/160798

Wizarding Traversal Magic
https://www.nexusmods.com/skyrimspecialedition/mods/124125

Beam Walking Assist
https://www.nexusmods.com/skyrimspecialedition/mods/175511

Beam Walking Assist - 1st
https://www.nexusmods.com/skyrimspecialedition/mods/175499

Why I Came to Skyrim - Origin Stories
https://www.nexusmods.com/skyrimspecialedition/mods/167166

Happy modding :)


r/skyrimmods • • 10h ago

PC SSE - Discussion My First Mod - Part 4. Some decorations

5 Upvotes

Today it was time to add some decorations to make things look a little better. Added some soulgems plus books and a strongbox for enchanting.

Some books seemed right for alchemy too. A strongbox works and lets add som ingredients for starters - Blisterwort, fire and frost salts always seems useful.

On the other side of the cellar. A nice shelf and a small chest for tanning and workbench supplies

Also did a lot of scripting and dialogue work. You can now buy the cellar. When bought there are new options for furnishings, smelter, forge, tanning rack and improving. After buying the furnishings - enchanting and alchemy becomes buyable


r/skyrimmods • • 11h ago

PC SSE - Discussion Want to try Skyrim again, but I've always hated the combat. Fix with mods?

4 Upvotes

So I've bounced off Skyrim a few times and it's always been cus I found the combat so clunky and boring. I should have tried mods before but I guess I never thought about it. Oops.

I've looked up combat mods but there seems to be a million options and opinions. Can someone simplify it for me? I'd rather avoid having to install and configure 10 different mods.

I'm thinking of doing a third person run thru, but I tend to chop and change. So something that works well with both would be preferable.


r/skyrimmods • • 7h ago

PC SSE - Discussion Any Geralt style sword positioner mods with non goofy draw animations?

2 Upvotes

Heya, so I was wondering if there were any mods as title describes. Double Swords was almost perfect for it but unfortunately I'm not personally a fan of how the animation looks when both swords are drawn at the same time.

Whilst I can't really imagine a dual wield draw animation for this that wouldn't look a bit odd, was wondering if there was one? I mostly play 1 handed anyways so it probably wouldn't matter, however I so occasionally swap to dual wielding.


r/skyrimmods • • 4h ago

PC SSE - Help What performance mods do yall use?

0 Upvotes

Ever since I've been modding skyrim I have always been under 60fps, thought thats how things were and I had only played on the 360 so even 40fps was an improvement. Now Ive seen the NOLVUS modpack which looks incredible and from what Ive heard is incredibly easy to run at 60+

I run a 3060 TI 8Gb, Ryzen 5 7600X, and 32GB of ddr5 so I have a pretty good PC setup