Changes to crafting: |
| Portable crafting tools and blueprinting: |
Every static tool like the forge, the smelter or the workbench is now craftable as temporary portable tool. How many uses you'll get from it depends on the material you craft and how much you craft. The portable tools are very expensive, but come in very handy in huge dungeons such as the Blackreach. Blueprinting means you can now make a blueprint copy of every item with a paper roll and something to write, like a inkwell and quill, or charcoal. You'll use this blueprints to reforge the item at every forge you come across. This way you don't need to carry the item around. |
| All unplayable Armor/Clothes/Jewelry/Weapons made play- and craftable: |
Yep, that's right. Every item of that category which wasn't playable before, is now playable. You can craft it at the forge or elsewhere and if the item was enchanted by default, you'll also get the chance to craft an unenchanted version of it. Some items are only craftable when you've made a blueprint copy of it or did certain quests. |
| All unique Armors/Clothes/Jewelry/Weapons made play- and craftable: |
And another right. Every item of that category which wasn't craftable before, is now craftable with or without enchantment. Certain items will only be craftable when you've done some quests or got a blueprint copy from the requested item. |
| Craftable level upgrades for level scaled items: |
If you got a item at low level progression you'll now get the chance to upgrade the said item to the next higher level. Just step up to a forge and upgrade the weapon or armor or which ever else item you like. |
| Every Armor/Clothes/Jewelry/Weapon now improveable twice as much: |
Now this feature is no longer limited to steel and certain other items. You'll get the chance to temper every useable item, including thoose imported by Skyrim Improved. |
| Fixed every Armor/Clothes/Jewelry/Weapon to be in the recipe list: |
To make it short. You're able now to use, craft and temper every item, no matter where you are. Either do certain quests, gain a certain level/skill, have a certain perk or catch blueprints of items and you'll get the chance to make it yourself, with or without enchantment. I've added over 500 new recipes for you to craft. |
| Crafting recipes revisited: |
Most of the default recipes got overhauled in a fashion that you'll need more ingredients to craft the item. I've changed more then 100 recipes to use ingredients that make logical sense. Some of the recipes need ingredients that have been imported by Skyrim Improved. |
| Craftable Arrows: |
Yes, you also get the chance to craft every single arrow ingame. You'll need feathers, arrow heads and arrow shafts to make a bundle of ten arrows. Arrow crafting is depended on skill and perks, so you won't be able to craft ebony arrows when not having the appropiate perk. Additionally I've introduced new arrow types, Silver and Quicksilver arrows. Read more about it in the Archery section. |
| Craftable Scrolls and Staffs: |
For the mages out there, you can now craft scrolls with paper rolls, a quill and inkwell and the appropiate spell, if you own it. The same is for staffs. You basically craft a 'dry' staff and then enchant it with known magic. |
| Craftable new and old misc items: |
You can now craft new stuff like portable barrels, beartraps, rucksacks, refine bottles, lanterns, torches, lockpicks, inkwells, quills, forks, spoons, knifes and paper rolls. All of thoose items are useable and some of them are needed crafting prerequisites. You'll use a portable barrel by crafting it, drop it from your inventory and activate it by grabing (default z key). You can put it into your inventory with the content inside, but it's not a good idea to carry it around, since it's a huge encumbrance. Beartraps are used by just dropping them out of your inventory. They're a little picky to handle, but I think you'll get to understand how and where to use them. Lanterns function just like torches, rucksacks increase your carry weight when worn and refine bottles are a prerequisite when trying to milk venom from spiders. Additionally there are now branches which you need to collect in order to get certain recipes done. See more in the Loot, harvest and Ingredients section. |
| Crafting meltdown certain misc items: |
Certain misc items can now be used to smelt ingots from them. You get the chance to meltdown silver, malachit and iron ingots from cups, plates and other kitchen stuff. |
| Grain different ingredients at grain mills: |
Grain mills are now a working tool. You'll need them to craft anything grain and grind related, like flour, salt and gemdust. Additionally grain mills have been placed all around the Skyrim world for easy access. |
| Crafting tools placed all around the world: |
Every place in the Skyrim world now has a complete set of crafting/forging/smelting tools. I think it was annoying having to walk for miles sometimes just for a single ingot smelting. It's even more difficult with Skyrim Improved whole features enabled. |
Changes to loot, ingredients, harvestables, potions and food: |
| Potions have duration: |
Health, Stamina and Magica regeneration potions now have a duration. So you no longer get instant attribute healing from them. The effect developes in 3-5 seconds depending on the potion you drink. The same goes for ingredients that are used to make the said potions. |
| General loot decreased: |
In general looting is now much more sophisticated in terms of quantity and quality. You not only get less loot, finding something really precious is seldom. |
| Milking spiders only with refining bottles: |
You no longer get frostbite venom from spiders without having a refine bottle. In order to get one, you just need to clean a empty bottle at the forge and then carry it with you, when killing a spider and trying to milk her. In addition you can now refine the common spider venom to a more lethal version, the 'spider poison'. |
| Harvest branches from trees: |
Branches are needed for a lot of crafting recipes now. In order to get them, you'll just need to harvest them from trees. Or you can craft meltdown them from wooden misc items, like brooms or pitchforks. Harvesting branches from the gilden green tree and other magical trees grants you a very useful ingredient. I don't wanna spoil, so see for yourself. |
| Mining ore like harvesting plants: |
The mining ore animation has been turned off. It was a nice gimmick when I've played the vanilla game, but it quickly got annoying having to wait for 30 seconds. Additionally you get now 15 ores instead of 9 ores at every source. |
| More loot activated: |
Finally I made changes to certain loot being more frequent, like feathers from Hargreavens and hawks, or Trolls now spawning Troll skulls. |
Changes to overall combat: |
| Melee weapon range shortened: |
This relies to every melee weapon in game. You no longer have unrealistic melee weapon range and must be closer to enemies in order to hit them. This also relies to shield bashing. |
| Overall weapon and combat damage raised: |
This basically means you no longer have to bash an enemy unrealistic often. Combat is much more fast paced and you'll need to time your bashes and blocks much better in order to fight successfull. The torch bash is now much more lethal, as I believe fire should do quite an amount of damage when igniting someone. |
| Auto Aim turned of for all weapons and magic: |
Put simply: you no longer have auto aim, not with melee weapons, not with ranged weapons, not with magic. You fail more often to hit something specially in ranged combat. The same is true for your enemy. |
| Arrows faster and higher range: |
Arrows are 1.5x faster flying, have a much higher range x2, and are more effective in long range combat. Additionally arrows are now progressing and have different stats. See the Archery section for more. |
| Combat stamina system revised: |
Stamina is now much more relevant in combat. Bashing around like a berserk without good timing is no longer possible. And ontop of that, if you can't deliver a good fight, you're enemy will kill you without the option to flee, because you either suffer from low stamina, and/or, in lower levels, from your low speed. Power attacks cost 1.5x more stamina, sprinting costs less stamina, but more when you have high inventory weight. In general attacks and blocks cost more stamina and power attacks now have a cool down time just as shouts. So no more power attack spamming.The only exception is zooming with a bow, which costs less stamina. This makes fending off enemys with bows or magica more beneficial before entering melee combat. |
Changes to arrows and archery: |
| Arrows have weight: |
Arrows now have weight. This has an effect to your inventory and to combat as well. Some arrows are heavier then others and thus having different trajectory. A set of 100 arrows weights 10(kg) depending on the arrows class. The most heavy arrows are Dwemer arrows. Weight has the most impact on Dwemer arrows as you'll soon notice. |
| Arrows have different stats: |
Arrows now all have different statistics from each other and different abilitys. Before talking to much, just have a look at this spreadsheet: |
|

As you can see the heaviest arrow is the dwarven one. The most lethal probably the daedric and ebony and the most controlable the elven, glass and orc arrows. They all have different properties and you'll need to find out for yourself which arrow suits you best. |
| Added Silver and Quicksilver arrows: |
Silver and Quicksilver arrows are special arrows that are only craftable if you have the arcane smithing perk. Silver arrows ignore normal weapon resistance and quicksilver arrows emit light and are the fastest available arrows. They fly with almost 0 trajectory, but have the lowest impact force and damage of all available arrows. They are good in combination with refined spider poison and the weapon of choice for far ranged combat. The new arrows are craftable as well. |
| More arrows visible on bodys and stay longer: |
Just for a visual satisfying impact I've made thoose changes. You wanna know if you'd hit someone with thoose new quicksilver arrows, right? |
Changes to magic: |
| Added new Spells: |
I've added 8 new spells. 5 different feather spells that increase carry weight which are dependent on your alteration skill. A spell that lets you make every NPC essential and 2 spells that grant you the ability to share inventory with other NPC's. You'll need the first spell to set follower status on the target NPC and gain access to their inventory, and the second spell to reset the follower status and maybe take of them what you gave them before. On a side effect you can make any NPC your companion with this spells. If you're capable of accessing their inventory and make them your follower, depends on their disposition towards you. |
| Light enhancing spells: |
I'm using the Realistic lights mod. This is why I made the candlelight spell more sophisticated and all spells give off light when casted. |
| Toggleable Nighteye and Vampire Sight: |
Yeah. Basically thoose two abilitys are now toggleable. |
Follower and summon additions: |
| Added 4 new followers: |
I've added 4 new followers to Riverwood. A Nord Barbarian named 'Arnulf Warzenschlegger', a Breton Healer named 'Mira Duvain', and an Argonian Archer/Ranger named 'Lifts her Tail'. They share different abilitys, characters and preferences. You won't see Arnulf ever using magic, Mira ever going into a rampage or Lifts her Tail doing any of thoose. Since this is the first release of Skyrim Improved you'll get an easy access to all three of them. But this will change in future versions. I'm planning to give them unique quests and other fancy stuff. Additionally you get the chance to recruit a spider named 'Widow'. I won't tell you were you'll find her, but she's close to Riverwood. If you hear a Cuckoo warble, then you know you're close. |
| Screenshoots: |
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| 5 new Summons: |
The 5 new summons are a 'Large Familiar' Bear Spirit, a Draugr 'Ghost Archer', a Whispmother 'Ghostspirit', a Hallow Dead named 'Hollow Death', which basically is Arnulf in ghost form and you're also capable of conjuring Alduins Ghost once you've ended the final stage of the main quest. |
Additional minor changes: |
| Perk Overhaul: |
I've added 70 extensions for default perks and added 15 unique new perks. I don't wanna spoil them, but most are related to conjuration, alchemy and archery. |
| Bug fixes and fixed annoyances: |
In addition to the fixes in crafting I've also made some changes to other things: cabbage, leek and chicken nests do now respawn. NPC's and followers no longer block doors and bottlenecks. Just bump them and they move away farther and faster. Days and month now reflect their Earth like counterparts. I'm still to lazy to learn the lore about days and month and I wanna know which day it is, cause I'm writing live journals when playing the game. Knife, forks and spoons now have a name. Certain misc items like lockpicks are weighted now. And finally I got rid of a whole bunch of annoying messages that spoiled my game experience. |
| Lethality and hardcore changes: |
Your overall level progress is now lowered 5x. This means when it took you to raise 3 levels in 1 hour in the vanilla game, it now takes you at least 3 hours to raise the first level. Level progression is slowing down exponentially with every higher level. I recommend using a skill uncapper mod like the one from Elys. |
| Cutthroat merchants: |
Merchants buy from you for 25% of the vanilla prize and sell to you for 4x higher then vanilla. Money progression is significantly slowed with this. |
| Training costs higher: |
Level up training costs 5x higher prizes, but is available to you at any time. So as long as you can afford the money, you can learn your *** off. |
| Traps and diseases more lethal: |
Contracting disease now actually does something negative to you, specially with hardcore settings enabled. Traps are 5-10x more lethal then in default game. Most traps mean instand death to you and your followers, so be prepared and carefull when venturing thoose Dwemer caverns. |
| Unique Barenziah quest book: |
The Barenziah quest is a very good addition, but after playing two times through the vanilla game, I no longer have the nerv to search for thoose stones. I've created a unique book which tells you where to find thoose nasty gems, but only if you understand the riddles inside the book. |
| Smaller changes and additions: |
Timescale is lowered to 5 from vanilla 20. This means 5 minutes in game is the same as 1 minute in real life. So a Skyrim day lasts 4 hours and 48 minutes in real life. In addition to longer candlelight spell and magic giving of light, I've raised the duration of torches and the radius of emited light. It takes now 1 instead of 2 days to respawn vendors. In addition every vendor has now at least 1.000 gold. Different NPC's now carry torches on a random base and finally I've imported three new unique ambient sounds to different locations in Skyrim. |
CHANGELOG:
Initial release 14.04.2012:
- See changes in the
detailed information section.
Recommended Mods:
Skyrim Improved is build around most of the, in my opinion, best gameplay enhancements mods like Frostfall: Hypotermia, Basic Needs, Real Wildlife and the Ultimate Follower Overhaul. I recommend using the following list of mods in combination with Skyrim Improved in order to get the best Skyrim experience possible.
Frostfall Hypotermia
Ultimative Follower Overhaul
Realistic Lightning
Real Wildlife
Basic Needs
Sky UI
LiHUD and Map
Midas Magic
Companion Hotkey
Subliminal Traps
Shout Combat and Skill System
Skyrim Monster Mod
Skill Uncapper
Perk Point Potion
Better Horses
Acquisitive Soul Gems
Unread Books Glow
Advanced Mannequins
Sounds Of Skyrim Wilderness
Sounds of Skyrim Dungeons
Glowing Ore Veins
Dungeon Quest Awareness
Follower Trap Safety
W.A.T.E.R
Compatibilities:
There’s a folder inside the Skyrim Improved package that provides compatibility with other mods. Use those patches only if you have the appropriate counterpart.
Knowen Bugs:
- The Ghostmother Summon sometimes duplicates itself when stucked inside a static or similar, the bug resolves once the Ghostmother dies
- There's a bug with the Spider Follower, sometimes she's going to attack you, or if you accidentaly hit her, you can still enter conversation with her, but she attacks you. I'm working to get that bug fixed . In the meantime just don't accidentaly hit her
- The athletics/speed feature might kick in only once you've gone into sneak state, sheathed/unsheathed your weapon, or started to sprint. This actually is a vanilla engine bug, and there's nothing I can do about it at the moment
- At the moment there's no turning back when starting the mod and being prompted with the menu. You're able to only choose once. I'm working my **** off to get this fixed. It seems I have to redo the whole script from scratch and learn myself how to correctly work with script states
- The crafting recipes were partialy done in a haste. I had to change and make over 500 new recipes, so bare with me as there are certainly recipes that let you exploit the game. I'm going to fix this in future versions
FAQ:
This section will be filled once questions are popping up. I can't ask myself questions that I already know the answer of.
Planned Features:
There's a lot of future plans for the coming updates. I primarly focus on fixing bugs reported by users and thoose I find myself. I'm also trying to enhance the new followers and give them a unique quest throughout Skyrim with unique and indivudal voicing. I'd try to find two more vocalists for this task, so if you're interested let me know. I'm also trying to improve the quests in order to speed up the process. Squishing incompatabilitys with other mods is also priorized on my to do list. Another focus will be on the crafting branches and recipes to perfectionate this section of the mod. Finally I'm working on a retexture project that is focused on bringing in new NPC's and creatures and variants of them.
Credits and Thanks:
I have to say thanks to a lot of people, specially thoose guys over at Bethesda, without them my life would be much less fun. I also have to thank all the people on the official forums. Without you guys and reading your threads in trying to understand how to mod, specially related to scripts, I would have never made this overhaul possible. I have to point out a special thanks to @tunaisafish, @Artisanix, @Arthmoor, @Elys and the guys from SKSE. You don't even know how much you help people by just posting your knowledge of modding. People like you are the pillars this whole modding community stands on. I also have to thank all the guys on the Nexus, the Workshop and over at TES Alliance, your daily input and efforts is very appreciated.
Enough talking now, go enjoy the game!!!