Project:MCM Recommendations

From S.T.E.P. Project Wiki

In order to collect everyone's thoughts in one place (and make sure everyone has the correct Wiki editing privileges), here's a list of all the MCMs in v2.2.9.2

  • Don't use the Page Tools>Edit feature to make edits! Use the sectional "Edit" links found in the tabs or you'll have trouble finding the right place to edit. Doing smaller edits like this will also (hopefully) prevent a lot of edit conflicts.
  • Keep the STEP Mandate in mind when making your recommendations.
  • To sign your name at the top of your recommendation input the following: ====~~~==== - this creates a signature within a heading.
  • MCM Template is found here.


Overview

  • Configuration

    Configuration

Features

  • Equip Sets - turns on a caching feature where the mod "learns" your most used weapon/ammo sets and uses this list to automatically switch the ammo when you switch weapons. Default: Disabled
  • Follower Addon - extends the auto-unequip feature to followers. Default: Disabled

Maintenance

These settings are for maintenance only and should only be activated when users need to manually clear the cache for these lists.

Preview

This shows users a list of the current weapon/ammo combinations and custom ammo the mod has cached for use.

Recommendations

TechAngel85 (talk)

Features

  • Equip Sets - inactive, I think this would drive me and other players nuts. I play ranged 90% of the time and I normally use my strongest arrows regardless of bow equipped.
  • Follower Addon - active, this mod's function should extend to followers.

Greg (talk)

Features

  • Equip Sets - Inactive unless you are role playing Sheogorath.
  • Follower Addon - Active if you use followers.

Overview

  • Options

    Options

Player Percentages

These two settings change the chance the effect will be applied if the user doesn't have the required perk. Default: 5% / 100%

NPC Percentages

These two setting do the same as the above but are for NPCs using spells. Default: 5% / 100%

  • Extra Percentages - Changes the chances for the steam and poison effect for both Player and NPCs. Default: 30%

Enchanted Weapons

This determines how enchanted weapons with elemental damage are handled. (Same as spells, Random, Deactivated)

Misc. Options

  • Remove Pelts - Removes the pelts from the NPC inventory if they are burned by fire or lightning. Default: Enabled
  • Cook Meat - Replaces the raw meat with a cooked version when NPCs are burned by fire or lightning. Default: Enabled
  • Burned Zombies - Keeps the effects applied to an NPC if/when they are resurrected. If unchecked, resurrected NPCs will reset. Default: Disabled
  • Steam Effects - Applies an additional effect when hit by steam. Default: Enabled
  • Poison Effects - Changes the skin color of the PC/NPC when they are killed when poisoned. (pale, purple, none) Default: Pale

Activate/Deactivate

This is used for activating or deactivating the mod. It should be "Activated". This mod should be deactivated before uninstalling. Default: Activated

Recommendations

TechAngel85 (talk)

Player Percentages

  • Normal - 100%, I think the effect should be applied regardless because it's the same spells no matter if the perk is chosen or not. For example, a flame spell should always have the same visual effects regardless of perks.
  • Rank 2 - 100%

NPC Percentages

  • Normal - 100% for the same reasons as above.
  • Rank 2 - 100%
  • Extra Percentages -100%

Enchanted Weapons

  • Same as spells

Misc. Options

  • Remove Pelts - active
  • Cook Meat - active
  • Burned Zombies - active
  • Steam Effects - active
  • Poison Effects - pale

Nebulous112 (talk)

Regarding Tech's suggestions: Logically, it makes sense that the visual effects are always applied. However, do we know the effects on this from a performance standpoint? I know BFS can cause performance issues on some setups, and I can only think that setting the effects to be applied all the time would exacerbate this.

Misc. Options

  • Cook Meat - disabled, I do not think it is logical that less than a minute of being exposed to a flame from a spell would "cook" the meat enough that it would be the same as if you cooked it in a cookpot. The loot from the creature should still be raw meat, IMO. The exposure to flame would ruin the pelt, however, so I agree with the Remove Pelts suggestion.

Overview

  • Crafting Menu 1

    Crafting Menu 1

  • Crafting Menu 2

    Crafting Menu 2

  • Crafting Options

    Crafting Options

  • Learning and XP

    Learning and XP

  • Mining and Materials

    Mining and Materials

  • Misc Balance

    Misc Balance

  • Enable Mods

    Enable Mods

  • Mod Options

    Mod Options

  • Uninstall

    Uninstall

Crafting Menu

  • Select All - All available recipes are displayed in the crafting menu.
  • Clear All - None of the available recipes are displayed in the crafting menu.
  • Select All Armor and Clothing - All available armor and clothing recipes are displayed in the crafting menu.
  • Select All Weapons - All available weapons are displayed in the crafting menu.
  • Select All One-Handed Weapons - Displays all one-handed weapon recipes in the crafting menu.
  • Select All Two-Handed Weapons - Displays all two-handed weapons in the crafting menu.

Armor

  • Light Armor - Displays light armor recipes in the crafting menu. Default: Enabled
  • Heavy Armor - Displays heavy armor recipes in the crafting menu. Default: Enabled
  • Clothing - Displays all clothing recipes in the crafting menu. Default: Enabled
  • Body - Displays cuirasses, robes, and clothing in the crafting menu. Default Enabled
  • Head - Displays hoods and helmets in the crafting menu. Default: Enabled
  • Hands - Displays gloves and gauntlets in the crafting menu. Default: Enabled
  • Feet - Displays boots and shoes in the crafting menu. Default: Enabled
  • Shields - Displays shields in the crafting menu. Default: Enabled

Jewelry

  • All Jewelry - All available jewelry recipes are displayed in the crafting menu.
  • Circlets - Displays circlets in the crafting menu. Default: Enabled
  • Necklaces - Displays necklaces in the crafting menu. Default: Enabled
  • Rings - Displays rings in the crafting menu. Default: Enabled

Misc Options

  • Male Only Clothing and Armor - Displays clothing and armor items that only have male models and can't be worn by female characters. Default: Enabled
  • Female Only Clothing and Armor - Displays clothing and armor items that only have female models and can't be worn by male characters. Default: Enabled

Weapons

  • Daggers - Displays daggers in the crafting menu. Default: Enabled
  • Swords - Displays swords in the crafting menu. Default: Enabled
  • Greatswords - Displays greatswords in the crafting menu. Default: Enabled
  • War Axes - Displays war axes in the crafting menu. Default: Enabled
  • Battleaxes - Displays battleaxes in the crafting menu. Default: Enabled
  • Maces - Displays maces in the crafting menu. Default: Enabled
  • Warhammers - Displays warhammers in the crafting menu. Default: Enabled
  • Ranged - Displays bows and crossbows in the crafting menu. Default: Enabled
  • Ammo - Displays arrows and bolts in the crafting menu. Default: Enabled

Accessories

  • Cloaks - Displays cloaks and capes in the crafting menu. Default: Enabled
  • Bags and Pouches - Displays bags, bandoliers, backpacks, and other pouches in the crafting menu. Default: Enabled
  • Misc Accessories - Displays miscellaneous wearable items such as eyepatches, earrings, etc. in the crafting menu. Default: Enabled
  • Tools and Utility - Displays tools and miscellaneous utility items, such as pickaxes, tents, lockpicks, and portable crafting kits, in the crafting menu. Default: Enabled
  • Eastern Style Items - This option allows you to selectively hide eastern-style weapons and armors such as katanas, tantos, or samurai-style armors. This setting does not affect any vanilla items, but it can be used by mods to offer players the option to toggle these types of items. Default: Enabled
  • Non-Lore Fantasy Items - This option allows you to selectively hide items that are highly fanciful in nature or items that may deviate strongly from established lore. This setting does not apply to vanilla items, but has been provided as an option that can be used by other mods. Default: Enabled

Crafting Options

Crafting Options

  • Inventory Conditions on Crafting Recipes - Adds inventory conditions to certain recipes to help reduce clutter in the crafting menu. These conditions are most prevalent on jewelry and cooking recipes. Turning this option off will not remove inventory conditions on smelter, leather, fur plate, or learning recipes. Default: Enabled
  • Recipe Complexity - Choose whether you want recipes to be simplified to their basic ingredients or whether they should include additional ingredients like pelts or wood in order to more closely represent their in-game appearance. (Immersive or Simplified) Default: Immersive
  • Fur and Hide Recipes - Choose whether recipes with fur components will use generic Fur Plate or whether they will require specific hides. (Specific or Generic) Default: Specific
  • Craft Daedric Items Only at Night - Allow Daedric items to only be crafted at night - between 9pm and 5am. Default: Enabled

Breakdown Equipment

  • At Smelter - Allows equipment and miscellaneous items to be smeltered into ingots. Default: Enabled
  • At Tanning Rack - Allows leather and hide items to be turned into fur plate and leather strips. Default: Enabled
  • Protect Favorited Items - The number of similar items that will be protected from being broken down when one is favorited. For example, if you often dual-wield with identical weapons, you can set this value to 2 to protect both items. Or if you want to be able to protect an entire stack of items by favoriting one of them, you can set this value much higher. Set this value to 0 to disable all protection for favorited items. Default: 1
  • Protect Equipped Items - The number of similar items that will be protected from being broken down when one is equipped. For example, if you often dual-wield with identical weapons, you can set this value to 2 to protect both items. Or if you want to break down equipped items, set this value to 0 to disable all protection for equipped items. Default: 1

Additional Items

  • Unenchanted Variations - Displays recipes for unenchanted versions of relatively common items that are typically found only as enchanted versions in the game. This includes unenchanted versions of diviine amulets and faction armors. Default: Enabled
  • Artifact Replicas - Displays recipes for unenchanted replicas of unique or artifact caliber items. This includes unenchanted versions of Daeedric artifacts, Nightingale items, and Ancient Falmer armor. Default: Disabled
  • Matching Set Circlets - allows users to craft a circlet to replace helmets that will fulfill the Matching Set armor perks. Default: Disabled

Leveled Items

  • Upgrade Leveled Items - Upgrades all unique leveled items that are in the player's inventory to match the player's current level. Items will lose any smithing improvements when they are upgrade.
  • Level Up Spell - Adds the Upgrade Leveled Items spell to the player's spell list. Default: Disabled
  • Auto Upgrade - Runs the Upgrade Leveled Items spell automatically whenever the player levels. The spell will not run if the player is in combat when they level. Default: Disabled

Learning and XP

Alternate Experience Formula

  • Use Alternate XP Formula - Enables an alternate formula for calculating XP gained from crafting items at the forge. This does not affect the XP gained at other crafting stations, only for the forge. This new formula rewards more XP points for items that have not been crafted before, and decreasing amounts of XP for each additional time an identical item is crafted. Default: Disabled
  • Vanilla XP Modifier - the percentage amount vanilla XP is decreased and you'll receive after 3 copies of an identical item is crafted. Default: 0.5
  • Bonus Multiplier - controls the size of the bonus XP awarded for the first three copies of an identical item that is crafted. Default is 53 which translates to 150XP for the first copy, 100XP for the second, and 50XP for the third. Default: 53
  • Bonus Exponent - determines how sharply the XP will drop off after the copy of an identical item has been crafted. Default: 0.5

Learn to Craft

  • Enable Learning Recipes - Enables certain equipment types to be learned by deconstructing them at the forge. Default: Enabled
  • Learning Points Required to Craft - The amount of learning points required before certain items can be crafted. Breaking down most items will result in either 25 or 50 learning points. Setting this value to 0 will remove the learning requirement and allow you to automatically craft these items once you've met any perk requirements. Default: 100 (between 2 to 4 items).

Smithing Experience

  • Tanning Rack - The degree of Smithing experience gained when using the tanning rack. Experience is calculated by vanilla formulas and varies depending on the item's gold value. Setting this option to 0 will result in no Smithing experience; a value of 0.5 is 50% experience; and a value of 1.0 is 100% experience. Default: 0.0
  • Smelter - The degree of Smithing experience gained when using the smelter. Experience is calculated by vanilla formulas and varies depending on the item's gold value. Setting this option to 0 will result in no Smithing experience; a value of 0.5 is 50% experience; and a value of 1.0 is 100% experience. Default: 0.0
  • Mining - The degree of Smithing experience gained when using the player mines ore. Experience is calculated by vanilla formulas and varies depending on the item's gold value. Setting this option to 0 will result in no Smithing experience; a value of 0.5 is 50% experience; and a value of 1.0 is 100% experience. Default: 0

Accumulated Learning Points

  • Ancient Nord Learning - the player's total accumulated points toward learning to craft Ancient Nord armor and weapons.
  • Falmer Learning - The player's total accumulated points toward learning to craft Falmer armor and weapons. The Elven Smithing perk is required to learn and to craft Falmer items.
  • Falmer Heavy Learning - The player's total accumulated points toward learning to craft Falmer heavy armor. The Dwarven Smithing perk is required to learn and to craft Falmer Heavy items. Falmer Hardened items require the Ebony smithing perk.
  • Forsworn Learning - the player's total accumulated points toward learning to craft Forsworn armor and weapons.

Mining and Materials

Firewood

  • Firewood per chop - Pieces of firewood per chop. Vanilla: 2 Default: 2
  • Max per activation - Maximum pieces of firewood per each activation. Vanilla: 6 Default: 6

Mining

  • Mining Presets - Choose to adjust mining speed and the number of ores received from mining. Default: Vanilla
    • Vanilla = 3 ores in 9 strikes.
    • More Ore = 6 ores in 18 strikes.
    • Much More Ore = 24 ores in 72 strikes.
    • Faster Mining = 3 ores in 3 strikes.
    • Faster Mining and More Ore = 6 ores in 3 strikes.
    • Slower Mining = 3 ores in 18 strikes.
    • Slower Mining and Much More Ore = 24 ores in 144 strikes.
  • Animations cycles per drop - Default: 1
  • Attack Strikes per drop: Default 3
  • Ores per drop - Default: 1
  • Drops per vein - Default: 3
  • Gem List - Choose the type of gemstone leveled list to associate with mining. Default: Specific Gems - Unleveled
    • Vanilla = the chance of receiving more valuable gems is tied to player level.
    • Unleveled = the chance of receiving more valuable gems is not dependent on player level.
    • Specific = Certain gems are associated with specific types or ore and are not dependent on player level.
  • Gem Chance - Percent chance of receiving gemstones when mining. Vanilla: 10% Default: 10%
  • Flawless Gen Chance - Percent chance of receiving flawless gemstones when cutting gems. Vanilla: 20% Default: 20%

Rename Materials

  • Corundum to Copper - Corundum is renamed to Copper. Default: Disabled
  • Malachite to Glass - Malachite Ore is renamed to Raw Glass, and Refined Malachite is renamed to Refined Glass. Default: Disabled
  • Malachite to Moldavite - Malachite Ore is renamed to Raw Moldavite, and Refined Malachite is renamed to Refined Moldavite. Default: Disabled
  • Quicksilver to Mithril - Quicksilver is renamed to Mithril. Default: Disabled

Smelting

  • Ingot Production - The ratio of ore to ingots produced at a smelter. CCO default is 5:1 and is what the author considers best for gameplay balance. Prices and weight have been balanced around the 5:1 ratio and will NOT change if you select other options. However, for those who simply can't tolerate this, there is a 3:1 option. There is also a perk-dependent option, which begins at a 5:1 ratio and changes to a 3:1 ratio once you've acquired the related smithing perk. Default: 5:1
  • Charcoal Production - The ratio of firewood to charcoal produced at a smelter. Default: 1:3

Misc Balance

  • Silver Weapon Bonus - The percent increase in damage dealt by Silver weapons when used against the undead or werewolves. Changing this value to a multiplier allows it to benefit from weapon improvements, player skills, and fortify bonuses. Setting this value to 0 results in the vanilla default of straight +20 damage. Default: 30%
  • Stalhrim Enchanting Bonus - Bonus applied to Frost enchantments when placed on Stalhrim items. The vanilla bonus is 25% but internal text indicates it was probably intended to be 10%. Default: 10%

Tempering Tweaks

  • Variable Tempering Strength - Allows you to adjust the strength of the tempering improvements on items. You must keep this box checked to activate the tempering bonuses. Default: Disabled

Enchanting Tweaks

  • Variable Enchantment Strength - Allows you to adjust the strength of the enchantments you place on items. You must keep this box checked to activate the enchanting bonuses. Default: Disabled

Enable Mods

Display Crafting Recipes

  • Dawnguard Items - Toggles the visibility of all recipes added by Dawnguard in the crafting menu. Default: Enabled
  • Hearthfire Items - Toggles the visibility of all recipes added by Hearthfire in the crafting menu. Default: Enabled
  • Dragonborn Items - Toggles the visibility of all recipes added by Dragonborn in the crafting menu. Default: Enabled
  • Complete Crafting Overhaul - Toggles the visibility of recipes added by Complete Crafting Overhaul. This does not affect tempering, smelter breakdown, fur plate, or rough gem recipes. It does toggle learning recipes, matching set circlets, and integrated recipes from Bandolier, Cloaks, Jaysus Swords, JewelCraft, and Winter is Coming. These can be toggled on/off separately if desired. Default: Enabled
  • JewelCraft - Toggles the visibility of recipes from JewelCraft in the crafting menu. Default: Disabled
  • Bandoliers, Bags and Pouches - Toggles the visibility of all recipes added by Bandolier in the crafting menu. Default: Disabled
  • Cloaks of Skyrim - Toggles the visibility of recipes for Cloaks of Skyrim in the crafting menu. Default: Disabled
  • Jaysus Swords - Toggles the visibility of all recipes added by Jaysus Swords in the crafting menu. Default: Disabled
  • Winter Is Coming - Toggles the visibility of recipes for Winter is Coming Cloaks in the crafting menu. Default: Disabled
  • Misc Supported Mods - Toggles the visibility of recipes added by CCO-supported mods that are not otherwise listed here. Default: Enabled
  • Book of Silence - Toggles the visibility of recipes for aMidianborn Book of Silence texture variants in the crafting menu. Default: Enabled

Distribute in Lists

Mod Options

Dawnguard

  • Craft Dawnguard Items - Choose whether Dawnguard faction items can be crafted at any forge or if they can only be crafted at Fort Dawnguard. In either case you must complete the quest requirements before you can craft Dawnguard items. (At Any Forge, Fort Dawnguard) Default: At Any Forge
  • Crossbows and Bolts - Choose whether basic steel crossbows and bolts will be available throughout Skyrim or only available for members of the Dawnguard. (At Any Forge, Fort Dawnguard) Default: At Any Forge

Book of Silence

  • Racial Restrictions - This will apply lore-friendly racial restrictions to some of the Book of Silence variant crafting recipes. Only Altmer characters will be able to craft Thalmor variants, and only Nords can craft Steel Glass variant. Default: Disabled
  • Gilded Ebony Enchanting Bonus - Bonus applied to Resist Fire enchantments when placed on Gold Ebony armor. Will will apply to aMidianborn's Gold Ebony armor only if the CCO-compatible file is installed. Setting the value to 0 will result in no bonus. Default: 5%
  • Silver Ebony Bonus - Reduced damage from attacks by undead or werewolves when wearing a full set of Silver Ebony armor. This will apply to aMidianborn's Silver Ebony armor if the CCO-compatible file is installed. Setting the value to 0 will result in no bonus. Default: 5%

Uninstall

  • Uninstall Mod - Uninstalls the mod and reverts any changes to vanilla settings.

Recommendations

Greg (talk)

Crafting Menu
Armor

  • All enabled.

Weapons

  • All enabled.

Jewelry

  • all enabled.

Accessories

  • All enabled.

Misc Options

  • Male Only Clothing and Armor - Enabled
  • Female Only Clothing and Armor - Enabled
  • Eastern Style Items - Enabled so the user can decide whether to install and use Eastern style items.
  • Non-Lore Fantasy Items - Enabled so the user can decide whether to install and use Fantasy items.

Crafting Options
Crafting Options

  • Inventory Conditions on Crafting Recipes - Enabled because this helps reduce the clutter in an already cluttered crafting menu.
  • Recipe Complexity - Immersive because the recipes seem to be more realistic
  • Fur and Hide Recipes - Specific because the recipes seem to be more realistic
  • Craft Daedric Items Only at Night - Enabled because this seems to be more lore friendly

Additional Items

  • Unenchanted Variations - I don't craft unenchanted variations, but I can go either way with this option.
  • Artifact Replicas - Disabled
  • Matching Set Circlets - Disabled

Breakdown Equipment

  • At Smelter - Enabled so we can learn new crafting recipes and break down unnecessary equipment into ingots.
  • At Tanning Rack - Enabled so we can break down equipment into leather strips.
  • Protect Favorited Items - I never use this.
  • Protect Equipped Items - I never use this.

Leveled Items

  • Upgrade Leveled Items - ???
  • Level Up Spell - Disabled because upgrading equipment removes any Smithing bonuses applied
  • Auto Upgrade - Disabled because upgrading equipment removes any Smithing bonuses applied

Learning and XP
Alternate Experience Formula

  • Use Alternate XP Formula - Considering enabling this option because Nebulous is correct that it takes f-o-r-e-v-e-r to level smithing with the default options.

Learn to Craft

  • Enable Learning Recipes - Enabled because it is more immersive to learn new recipes and it's unrealistic to think that an apprentice smith has the skills to craft Dwemer items without learning.
  • Learning Points Required to Craft - 100 is about three or four weapons or armor and seems fine to me.

Smithing Experience

  • Tanning Rack - Needs more research
  • Smelter - 0 because the player does not learn crafting skills by dropping items into a hot oven and collecting the resulting lava stream. Also note that setting this to 1.0 allows the player to level smithing extremely quickly just by smelting Harolds into ingots.
  • Mining - 0 because player does not learn crafting skills by smacking a rock with a pickaxe.
  • The disadvantage with these settings is that the player levels smithing very slowly so we might consider enabling the alternate XP formula.

Accumulated Learning Points

  • These are informational only and cannot be changed.

Mining and Materials
Firewood

  • Firewood per chop - Two seems correct because the purpose is to split already cut wood into two pieces.
  • Max per activation - Six seems fine to me, although I'm open to alternatives.

Mining

  • Mining Presets - Vanilla
  • Gem List - Vanilla is more or less a reward based system that rewards the player with more expensive gems as the player levels and Unleveled seems to be more or less a random chance, but these seem unrealistic to me. Specific ties the gems to the ore and seems to be more realistic to me.
  • Gem Chance - I should research this more but 10% seems fine
  • Flawless Gem Chance - Needs more research

Rename Materials

  • All disabled?

Smelting

  • Ingot Production - Needs more research
  • Charcoal Production - Three charcoal to one wood seems about right?

Misc Balance

  • Silver Weapon Bonus - Needs more research
  • Stalhrim Enchanting Bonus - Needs more research

Tempering Tweaks

  • Variable Tempering Strength - Needs more research

Enchanting Tweaks

  • Variable Enchantment Strength - Needs more research

Enable Mods

  • Keep defaults

Mod Options
Dawnguard

  • Keep all defaults. The Dawngauard forge isn't different from any other forge in Skyrim.

Book of Silence

  • Racial Restrictions - I can go either way. It is realistic that Nords have developed a secret recipe to craft Silver Glass that might be very difficult or impossible to replicate without explicit teaching from a knowledgeable smith.
  • Gilded Ebony Enchanting Bonus - Needs more research
  • Silver Ebony Bonus - Needs more research

TechAngel85 (talk)

Crafting Menu
  • Select All - I think all items should be selected to add all recipes into the game. The items that STEP doesn't use (Eastern Style and Non-lore) will not be used anyway, but will at least be available for players who do add these types of mod on top of STEP.
Crafting Options
Crafting Options
  • Inventory Conditions on Crafting Recipes - enabled, this should be enabled to reduce the recipes in the inventory. Certain recipes will only show when certain conditions are met, such as, you have all the ingredients needed for the recipe or you have learned the recipe from a note.
  • Recipe Complexity - immersive, this "fixes" some recipes in my opinion so that they're more accurate.
  • Fur and Hide Recipes - specific, again...this "fixes" some of the recipes to require specific fur plates.
  • Craft Daedric Items Only at Night - disabled, I don't understand why you would only be allow to craft these during a specific time frame when the daedric contact you at all times of the day.
Breakdown Equipment

Keep all defaults for STEP.
Protected Items should be set according to how users play. Dual-welders will probably want to set these settings to 2.

Additional Items

Keep all defaults for STEP.
Matching Set Circlets should be set according to a user's aesthetic. For example, I rarely wear helmets because I don't care for the look, so I might want to enable this option.

Leveled Items

Keep all defaults for STEP. Enabling these setting feels a bit like cheating. Weapons/items should not level with the character. The character should have to find or craft better items on their own.

Learning and XP
Alternate Experience Formula
  • Use Alternate XP Formula - enabled. I believe this should be enabled for two reasons.
    1. One of the "cheats" in the game is to craft iron daggers to quickly level up your smithing skill. Enabling this will prevent this cheat and others like it. It will force players to actually put some time into smithing to level up that skill.
    2. This is how crafting works in reality. The first several times you craft an item you gain significant experience from doing so and learn a lot from those craftings. Over time, that experience is reduced to "fine tuning" until you perfect it and are considered a master craftsman. I believe it is this scenario which this setting attempts to achieve and correct in the vanilla game. Aka...it's more realistic.
  • Modifiers - I'm unfamiliar with exactly how these modifiers will affect the game and experience but I have to believe Krypt did a good job at balancing them at the default values so I'm recommending we keep them at their defaults. That is unless our mathematicians around here can come up with some better values.
Learn to Craft

Keep the defaults for STEP.

Smithing Experience

Keep the defaults for STEP. I don't feel these tasks should be a part of the smithing skill since they're tasks that anyone off the street could learn with minimal effort.

Mining & Materials

Keep all defaults for STEP besides:

  • Charcoal Production - 1:1, in reality I can take any piece of wood and make a charcoal out of it. It shouldn't take 3 pieces of wood to complete this simple task.

A note about the Gem List - I think specific is the right way to go here because certain minerals combine to produce certain gems so they should be found randomly and definitely shouldn't be tied to the player's skill level.

Misc Balance

Keep all defaults for STEP.

Enabled Mods

Keep all defaults for STEP.

Mod Options

Keep all defaults for STEP.

Nebulous112 (talk)

I mostly agree with Greg and Tech, except for:

Learning and XP
Alternate Experience Formula
  • Use Alternate XP Formula - disabled. While enabling it IS more realistic, I tried it out, and I found it was difficult to keep track of what I had already crafted, etc. To me, increasing the smithing skill is a grind. Crafting items you like and will use is fun, but with or without the alternative XP formula, it will not be anywhere NEAR enough to keep your smithing skill up in relation to your level. You will still have to grind to up that smithing skill, IMO. And to me, it is much easier to grind something if I know what the effects will be.
    • To summarize: While I think turning this on is logical from a lore standpoint, it increases frustration when you are forced to grind out your smithing. And in the end, we all play Skyrim to have fun.
Learn to Craft
  • Learning Points Required To Craft - 200. I think we should double the initial value, as dismantling 2-4 pieces of equipment does not seem like enough to truly learn to craft equipment that no one currently knows how to make. 1 trip in a dungeon will do this for the PC. If we double the value to 200, it will need 4-8 items, which is more realistic and slightly more rewarding, IMO. Now the PC might even have to make TWO trips to a dungeon. :-P
Smithing Experience

Tech: "I don't feel these tasks should be a part of the smithing skill since they're tasks that anyone off the street could learn with minimal effort." I agree that mining is just manual labor, but tanning and smelting are not as easy as they look. If you do not tan a pelt correctly, you could absolutely ruin it. This is why there were many tanneries in medieval times...it was a specialized profession. Smelting as well takes skill. If you do not smelt a metal correctly, you could ruin the strength of it. It is not as easy as just throwing it in a kiln and allowing the melted metal to solidify into blocks in a cast. Certain temperatures have to be maintained based on the metal(s), etc. Plus I believe these two tasks would add to the level of knowledge a smith has about the materials he works with. When you understand how the material was created, you know its limits better and can thus work on it more effectively, IMO. But its not the same as working on smithing itself, so only a low value for an increase would be appropriate.

  • Tanning Rack - 0.2 or 0.3
  • Smelting - 0.2 or 0.3
Mining & Materials

Mining

  • Mining Presets - Faster Mining. Instead of 3 ore in 9 strikes, 3 ore in 3 strikes. It just takes away some of the grind, IMO. It does not give any extra materials, just removes tedium.
  • Charcoal Production - 1:3 (leave at default).
    • Tech: "1:1, in reality I can take any piece of wood and make a charcoal out of it. It shouldn't take 3 pieces of wood to complete this simple task."
      • I don't believe this is how it works. I believe the 1:3 default means 1 wood creates 3 pieces of charcoal.
Enabled Mods

I believe we should think about including JewelCraft into STEP. All assets are already included in CCOR, we would just need to enable it via this MCM option. See here for the original mod page, and here for the CCOR changes to it. The basic function of the mod is to allow you to craft all the jewelry that you were unable to craft before, such as circlets or silver sapphire rings, etc. Said jewelry can also be distributed in the game world. This is a lore-friendly addition to STEP, almost a "fix" IMO.

Display Crafting Recipes

  • JewelCraft - Enabled

Distribute in Lists

  • JewelCraft - Enabled

Overview

  • Main

    Main

  • Horses

    Horses

  • Followers

    Followers

  • Auto Loot

    Auto Loot

  • Horse Charge

    Horse Charge

Main

General

  • Control Mode - Bound Key Mode: Use defined keys for each of the following features (Talk/Loot, Harvest, Fast Dismount, Inventory and Follow Toggle). Multi Tap mode will be forced if SKSE not found.
  • Configuration Power - Whether to display old configuration power in magic menu. If left hidden it will be automatically shown once game is loaded without MCM capabilities.

Gameplay Script Latency Test - Measure script latency as you play and display notification every few seconds. Ideally latency should stay around 50 ms and never go above 100 ms. Wrong results caused by menu mode should be ignored.

Faction Relations

  • Horse Faction Relations
    • Friendly (mod default) - Horse will neither attack nor get attacked by anyone who is a member of any known faction.
    • Neutral (game default) - Horse becomes a valid target for aggressive actors and might participate in combat.
  • Update Relations - Once updated, faction relations are saved with the game. Faction relations are automatically queued for an update if supported mod or DLC containing new factions is detected.

Miscellaneous

  • Follow Toggle and Whistle Animations - Enable or disable horse whistle and follow toggle animations.
  • Mounted Combat Camera Auto-Correction - Enable or disable mounted combat horse camera position auto correction. Camera bug occurs when follower mounts the horse or sheathes the weapon after mounted combat because game does not make difference between player and NPCs both triggering same animation events.
  • Disable Game's Horse Tracking - Enable to prevent horse from begin moved on fast travel. This feature also prevents game from keeping track of player's last ridden horse when dismounted which in turn might affect mods that rely on game's horse tracking system. Does not apply to summoned horses.
  • Horse Whistle Quest Override - Suspends the horse whistle learning quest and grants the horse whistle power. Does not have effect if horse whistle power has already been obtained by completing the quest.

Multi Tap Settings

  • Multi Tap Delay - Time to wait before interpreting the number of [Active][ button taps in Multi Tap mode. Lower number gives faster response time at cost of accuracy. Higher number gives more accuracy at cost of response time.
  • Combat Override - Enable to bypass multi-tap processing while in combat to maximize mount/dismount response time.
  • Fast Dismount - When should fast dismounting be used instead of standard dismounting.

Bound Key Settings

  • Consolidate Talk/Loot/Harvest - Whether to use Talk/Loot key to perform harvesting if no actors have been found.
  • Talk/Loot Key - Which key to use to talk to people or loot dead bodies from horseback. Unbind the key by restoring to default.
  • Harvest Ingredient Key - Which key to use to harvest ingredients from horseback. Unbind the key by restoring to default.
  • Fast Dismount Key - Which key to use to fast dismount. Unbind the key by restoring to default.
  • Horse Inventory Key - Which key to use for horse inventory access. Unbind the key by restoring to default.
  • Follow Toggle Key - Which key to use to toggle horse follow. Unbind the key by restoring to default.

Horses

Horse Inventory

  • Horse Inventory Recovery - If queued for recovery any items stored in horse inventory will be automatically transferred to the player when configuration is closed.
  • Inventory Access Mode
    • Travel - If not near the horse you can hold down inventory key to fast travel to the horse, open inventory and then travel back to initial position. Travel access can only be used from rideable zones, major cities, shops, player houses, guild houses, castles and inns.
    • Remote -
    • Absolute -
    • Local -
  • Weight Limit - Horse inventory storage limit will not prevent from using quick transfer functions or directly stashing items via advanced auto loot. Browsing limited inventory will preserve but not show item ownership. Set to 0 for unlimited storage.

Horse AI

  • Combat Behavior
    • Cowardly - Cowardly horse will run away from threats. Best paired with faction relations set to Friendly. Behavior changes apply only to player's current horse excluding summoned horses.
    • Foolhardy -
  • Horse Follow - Enable or disable horse following their owners. Can also be toggled in game with related controls. Does not apply to summoned horses.
  • Follow Mode
    • Smart - Smart follow will cause horses to stop following temporarily if player is sneaking or in certain locations.
    • Always -
  • Follow Distance - Player's horse will try to maintain specific distance when following. 1 foot = 21.3 game units or 0.3 meters.

Horse Equipment

  • Horse Equipment - Armored horses do not have any additional protection (cosmetic feature) and equipment is automatically transferred when switching to a new horse.

Horse Attribute Bonuses

  • Health Bonus - Increase health of player's current horse. Does not apply to summoned horses.
  • Stamina Bonus - Increase stamina of player's current horse. Does not apply to summoned horses.
  • Speed Bonus - Increase movement speed of player's current horse and all follower's horses. Aslo applies to summoned horses.

Horse Protection

  • Protection Mode
    • No Protection - Player's current horse is vulnerable and may die.
    • Essential -
    • Invulnerable -

Horse Call Settings

  • Horse Call Delta Formation - Followers will form a delta formation with the player after using group Horse Call.
  • Horse Call Screen Fade - Screen will fade to black for a few seconds to hide teleportation effects when using Horse Call.

Followers

General

  • Follower's Horses - Convenient Horses can provide followers with their own horses and control their riding behavior. Supported follower mods: Extensible Follower Framework, Ultimate Follower Overhaul and Amazing Follower Tweaks. Maximum 15 horses.

Horse Riding

  • Prefer Riding - Followers will ride even if player is not riding. Can also be toggled by talking to any of the followers.
  • Auto Retaliate - Followers will engage in combat even if player is riding with weapons sheathed and will not break from combat until it completes.
  • Combat Escape - Followers will break from combat and mount the horse if player is riding with weapons sheathed.
  • Deferred Dismount - If enabled, followers will not dismount until player leaves defer zone or defer time runs out. Useful when dismounting to interact with the environment and want followers to stay mounted. Does not work in combat.
  • Zone Radius - How far player needs to move away after dismounting before followers decide to dismount themselves. 1 foot = 21.3 game units or 0.3 meters.
  • Time - How long should followers wait for player to leave defer zone before dismounting. Set to 0 to wait indefinitely.

Horse Calling

  • Horse Recall - Followers' horses will be recalled (teleported out of existence) when not being ridden and followers will always use Horse Call when they want to ride.
  • Call Distance - Followers will use Horse Call if horses are past a certain distance threshold, otherwise followers will normally run toward their horses to mount them. 1 foot = 21.3 game units or 0.3 meters.

Mounted Combat

  • Mounted Combat - Allows followers to engage in melee mounted combat. Weaponse are auto-provided for the duration.
  • Mounted Combat Damage - Damage is scaled with player level and takes into account follower's related weapon skills, skill enchants and buffs. You may control the final damage percentage.

Horse Skins

  • Skin Selection - Whether to use global skin for all followers' horses or set individually by talking to each follower.
  • Global Skin - All followers' horses will be of selected type.

Horse Equipment

  • Equipment Selection - Whether to use global equipment for all followers' horses or set individually by talking to each follower.
  • Global Equipment - All followers' horses will be equipped with selected item.

Features

  • Dynamic Speed - Dynamic speed scales followers' riding speed with distance allowing them to catch up with the player more easily. Speed starts to increase when 1200 game units away from the player with the formula (distance-1200)^0.5 resulting in speed percentage (e.g. if distance=3700 then followers ride 50% faster).

Auto Loot

General

  • Auto Loot Mode: Slain enemies will have their inventory opened automatically (Basic) or specific items looted according to defined rules (Advanced). Gold and lockpicks will always be looted in advanced mode. Auto loot works only in mounted combat with maximum range of 100 feet.

Advanced Loot Rules

  • Equipment - Includes all armor, clothing, jewelry and weapons. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Enchanted Only - If enabled, only magical equipment will be included.
  • Minimum Gold per Weight - Equipment with value to weight ratio lower than this will be ingored. For example if item has 10 weight and costs 250 gold it will only be included if this value set to 25 or lower.
  • Spell Tomes - Includes all spell tomes. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Unknown Only - If enabled, only spell tomes that teach unknown spells will be included.
  • Books - Includes all books. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Minimum Value - Books cheaper than this value will be ignored. Books that teach skills usually have a cost of 50 gold or more.
  • Magical Scrolls - Includes all magical scrolls. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Alchemy Recipes - Includes all alchemy recipes that are not currently owned. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Animal Hides - Includes all tanning materials. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Ore and Ingots - Includes all ore and ingots. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Ingredients - Includes all alchemical ingredients. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Potions - Includes all beneficial potions. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Poisons - Includes all poisons. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Food and Drinks - Includes all meat, food and beverage. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Soul Gems - Includes all empty and filled soul gems. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Precious Gems - Includes all jewelry. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Ammo - Includes all arrows and bolts. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Torces - Includes all carriable light sources. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.
  • Keys - Inclues all keys that are not currently owned. It can be ignored, looted or stashed directly to a horse inventory. If item is stashed it will display asterisk symbol in notification.

Horse Charge

General

  • Horse Charge - Enable or disable mounted combat horse charge feature. Sprinting while in mounted combat will allow horse to knock targets it runs into.

Preferences

  • Impact Recognition - Horse charge collision calculations do not run in sync with frame rates but it is possible to recognize the moment of impact and execute hit event prematurely. Decrease if targets are being hit by invisible wall. Increase if hit is never occurring or is being delayed.
  • Impact Sound Effect - Switch between available impact sound effects.
  • Damage Base - Fixed amount of physical damage before other modifiers. Knocking targets with horse charge is not considered an assault if total damage is zero.
  • Damage Health Percentage - Physical damage as a percentage of target's maximum health before other modifiers. Knocking targets with horse charge is not considered an assault if total damage is zero.
  • Stamina Cost Percentage - For each target struck horse loses a percentage of its maximum stamina.

Physics Simulator

  • Load Preset - Load predefined set of physics simulator parameters.
  • Heading Angle Tolerance - Ignore target if angle between horse heading direction and target is greater than this value.
  • Heading Force Dissipation - Linear loss of the force over the angle of tolerance. If set to zero, force is at its maximum in all directions. If greater than zero, magnitude of push force, damage, stamina cost, and speed penalty is reduced up to this amount depending on the heading angle at the moment of impact.
  • Push Force Amount - Push force is scaled with horse speed. By changing this value you can control the amount of force that is used to push targets away.
  • Angle of Elevation - Controls vertical angle of attack. Increase to send targets flying or reduce to make them slide over the ground.
  • Speed Penalty Duration - Simulate recoil by slowing the horse temporarily at the moment of collision.
  • Speed Penalty Amount - How much to reduce horse speed on a per target basis.

Recommendations

Overview

  • General

    General

General

Shield On Back

  • Player - Show shields on the player's back.
  • NPCs - Show shields on the backs of NPCs.

Staff On Back

  • Player - Show staffs on the player's back.
  • NPCs - Show staffs on the backs of NPCs.

Start/Stop

Recommendations

TechAngel85 (talk)

Leave all settings at their defaults.

Greg (talk)

I agree with TechAngel85. Leave all settings at their defaults.

Overview

  • Dual Wield Parrying

    Dual Wield Parrying

Block Key

Determines the key for blocking when dual wielding. Does not work with Bows or Spells equipped in the right hand.

Mod Active

Activate or deactivates the mod.

Recommendations

Nebulous112 (talk)

  • Block Key: M3 (middle mouse button). You normally block with the left or right mouse buttons (depending on your setup), so it only makes sense to continue to block with another mouse button.

Greg (talk)

  • Block Key: V or M3 Not all mice have middle buttons, so I think this should be a user recommendation -- M3 if you have and prefer to use the middle mouse button or V otherwise.

Overview

  • Enhanced Blood

    Enhanced Blood

Screen Blood

  • Enable - turns the blood that appears on your screen when you take damage on and off.
  • Max Amount - maximum amount of blood splatters which will appear on the screen at once.
  • Max Size - maximum size of the blood splatters.
  • Min Size - minimum size of the blood spatters.
  • duration - how long the effect will last before disappearing.

Blood on Weapons

  • duration - amount of time the blood effect will last on weapons.

Blood Lifetime

  • duration - amount of time the blood spatters and wounds will last.

Severe Blood Spatters

  • Minimal Damage - minimum percent of damage to actor's base health needed for severe blood splatters to appear in place of normal blood splatters. Author recommends leaving this at its default.

Main Functions

  • Enable NPC Scripts - used for troubleshooting. Turns off bleed effects for NPCs (scripts still run).
  • Blood Pools - enables/disabled blood pools when an NPC dies after getting hit at least once from a melee hit or an arrow.
  • Script Update Rate - how often the scripts run to apply effects to surrounding NPCs. Higher value reduce script load, but at the cost of the effects taking longer to apply to newly encountered NPCs. (May need to be tested at multiple values.)

Spasms

  • Chance on Decap - chance the NPCs will spasm when decapitated.
  • Chance on Killmove - chance the NPCs will spasm from a killmove.
  • Calculate for Mass - when enabled, heavier bodies will have less spasm.
  • Impulse Force - amount of force or movement the body do during spasms. (Author recommends to increase the value from default with Ragdoll mods installed.)

Other

Settings here are used for troubleshooting or uninstalling the mod. No recommendations need.

Recommendations

Greg (talk)

Default settings seems fine to me.

Overview

  • Footprints

    Footprints

  • Settings

    Settings

Footprints

This first page (aka splash screen) is information about the mod and it's current use. Nothing to recommend here.

Settings

  • Enable Footprints - enables the footprints feature
  • Use Custom Footprints - enables custom footprints by third-party mods (STEP does not use any of these)

NPC Settings

  • NPC Limit - total number of NPCs within the affected area that can have the footprint effect
  • FX Limit - total number of NPCs within the affected area that can have the particle effect

INI Settings

[Decals]
  • bDecals - enables decals so the footprint effect will show
  • uMaxDecals - must be set in INIs (no recommendations to make)
[Display]
  • fDecalLifetime - number of seconds until the footprint effects will fade away. This will only take effect once the uMaxDecals (set in INIs) value is reached.
  • iMaxDecalsPerFrame - number of decals that can be shown per frame

Recommendations

Greg (talk)

Leave all settings at their defaults.

Overview

  • Activation

    Activation

  • Options

    Options

  • Transparencies

    Transparencies

Activation

  • iHUD Active - enables/disable the mod

Compass Activation

  • iHUD hotkey - key used to active the compass
  • Key press toggles - enables a toggle for the compass. Enabled, the key press will toggle the compass on/off. Disabled, the key must be pressed and held for the compass to display.

SkyUI Active Effects

  • Active Effects ALWAYS On - enables the SkyUI Effects to always be displayed on the side of the screen
  • Active Effects on key - links the Effects to the hotkey for showing/hiding the SkyUI Effects
  • Active Effects on combat - shows Effects during combat
  • Link ALL SkyUI Widgets - links all widgets to the hotkey for hiding all effects

Crosshair Activation

  • Crosshair ALWAYS ON - enables the crosshair to be displayed on-screen at all times
  • When looking at activatable - enables the crosshair when looking at an interactable object such as a chest or door
  • Wielding melee weapon - enables the crosshair when a melee weapon is equipped and drawn
  • Wielding ranged weapon - enable the crosshair when a ranged weapon is equipped and drawn
  • Wielding spell - enables the crosshair when a spell is equipped and drawn.

Options

  • Stealth indicator enabled - enables the stealth icon while sneaking
  • Enemy health indicator enabled - enables enemy health bars
  • Hide shout meter with compass - hides the shout meter along with the compass
  • Force crosshair to hide - forces the crosshair to be hidden at all times
  • Enable fast fade of magicka - enables a fast fading effect of the magicka bar once filled
  • Enable fast fade of health - enables a fast fading effect of the health bar once filled
  • Enable fast fade of stamina - enables a fast fading effect of the stamina bar once filled
  • Refresh Rate - sets the refresh rate of the scipts (how often they will run for updating)

Transparencies

(0 is fully transparent, 100 is no transparency)

  • Compass - sets the transparency of the compass
  • Crosshair - sets the transparency of the crosshair
  • magicka - sets the transparency of the magicka bar
  • Health - sets the transparency of the health bar
  • stamina -sets the transparency of the stamina bar

Recommendations

Greg (talk)

Activation

  • iHUD Active - Enabled

Compass Activation

  • Key press toggles - Enabled so I can toggle the compass on and look around before I toggle it back off, but I think this perhaps should be a user decision.
  • All other settings remain default

SkyUI Active Effects

  • All setting remain default

Crosshair Activation

  • All settings remain default

Options

  • All options remain default

Transparencies

  • All settings remain default

Nebulous112 (talk)

Default, except:

Activation

Compass Activation

  • Key press toggles - Enabled, for the same reason Greg states. You either want the HUD on or off...I don't know that anyone likes holding the button. A toggle makes much more sense, IMO.

Overview

  • Settings

    Settings

  • Patches

    Patches

Settings

Lanterns of Skyrim - All In One

  • Hour to turn ON - sets the time when the lanterns will be turned on
  • Hour to turn OFF - sets the time when the lanterns will be turned off
  • Checking every - refresh rate for the on/off script (how often it will run)
  • Always ON - turns the lanterns on at all times
  • Debug mode - used for modders resource; nothing else is known about this setting
  • Enable lanterns in villages - enables additional lanterns around cities and towns
  • Enable lanterns along roads - enables additional lanterns along the main roads in Skyrim

Patches

This is a list of patches installed for the mod. No recommendations to make.

Recommendations

Greg (talk)

  • Default settings
  • Checking every - 60 seconds
  • Enable lanterns along road - STEP recommends disabled, but I usually leave it enabled.

Overview

  • Activation

    Activation

  • General

    General

  • Lock Requirements

    Lock Requirements

  • Smash Locks

    Smash Locks

  • Unlock with Magic

    Unlock with Magic

Activation

Lock Overhaul

  • Activate Lock Overhaul - this activates the mod. It should be activated by the user.

General

Lock Overhaul

  • Deactivate Lock Overhaul - deactivates the mod.
  • Maximum Slider Values -
  • Reset All Settings - Resets all settings back to the default values.

General Settings

  • Allow increasing skill - allows the features of this mod to increase your lockpicking skill.
    • Increase Value -
  • Enable the sound effect - enables sound effect for the features
    • Sound Volume - sets the volume level for the sound effect
  • Enable crime - allows you to be caught for committing a crime during the use of one of this mod's added features (smashing locks/using a spell on a lock)

Recognized Plugins

List of plugins the mod has recognized.

Lock Requirement

Lock Requirement

  • Activate Lock Requirements - if enabled, locks may not be picked until the player reaches the levels specified below.
  • Activate Auto Lockpicking - this feature will enable auto-lockpicking as long as the player has the skill to pick the lock. This feature skips the lockpicking mini-game and uses a random number of picks to complete the task.
  • Novice Locks Requirement - lockpicking skill level required to pick novice locks.
  • Apprentice Locks Requirement - lockpicking skill level required to pick apprentice locks.
  • Adept Locks Requirement - lockpicking skill level required to pick adept locks.
  • Master Locks Requirement - lockpicking skill level required to pick master locks.
  • Expert Locks Requirement - lockpicking skill level required to pick expert locks.

Smash Locks

Smash Locks

One-handed or two-handed skill level is used based upon the choice for Allowed weapons.

  • Activate Smash Locks - Activate the ability to smash locks open with a weapon
  • Smash Novice Locks Requires - The skill level required to smash novice locks.
  • Smash Apprentice Locks Requires - The skill level required to smash apprentice locks.
  • Smash Adept Locks Requires - The skill level required to smash adept locks.
  • Smash Master Locks Requires - The skill level required to smash master locks.
  • Smash Expert Locks Requires - The skill level required to smash expert locks.
  • Allowed weapons - Specifies the weapons that may be used to smash locks.

Unlock with Magic

Unlock Spell

Skill levels are based off of Destruction magicka.

  • Enable Unlock Spell - Allows locks to be opened with a spell
  • Unlock Novice Locks Requires - The magicka level required to smash novice locks with a spell.
  • Unlock Apprentice Locks Requires - The magicka level required to smash apprentice locks with a spell.
  • Unlock Adept Locks Requires - The magicka level required to smash adept locks with a spell.
  • Unlock Master Locks Requires - The magicka level required to smash master locks with a spell.
  • Unlock Expert Locks Requires - The magicka level required to smash expert locks with a spell.
  • Frost effect Required Skill -
  • Allowed Spells - Specifies the spells that may be used to smash locks

Recommendations

Greg (talk)

General

  • Activate Lock Overhaul - click to activate the mod
  • Allow increasing skill - Conflicted because smashing a lock shouldn't teach lockpicking, but the player will be limited to smashing novice locks without leveling lockpicking. The current STEP recommended settings requires the player to pick locks to level lockpicking with an occasional smashed lock, so perhaps this is as it should be.
  • Enable Crime - Enabled because picking or smashing a lock should be a crime if caught.
  • All other settings - Default

Lock Requirement

  • All settings - default

Smash Locks

  • Activate Smash Locks - Enabled
  • Allowed Weapons - One handed and two handed
  • All other settings - Default

Unlock With Magic

  • Enable Unlock Spell - Enabled
  • Allowed Spells - Destruction Magic (no Shock)
  • All other settings - Default

Overview

  • Lightning Config

    Lightning Config

  • Miscellaneous

    Miscellaneous

  • Globals 1

    Globals 1

  • Globals 2

    Globals 2

Lightning Config

Fork Lightning Options

  • Enabled - when enabled strikes will fork from the sky and hit the ground.
  • Hostile - when enabled strikes will be hostile and give damage to anything hit.
  • Frequency Delay - this is the delay between strikes.
  • Sound Delay - this is the sound delay between when the strike is visually seen and when the sound is played.
  • Minimum Distance - the minimum distance a strike can land, measured in game cells.
  • Maximum Distance - the maximum distance a strike can land, measured in game cells.

Fork Bloom Options

  • Animation Time - How long the bloom effect will be applied for during a lightning strike.
  • Bloom Level - The brightness of the bloom.

Sheet Lightning Options

  • Enabled - when enabled Sheet Lightning strikes in the sky.
  • Hostile - when enabled strikes will be hostile and give damage to anything hit.
  • Frequency Delay - this is the delay between strikes.
  • Sound Delay - this is the sound delay between when the strike is visually seen and when the sound is played.
  • Minimum Distance - the minimum distance a strike can land, measured in game cells.
  • Maximum Distance - the maximum distance a strike can land, measured in game cells.

Sheet Bloom Options

  • Animation Time - How long the bloom effect will be applied during a lightning strike.
  • Bloom Level - The brightness of the bloom.

Miscellaneous

Logging Options

  • Logging Enabled - Enables logging.
  • Show in Game - Show the high level logging messages on the screen as in game notifications.

Weather Options

  • Current Weather - Shows the current weather code.
  • Force Weather - Select one of the available 'bad' weathers and force it to play.
  • Force - Force the selected bad weather.

Miscellaneous

  • Legacy Config Menu - Add or remove the original configuration menus.

Information

  • Version - Shows the Minty Lightning version number.

Globals 1

Show the global variables used by Minty Lightning that can be set via console.

Globals 2

Show the global variables used by Minty Lightning that can be set via console.

Recommendations

Greg (talk)

Lightning Config

  • Fork Lightning Hostile - Enabled
  • Sheet Lightning Hostile - Enable
  • All other options - Default

Miscellaneous

  • All settings - Default

Nebulous112 (talk)

Miscellaneous

  • Legacy Config Menu - Enable (this actually DISABLES the legacy config spellbook that is added to the player's inventory when the mod is first started).

Overview

  • Actor

    Actor

  • Fellow List

    Fellow List

  • NPC List

    NPC List

  • Come Together

    Come Together

Actor

  • My Jump Height - Sets the player character's jump height.
  • Remove Outfit -
  • Change Trigger - Change the NPC selection key. To select an NPC, position the crosshair on the NPC and press the trigger key.

Target:Drake

  • Add to Fellow List - Add the targeted NPC to thee fellow list. [TODO: whatever this is]
  • Add to NPC List - Add the targeted NPC to the NPC list. [TODO: whatever this is]
  • Resurrect - Resurrect the targeted NPC from the dead.
  • Move to me - Move the targeted NPC to the player's location.
  • Move to Original Loc. - Move the targeted NPC back its original location.
  • Go To Target - Move the player character to the targeted NPC's location.
  • Make My Friend - Make the targeted NPC a friend.

Wood Elf/Player Spellsword Class/M/Lvl35

  • Health (Inc/Dec) - Increase or decrease the player's base health.
  • Magicka (Inc/Dec) - Increase or decrease the player's base magicka.
  • Stamina (Inc/Dec) - Increase or decrease the player's base stamina.
  • Carry Weight (Inc/Dec) - Increase or decrease the player's base carry weight.
  • Speed (Inc/Dec) - Increase or decrease the player's base speed.
  • Weapon Speed (Inc/Dec) - Increase or decrease the player's base weapon speed.
  • Essential - Make the targeted NPC essential.
  • Protected - Make the targeted NPC protected.
  • Invulnerable - Make the targeted NPC invulnerable.
  • Unique - Make the targeted NPC unique.

Fellow List

  • [Target] -
  • Select Operation -
  • Operation - Click -
  • Select All -
  • Deselect All -

Count/Total = x/18

NPC List

  • [Target] -
  • Select Operation -
  • Operation - Click -
  • Select All -
  • Deselect All -

Count/Total = x/18

Come Together

Come Together

  • Preset - Selects the default come together preset and can be Skyrim Default, Little Closer, or More Closer.
  • Space between Followers - Sets the space between followers.
  • Space between Followers at Doors - Sets the space between followers when close to a door.

Out of the way

  • Preset - Selects the default out of the way preset and can be Skyrim Default, Little Quick and Wide, or More Quick and Wide.
  • Reaction Distance -
  • Reaction Delay Time (1/10 sec) -
  • Reaction Ideal Distance -
  • Reaction Wait Timer (1/10 sec) -

Recommendations

Greg (talk)

Actor

  • All settings - default

Fellow List

  • Nothing to change here unless a target is selected

NPC List

  • Nothing to change here unless a target is selected

Come Together

  • All settings - Default?

Nebulous112 (talk)

Actor

  • Change Trigger - N
    • The default of F2 conflicts with the default Favorite Groups from SkyUI (F1-F4 default).
    • As I find the SkyUI Favorite Groups extremely useful in their default positions, I think it makes sense to change the hotkey for Nausicaa's Tweaker. I find I use the Favorite Group hotkeys far more than the NPC selection hotkey. "N" for Nausicaa seems logical.

Overview

  • Not So Fast MQ

    Not So Fast MQ

Minimum Days Before Events

  • First Dragon Sighting - Days after giving the Dragonstone to Farengar that visiting him again will trigger the first dragon attack.
  • Note From Delphine - Days after returning the Horn to Arngeir before Delphine sends a note about meeting her in Riverwood.

Other

  • No Negotiations - Skip the Season Unending negotiations even if the civil war isn't completed.
  • Balgruuf's Reward - Changes the reward Balgruuf gives you after the first main quest.
    • Potions for Mages - Gives potions if Alteration skill > either of the armor skills.
    • Potions for Everyone - Requiem default, gives potions regardless of skill levels.
    • Vanilla - Gives armor regardless of skill levels, same as the vanilla game.

Recommendations

Greg (talk)

  • All settings - Default

Overview

  • General

    General

  • Controls

    Controls

  • Advanced 1

    Advanced 1

  • Advanced 2

    Advanced 2

General

Item List

  • Font Size - Sets the size of the font to small, medium, or large.
  • Quantity Menu Min. Count - Number of items required to trigger quantity menu, or 0 to disable it. Default: 6
  • Category Icon Theme - Sets the icon theme to SkyUI V5, Celtic, Curved, or Straight.
  • Disable Icon Colors - Changes the menu icons (inventory, magic, etc.) to black and white.

Active Effects HUD

  • Enabled - Enables or disables the active effects HUD
  • Icon Size - Changes the active effects icon size to small, medium, or large.
  • Minimum Time Left - Hide effects with a remaining time higher than this. 0 to show all. Default: 180

Favorites Menu

  • Show Button Help - this will enable "hints" to the user when the Favorites Menu is opened for which keys do what actions.

Favorite Groups

  • Group 1 - Click to select the group (from Group 1 to Group 8). Each group can be configured individually.
  • Uneqip Armor - Unequip all armor before Group Use? Default: Off
  • Unequip Hands - Unequip both hands before Group Use? Default: Off

Controls

Item List

  • Search - Sets the key used to search for items in the menus.
  • Switch Tab - Sets the key used to switch tabs in the menus. For example, this key switches from the inventory menu to the magic menu.
  • Equip Mode -

Favorites Menu

  • Group/Ungroup - Sets the key used to select a group in the quick menu or to remove an item from the group.
  • Group Use - Sets the key to equip all items in the selected group.
  • Set Group Icon -
  • Save Equip State - Sets the key to save the equip state.
  • Toggle Focus - Sets the key used to toggle focus between items in the quick menu and groups.

Favorite Groups

  • Group 1 - Sets the key used to select Group 1 - (Default F1)
  • Group 2 - Sets the key used to select Group 2 - (Default F2)
  • Group 3 - Sets the key used to select Group 3 - (Default F3)
  • Group 4 - Sets the key used to select Group 4 - (Default F4)
  • Group 5 - Sets the key used to select Group 5
  • Group 6 - Sets the key used to select Group 6
  • Group 7 - Sets the key used to select Group 7
  • Group 8 - Sets the key used to select Group 8

Advanced 1

3D Item

  • Horizontal Offset - Sets the horizontal offset of the 3D item.
  • Vertical Offset - Sets the vertical offset of the 3D item.
  • Scale - Sets the scale of the 3D item.
  • Disable Positioning - Disables positioning of the 3D item.

Active Effects HUD

  • Orientation - Displays the active effects HUD vertically or horizontally.
  • Horizontal Anchor - Displays the active effects HUD on the right, left, of center of the screen.
  • Vertical Anchor - Displays the active effects HUD at the top, bottom, or middle of the screen.
  • Icon Group Count -
  • Horizontal Offset - Set the horizontal offset of the active effects HUD.
  • Vertical Offset - Sets the vertical offset of the active effects HUD.

Item Card

  • Align - Sets the alignment of the Item Card to left, right, or center.
  • Horizontal Offset - Sets the horizontal offset of the Item Card.
  • Vertical Offset - Sets the vertical offset of the Item Card.

SWF Version Checking

Incompatible or outdated SWFs may break SkyUI functionality.

  • Map Menu - Disables the warning message if the map menu uses an incompatible SWF.
  • Favorites Menu - Disables the warning message if the favorites menu uses an incompatible SWF
  • Inventory Menu - Disables the warning message if the inventory menu uses an incompatible SWF
  • Magic Menu - Disables the warning message if the magic menu uses an incompatible SWF
  • Barter Menu - Disables the warning message if the barter menu uses an incompatible SWF
  • Container Menu - Disables the warning message if the container menu uses an incompatible SWF
  • Crafting Menu - Disables the warning message if the crafting menu uses an incompatible SWF
  • Gift Menu - Disables the warning message if the gift menu uses an incompatible SWF

Advanced 2

Recommendations

Greg (talk)

  • All Settings - Default
  • SWF Version Checking - Disabled if using an alternate map

Nebulous112 (talk)

Controls
Favorite Groups

Some default Favorite Group hotkeys (F1-F4) conflict with other STEP components.

  • Group 2 - (Default F2) - Conflicts with Nausicaa's Tweaker; F2 is also the "Change Trigger" NPC selection hotkey.
  • Group 4 - (Default F4) - Conflicts with ENBoost; F4 is also the "Free VRAM" hotkey.


In all cases, I recommend keeping the SkyUI Favorite Group hotkeys, and changing the other hotkeys. Favorite Groups are one of the best features of SkyUI, in my opinion.

- They are amazingly useful for quick-swapping groups of weapons, shields, spells, etc. without having to swap the items one at a time in a menu. However, this is not hardly as useful if the various group hotkeys are not arranged in a row.
- F1-F4 seems like the best place for them, so it makes sense to me that the Favorite Groups should stay and the other individual hotkeys should move.

The Favorite Group hotkeys for groups 5-8 are not automatically assigned by SkyUI. I personally set them to F5-F8, in keeping with the default first set of four.

- This requires you to change the Quicksave hotkey in the Skyrim menu to something other than F5. Personally, I set it to F10. Pretty close to Quickload, but I don't use these very often. Obviously this will be up to user preference.

We may also want to advise people to change the Brute Force hotkey if they wish. I set mine to the Backslash key "\".

Personally, I changed the conflicting hotkeys to the following:

  • Nausicaa's Tweaker (Come Together 'N' Out of the Way) - NPC selection hotkey changed to "N" for Nausicaa (in MCM Menu).
  • ENBoost - KeyFreeVRAM (flush VRAM - default F4) changed to "F11". KeyBruteForce (Brute Force Mode - default "B") changed to "\".
- In "enblocal.ini", change "KeyFreeVRAM=115" to "KeyFreeVRAM=122". Change "KeyBruteForce=66" to "KeyBruteForce=220". Don't forget to change the associated comments so you remember what keys these key scan code numbers refer to!
  • Vanilla Skyrim - Quicksave hotkey changed to "F10" (in Skyrim Main Menu) to prevent conflict with Favorite Groups 5-8.
Advanced
SWF Version Checking
  • Map Menu - If using Atlas Map Markers set the Map Menu version checking to disabled.

Overview

  • Main

    Main

  • Second Page

    Second Page

Main

Requirements to Begin Recruitment Quest

  • Sneak Skill - Your Sneak skill must be at least this level before Brynjolf will approach you to start the initial quest. Default: 25
  • Pockets Picked - You must have picked at least this many pockets before Brynjolf will approach you to start the initial quest. This value is tracked under 'Crime Stats'. Default: 25
  • Items Stolen - You must have stolen at least this many items before Brynjolf will approach you to start the initial quest. This value is tracked under 'Crime Stats'. Default: 250

Requirements to Begin 3rd Quest

  • Radiant Jobs Completed - You must have completed this many Radiant jobs before starting the quest Dampened Spirits. Default: 10
  • Randomize - This will set the number of Radiant jobs required to a random value between 50% and 150% of the value provided above.
  • Sneak Skill - Your Sneak skill must be at least this level before starting the quest Dampened Spirits. Default: 0
  • Pickpocket Skill - Your Pickpocket skill must be at least this level before starting the quest Dampened Spirits. Default: 0
  • Lockpicking Skill - Your Lockpicking skill must be at least this level before starting the quest Dampened Spirits. Default: 0

Requirements to Begin 4th Quest

  • Radiant Jobs Completed - You must have completed this many Radiant jobs before starting the quest Scoundrel's Folly. Default: 20
  • Randomize - This will set the number of Radiant jobs required to a random value between 50% and 150% of the value provided above.
  • Sneak Skill - Your Sneak skill must be at least this level before starting the quest Scoundrel's Folly. Default: 0
  • Pickpocket Skill - Your Pickpocket skill must be at least this level before starting the quest Scoundrel's Folly. Default: 0
  • Lockpicking Skill - Your Lockpicking skill must be at least this level before starting the quest Scoundrel's Folly. Default: 0

City Influence Quests

  • Markarth - The number of Radiant jobs you must complete in Markarth before getting the special job assignment. Default: 5
  • Solitude - The number of Radiant jobs you must complete in Solitude before getting the special job assignment. Default: 5
  • Whiterun - The number of Radiant jobs you must complete in Whiterun before getting the special job assignment. Default: 5
  • Windhelm - The number of Radiant jobs you must complete in Windhelm before getting the special job assignment. Default: 5
  • Randomize - This will set the number of required Radiant jobs for each city to a random value somewhere between 50% and 150% of the values provided above.

Radiant Job Options

  • Bedlam Job - The amount of gold worth in goods that you need to steal to complete the Bedlam assignment. Default: 500

Second Page

Recommendations

Greg (talk)

  • All settings - Default

Overview

  • Quest Conditions 1

    Quest Conditions 1

  • Quest Conditions 2

    Quest Conditions 2

  • Quest Conditions 3

    Quest Conditions 3

Quest Conditions 1

Dawnguard

  • Vampire Attacks - This is the level at which vampire attacks begin to occur in cities. Increasing this value will also prevent further vampire attacks from occurring even after the quest has started. This will not affect attacks that occur during the eclipse. Default: 8
  • Dawnguard Recruitment - At this point you'll begin hearing rumors about Dawnguard, and the Dawnguard will begin active recruitment. You can still begin the quest prior to this level by visiting Dayspring Canyon. Default: 10
  • Disguised Vampire Chance - This is the percent chance that the player will be attacked by a disguised vampire. Set to 0 to disable this type of encounter. Default: 25
  • Scouting Party Chance - This is the percent chance for random Dawnguard/vampire scouts to attack the headquarters of the other. Default: 25
  • Min Days Between Attacks - This is the minimum number of days between vampire attacks. This value affects both eclipse and non-eclipse attacks. Default: 1
  • Max Days Between Attacks - This is the minimum number of days between vampire attacks. This value affects both eclipse and non-eclipse attacks. Default: 20

Heartfire

  • Minimum Level - This is the minimum level you must reach before the Hearthfire land purchase quests will start. Default: 9

Dragonborn

  • After The Way of the Voice - This part of the main quest must be completed before the Dragonborn quest will start. Default: Way of the Voice
    • After the Graybeards summon the Dragonborn - The Dragonborn quest begins after the Graybeards summon the Dragonborn to High Hrothgar.
    • After The Way of the Voice (default) - The Dragonborn quest begins after The Way of the Voice.
    • After The Horn of Jurgan Windcaller - The Dragonborn quest begins after The Horn of Jurgan Windcaller.
    • After A Blade in the Dark - The Dragonborn quest begins after A Blade in the Dark.
    • After Adluin's Wall - The Dragonborn quest begins after Alduin's Wall.
    • After The Throat of the World - The Dragonborn quest begins after The Throat of the World.
    • After Elder Knowledge - The Dragonborn quest begins after Elder Knowledge.
    • After Alduin's Bane - The Dragonborn quest begins after Adluin's Bane.
    • After Dragonslayer - The Dragonborn quest begins after Dragonslayer.
    • Timing Unknown - The Dragonborn quest begins after a randomly selected quest so the user does not know definitively when the quest will begin. The randomly selected quest may be The Way of the Voice, The Horn of Jurgan Windcaller, A Blade in the Dark, Adluin's Wall, The Throat of the World, Elder Knowledge, Alduin's Bane, or Dragonslayer.
  • Minimum Level - This is the minimum level you must reach before the Dragonborn quest will start. This is in addition to the quest requirement listed above. However, if in Solstheim, the quest may start regardless of player level. Default: 25
  • Cultist Attack Chance - This is the percent chance that the player will be attacked by random cultists. This encounter also requires that you have completed the main quest stage selected above. However, if you are Solstheim, the minimum level requirement will be ignored. Set to 0 to disable this type of encounter. Default: 100

Dragon Attacks

  • Min Days Between Attacks - This is the minimum number of days between random dragon encounters. After completing the main quest, 3 days will be added to this value. Default: 3
  • Dragon Attack Chance - This is the percent chance that the player will encounter a random dragon. Set to 0 to disable this type of encounter. Default: 100

Daedric Quests

  • The Cursed Tribe - This is the minimum level you must reach before the quest The Cursed Tribe will start. Default: 9
  • The Break of Dawn - This is the minimum level you must reach before the quest The Break of Dawn will start. Default: 12
  • The Break of Dawn: No Vampires - Checking this box will prevent Meridia's quest from starting if the player is a vampire. Default: off
  • The Only Cure - This is the minimum level you must reach before the quest The Only Cure will start. Default: 12
  • A Night to Remember - This is the minimum level you must reach before the quest A Night to Remember will start. Default: 14
  • Discerning the Transmundane - This is the minimum level you must reach before completing Discerning the Transmundane. You will still be able to complete the main quest, but the part of the quest involving the Daedric prince will not proceed. Default: 15
  • The Whispering Door - This is the minimum level you must reach before the quest The Whispering Door will start. Default: 20
  • Pieces of the Past - This is the minimum level you must reach before the quest Pieces of the Past will start. Default: 20
  • Beothiah's Calling: This is the minimum level you must reach before the quest Boethiah's Calling will start. The book Beothiah's Proving will not appear in dungeons, and cultists will not attack before this level is reached. Default: 30

Quest Conditions 2

Misc Quests

  • The Wolf Queen Awakened - This is the minimum level you must reach before the quest The Wolf Queen Awakened will start. Default: 10
  • Unfathomable Depths - This is the minimum level you must reach before the quest Unfathomable Depths will start. Default: 14
  • Grimsever's Return - This is the minimum level you must reach before the quest Grimsever's Return will start. Default: 14
  • Kill the Giant - This is the minimum level you must reach before you can receive the quest Kill the Giant (Dawnstar). This quest must be completed before you can purchase land in the Pale. Default: 22
  • Dungeon Delving - This is the minimum level you must reach before you can receive the quest Dungeon Delving (Markarth). Default: 20
  • Kill the Vampire - This is the minimum level you must reach before you can receive the quest Kill the Vampire (Solitude). Default: 10
  • Deathbrand - This is the minimum level you must reach before the quest Deathbrand will start. Default: 36
  • Ebony Warrior - This is the minimum level you must reach before the quest The Ebony Warrior will start. Default: 80

Quest Conditions 3

World Encounters

  • Werewolf Encounters - Checking this box will allow the random werewolf encounters added by Dawnstar to occur regardless of whether or not the player has completed the Companion's quest Proving Honor. Default: off
  • Thalmor Squad: Min Level - This is the minimum level you must reach before Thalmor Execution Squads will be sent after your character. Default: 8
  • Thalmor Squad: Quest Requirement - Checking this box will prevent Thalmor Execution Squads from coming for your character until after Diplomatic Immunity or until after taking Whiterun as a Stormcloak. Default: off
  • Hired Thugs: Stolen Item Value - The value of the item you steal must be at least this amount in order to trigger the Hired Thugs event. Default: 0
  • Hired Assassin: Min Level - This is the minimum level you must reach before a Dark Brotherhood Assassin will be sent after your character. Default: 5
  • Hired Assassin: Assaults - The minimum number of assaults required before a Dark Brotherhood Assassin will be sent after your character. Default: 0
  • Hired Assassin: Murders - The minimum number of murders required before a Dark Brotherhood Assassin will sent after your character. Default: 0
  • Bounty Collector: Required Bounty - The amount of gold that your bounty must reach before bounty collectors will be sent after your character. Default: 1000
  • Bounty Collector: Chance - This is the percent chance that a bounty collector will come after you once your bounty has reached the required amount. Default: 25

Recommendations

Kyrptopyr's Preset

Dawnguard

  • Vampire Attacks - 25
  • Dawnguard Recruitment - 29
  • Disguised Vampire Chance - 25
  • Scouting Party Chance - 25
  • Min Days Between Attacks - 5
  • Max Days Between Attacks - 20

Hearthfire

  • Minimum Level - 20

Dragonborn

  • Start After - Timing Unknown
  • Minimum Level - 30
  • Cultist Attack Chance - 25

Dragon Attacks

  • Min Days Between Attacks - 5
  • Dragon Attack Chance - 20

Daedric Quests

  • The Cursed Tribe - 10
  • The Break of Dawn - 15
  • The Break of Dawn: No Vampires - Enabled
  • The Only Cure - 12
  • A Night to Remember - 14
  • Discerning the Transumdane - 15
  • The Whispering Door - 20
  • Pieces of the Past - 20
  • Boethiah's Calling - 30

Misc Quests

  • The Wolf Queen Awakened - 10
  • Unfathomable Depths - 14
  • Grimsever's Return - 12
  • Kill the Giant - 15
  • Dungeon Delving - 20
  • Kill the Vampire - 10
  • Deathbrand - 36
  • Ebony Warrior - 75

World Encounters

  • Werewolf Encounters - Enabled
  • Thalmor Squad: Min Level - 10
  • Thalmor Squad: Quest Requirement - Enabled
  • Hired Thugs: Stolen Item Value - 150
  • Hired Assassin: Min Level - 15
  • Hired Assassin: Assaults - 5
  • Hired Assassin : Murders - 0
  • Bounty Collector: Required Bounty - 1500
  • Bounty Collector: Chance - 30

Default Settings / Kryptopyr's Preset

Quest Conditions Dawnguard

  • Vampire Attacks - 8 / 25
  • Dawnguard Recruitment - 10 / 29
  • Disguised Vampire Chance - 25 / 25
  • Scouting Party Chance - 25 / 25
  • Min Days Between Attacks - 1 / 5
  • Max Days Between Attacks - 20 / 20

Hearthfire

  • Minimum Level - 9 / 20

Dragonborn

  • After - The Way of the Voice / Timing Unknown
  • Minimum Level - 25 / 30
  • Cultist Attack Chance - 100 / 25

Dragon Attacks

  • Min Days Between Attacks - 3 / 5
  • Dragon Attack Chance - 100 / 20

Daedric Quests

  • The Cursed Tribe - 9 / 10
  • The Break of Dawn - 12 / 15
  • The Break of Dawn: No Vampires - Disabled / Enabled
  • The Only Cure - 12 / 12
  • A Night to Remember - 14 / 14
  • Discerning the Transmundane - 15 / 15
  • The Whispering Door - 20 / 20
  • Pieces of the Past - 20 / 20
  • Boethiah's Calling - 30 / 30

Misc Quests

  • The Wolf Queen Awakened - 10 / 10
  • Unfathomable Depths - 14 / 14
  • Grimsever's Return - 14 / 12
  • Kill the Giant - 22 / 15
  • Dungeon Delving - 20 / 20
  • Kill the Vampire - 10 / 10
  • Deathbrand - 36 / 36
  • Ebony Warrior - 80 / 75

World Encounters

  • Werewolf Encounters - Disabled / Enabled
  • Thalmor Squad: Min Level - 8 / 10
  • Thalmor Squad: Quest Requirement - Disabled / Enabled
  • Hired Thugs: Stolen Item Value - 0 / 150
  • Hired Assassins: Min Level - 5 / 15
  • Hired Assassins: Assaults - 0 / 5
  • Hired Assassins: Murders - 0 / 0
  • Bounty Collector: Required Bounty - 1000 / 1500
  • Bounty Collector: Chance - 25 / 30

Greg (talk)

  • All settings - What Nebulous says. :-)

Kelmych (talk)

Kryptopyr's defaults for the Break of Dawn Daedric quest changes the starting level requirement from 12 to 15. I think it should be left at the default. The Dawnbreaker sword is primarily useful relative to other weapons when fighting Draugr. The later you wait before getting it the less useful it is compared to other alternative less specialized weapons since many of the Draugr fights occur fairly early. It can be a challenging quest when starting at level 12, but it takes a while to complete the initial quest before getting to Meridia's temple as well as getting to the final fight. At which point the character has usually advanced at least one level and perhaps more. I sometimes leave the quest before entering the final building and wait a little. There are some innovative ways to make the final quest a bit easier. I came up with two and these worked quite well, and I've seen other ones discussed elsewhere.

Nebulous112 (talk)

I suggest Kryptopyr's presets via the FISS file. FISS would obviously have to be included in STEP, which it currently is not.

I agree with the change Kelmych mentions regarding the Break of Dawn quest. Everything else about Kryptopyr's preset seems good to me, though.

Overview

  • Activation

    Activation

  • Barter Rates

    Barter Rates

  • Price Variables 1

    Price Variables 1

  • Price Variables 2

    Price Variables 2

  • Merchants 1

    Merchants 1

  • Merchants 2

    Merchants 2

Activation

  • Start Mod - Click this to activate the mod.

Barter Rates

Barter Rates

  • Use Custom Barter Settings - Choose you own custom barter settings. If you change these settings, then toggle them back off, you will need to save and reload your game to reset the values.

Settings

  • fBarterMax - Increasing this number will raise the purchase price for items while decreasing the amount you get for selling them. Default Vanilla: 3.3
  • fBarterMin - Increasing this number will raise the purchase price for items while decreasing the amount you get for selling them. Default Vanilla: 2.0

Independent Adjustments

  • Buying Prices - Percentage adjustment to the purchase price for all items.
  • Selling Prices - Percentage adjustment to the selling price for all items.

Price Variables 1

Status

  • Thane - Buying and selling prices are better in cities where you are Thane. Default: 5%
  • Faction Member - Buying and selling prices are better when trading with members of the same faction. Included factions: Thieves Guild, Dark Brotherhood, Companions, College of Winterhold, Imperials, Stormcloaks. Default: 10%
  • Faction Leader - Buying and selling prices are better if you are the leader of the faction. Default: 5%

Relationship

  • Friend - Buying and selling prices are better when dealing with friends and confidants. Default: 5%
  • Ally - Buying and selling prices are better when dealing with allies. Default: 10%
  • Lover - Buying and selling prices are better when dealing with your spouse. Default: 30%

Race Relations

  • Use Default Race Relations - Prices will be influenced by race. Individual relationships with merchants will override their racial bias. Only works with default vanilla races.
  • Set Custom Race Relations - Customize the degree of racial bias that merchants feel toward your character. These settings will also work for custom races.

Misc Factors

  • Fence - Buying and selling prices are worse when dealing with a Fence.
  • Knowledgable Trader - Get better prices when you know your product. Blacksmiths, fletchers, apothecaries, and spell merchants recognize your associated skill: smithing, marksmanship, alchemy, enchanting. Prices are 1% better per every 10 skill levels, max 10% better prices at 100 skill.
  • Naked - A lack of proper attire will affect prices.
  • Wearing Helmet - Hiding your face behind a hood or helmet will affect prices.
  • Approaching a merchant with a drawn weapon or spell will affect prices.

Price Variables 2

Location

  • Higher Prices in Cities - Prices are higher in major cities. Default: on

Solitude

  • Buying Prices - Prices for the items you purchase are higher in Solitude. Default: 35%
  • Selling prices - You can get higher prices for the items you sell in Solitude. Default: 10%

Markarth

  • Buying Prices - Prices for the items you purchase are higher in Markarth. Default: 30%
  • Selling Prices - You can get higher prices for the items you sell in Markarth. Default: 5%

Windhelm

  • Buying Prices - Prices for the items you purchase are higher in Windhelm. Default: 25%
  • Selling Prices - You can get higher prices for the items you sell in Windhelm. Default: 10%

Riften

  • Buying Prices - Prices for the items you purchase are higher in Riften. Default: 20%
  • Selling Prices - You can get higher prices for the items you sell in Riften. Default: 5%

Whiterun

  • Buying Prices - Prices for the items you purchase are higher in Whiterun. Default: 15%
  • Selling Prices - You can get higher prices for the items you sell in Whiterun. Default: 0%


Merchants 1

Base Merchant Gold

  • Mercant Gold Fluctuates - Adds a variable amount of gold each time a merchant's inventory respawns. Merchants will no longer have exactly the same amount of gold every time you visit.
  • Apothecaries - Increases the base amount of gold that Apothecary vendors have. Default: 500
  • City Blacksmiths - Increases the base amount of gold that City Blacksmiths have. Default: 1000
  • Town Blacksmiths - Increases the base amount of gold that Town Blacksmiths have. Default: 500
  • Orc Blacksmiths - Increases the base amount of gold that Orc Blacksmiths have. Default: 400
  • Spell Merchants - Increases the base amount of gold that Spell merchants have. Default: 500
  • Misc Merchants - Increases the base amount of gold that Miscellaneous merchants have. Default: 750
  • Innkeepers - Increases the base amount of gold that Innkeepers have. Default: 100
  • Street Vendors - Increases the base amount of gold that Street Vendors have. Default: 50
  • Caravans - Increases the base amount of gold Caravan merchants have. Default: 750
  • Disable Merchant Gold Options - This will resest changes made to the Vendor Gold lists. This option should only be used to resolve conflicts with another mod altering these leveled lists. To re-enable these options, you will need to stop and restart the mod.

Settings

  • Use Custom Respawn Settings -
  • Merchant Inventory Respawn - Choose how many days it will take for merchant inventories to respawn. Default: 2 days

Perks

  • Cost to Invest - The amount of gold it will cost to invest if you have the Investor perk. Default: 500
  • Increase Gold After Investment - The amount that the merchant's base gold will increase after you have invested in them. Default: 500
  • Inventory Changes When Invested - Investing in a merchant will also have some influence on their inventory. Merchants may increase their available stock or begin stocking rarer items. Actual effects vary from merchant to merchant.
  • Master Trader - The amount of gold that merchants receive if you take the Master Trader perk. Default: 1000

Merchants 2

Recommendations

Nebulous112 (talk)

I suggest we activate the mod in the MCM (and move it to the Gameplay category in the STEP list). I have been playing with it on for a while, and I like it quite a bit. It adds variation to the shopkeeper prices, in a logical and lore-friendly way. More realistic than vanilla, IMO.

I made a few MCM changes as follows to make trading more difficult than than the default settings:

Barter Rates

  • Use Custom Settings - Enabled
  • fBarterMax: 5.0
  • fBarterMin: 3.5
  • Buying Prices: -40%

This corresponds to the "easiest" of the four settings Kryptopyr mentions on the Nexus description page to make trading more difficult. In Vanilla, I always end up with WAY too much money fairly quickly. It never seem like the PC has to worry about money after a short time adventuring, and this doesn't seem realistic in the slightest to me. For this setting, Kryptopyr states: "This reduces selling prices (the reduction is greater at higher levels then at low levels), makes Speech skill less important, and makes buying things slightly cheaper than vanilla at lower levels and slightly more expensive then vanilla at higher levels."

Overview

  • Wet

    Wet

  • Cold

    Cold

  • Ashes/Survival

    Ashes/Survival

Wet

Wet and Cold

  • Wet and Cold Status -
  • Mode -

Player

  • Drips - Wet drip effects play during rain and after swimming.
  • Soggy Feet - A light splash sound effect and splash particles play from each footstep when it's raining and after swimming. Does not work on creatures.
  • Rain Blind - Rain drops will blind you periodically while looking up.

NPCs

  • Drips - Water drips from body parts during rain and after swimming.
  • Soggy Feet - A light splash sound effect and splash particles play from each footstep when it's raining and after swimming. Does not work on creatures.
  • Go Home - Civilian NPCs will return to their homes once it starts raining. Adults will walk briskly. Children will run. Argonians, beggars and working class NPCs will remain outdoors. Most civilian NPCs will walk briskly to their homes when a blizzard starts. If an NPC does not live nearby, he or she will go to an inn.

Rain Gear Options

NPCs will equip hoods and cloaks if their equipment slots are free once it starts raining. If 'No Argonians' is selected, Argonions will not equip rain gear.

Level Lists options allow the rainy weather items added by Wet & Cold to be added into the game for a chance to find them in loot and in stores. These options are not reversible, once enabled.

  • Rain Gear - allows users to either disable this feature or select which NPCs it applies to. (Disable, All Races, No Argonians, Followers Only)
  • Hoods / Leveled Lists - allows NPCs to equip hoods during rainy weather
  • Cloaks / Leveled Lists - allows NPCs to equip clocks during rainy weather
  • Followers - followers will produce and equip rain gear if their equipment slots are free once it starts raining. Argonians will still refuse to equip them unless 'All Races' is enabled.

Cold

Player

  • Breaths - Cold breath effects play in cold regions.
  • Blizzard Blind - Snow will blind you periodically during a blizzard. Keep your face down to avoid.
  • Snowy - Snow accumulation effects will play on the body during snowfall and after swimming in the code. Dead bodies will become snowy in the cold.
  • Strong Winds - Movement speed will be reduced by 15% if caught in a blizzard. Affects NPCs as well.

NPCs

  • Breaths - Cold breath effects play in cold regions.
  • Blizzard Blind - Snow will blind you periodically during a blizzard. Keep your face down to avoid.
  • Snowy - Snow accumulation effects will play on the body during snowfall and after swimming in the code. Dead bodies will become snowy in the cold.

Cold Gear Options

Cold Gear - NPCs will equip fur hoods, gloves, and fur cloaks if their equipment slots are free in cold regions. If 'Winter is Coming' is installed, those fur cloaks may also be equipped by NPCs. If 'Ashes' is installed, NPCs may also equip face covers. If 'No Nords 6am-8pm' is selected, Nords are less likely to equip cold gear items during the day.

Level Lists options allow the cold weather items added by Wet & Cold to be added into the game for a chance to find them in loot and in stores. These options are not reversible, once enabled.

  • Hoods / Leveled Lists - allow NPCs to equip fur hoods in cold weather.
  • Cloaks / Leveled Lists - allow NPCs to equip fur cloaks in cold weather
  • Gloves / Leveled Lists - allow NPCs to equip fur gloves in cold weather
  • Face Covers / Leveled Lists - allow NPCs to equip face covers in ashy weather
  • Followers - Followers will produce and equip cold gear if their equipment slots are free in cold regions. Nords will still refuse to equip gear during teh day unless 'All Races' is enabled.

Ashes/Survival

Player

  • Dusty - Dust accumulation effects will play over the entire body during ash storms in Solstheim. Swimming or getting wet from the rain will remove the effect. Getting wet from rain to remove the effect relies on either Wet & Cold's Drip effect or Rain Blind being enabled.
  • Watery Eyes - ash will make your eyes water during ash storms in Solstheim. Keep your face down or equip goggles to avoid the effect.

NPCs

  • Dusty - Dust accumulation effects will play over the entire body during ash storms in Solstheim. Swimming or getting wet from the rain will remove the effect. Getting wet from rain to remove the effect relies on either Wet & Cold's Drip effect or Rain Blind being enabled.

Ash/Survival Gear Options

NPCs will produce and equip face covers and sometimes goggles if their slots are free during ash storms in Solstheim.

Level Lists options allow the cold weather items added by Wet & Cold to be added into the game for a chance to find them in loot and in stores. These options are not reversible, once enabled.

  • Ash Gear - enables/disables the ash gear feature
  • Goggles / Leveled Lists - allows NPCs to equip goggles in ashy weathers
  • Face Covers / Leveled lists - allows NPCs to equip face covers in ashy weathers
  • Followers - Followers will produce and sometimes equip face covers and goggles if their equipment slots are free during ash storms in Solstheim.
  • Survival Gear - enables/disables the survival gear feature
  • Backpacks / leveled lists - allows traveling NPCs to equip backpacks if their slot is free
  • Waterskins / leveled lists - if iNeed is installed, traveling NPCs may also be equipped with waterskins (STEP does not use iNeed. No recommendation required.)

Recommendations

Overview

  • Options

    Options

Rain Splashes

  • Level - Sets the relative number of splash impact effects that appear on surfaces during rain. Opening and closing this option will restart the mod.
  • Performance Mode - When this mode is active, the number of splash impact effects is reduced by half. Disabling this mode may result in an FPS drop depending on your system.
  • Interior Volume - Sets the volume of the ambient rain sound effect. Default: 0.5

Rainbows

  • After Rain - Toggle the appearance of rainbows after a weather transition from rainy to clear when the sun is low (8:30am to 10:15am and 4:00pom to 5:45pm).
  • Morning Dew Chance - Sets the chance that a rainbow will appear as a result of early morning dew (8:30am to 9:0am) in the warmer regions of Skyrim. Default: 10%

Shooting Stars

  • Current Date - displays the current game date
  • Frequency - Sets the frequency of shooting stars that occur when the conditions are right for viewing (clear skies, 8:30pm to 6:00am). In the interest of performance, a setting of 5 seconds will prevent meteor showers/storms from occurring. Disabled: 0 seconds, Default: 20 seconds.
  • Shower Leaflet - Adds a hard copy of the shooting star shower dates to your inventory.
  • Shower Dates - Meteor showers are guaranteed to occur during certain nights of the year. The dates they occur on coincide with the actual meteor shower dates of Earth.

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