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Skyrim Immersion Patch SE (January 2025)


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Posted

Skyrim Immersion Patch SE (January 2025)


Have you ever wondered how the Greybeards keep themselves warm? or those bandits in that tower above Riverwood? How do they prepare food in those inns?

And what about beggars...where do they sleep?

 

Years ago, mods like 'Cutting Room Floor' or 'Unofficial Skyrim Patch' inspired me to get started with that dreaded CK editor and give back a little to the Skyrim community.

This mod is not earth-shattering but it provides some useful immersive changes where it makes sense.

 

The mod itself is kept as simple as possible, using only Vanilla resources so far.

 

Optional esp files:

 

  • Legendary addon - brings assets from the DLCs into Skyrim's mainland (heavy snow trees, dead and broken trees, hints of Morrowind where it makes sense).
  • ESO add-on - adds landmarks from the Elder Scrolls Onlines back into Skyrim
  • Seasonal weather - overrides the weather with seasonal weather patterns in addition to regional ones from the game. Use this console command to set the number of days in a year (you don't have anything to do if you are using Family Ties, the mod will adjust to the duration of a year from Family Ties automatically)

 

set  _SIP_GV_DaysInYear  to  <number of days in a year>

 

FrostFall is not required although many changes in this Immersion Patch were added with Frostfall in mind. Compatibility is extended only through the addition of campfires and other heat sources.

 

This mod covers the following kinds of changes:

- Heat sources in places that make sense (such as where NPCs work all day long in cold weather)
- User accessible bedrolls in some public places (beggars beds for example)
- Extra NPCs where you would expect them (such as a Vigilant of Stendarr helping out with daedric curses in them Temple of Kynareth or guarding various Shrines of Stendarr)
- Small details that were originally missed (for example, Reyda's clothes folded on the shore in Ivarstead)
- Small updates to vendors and other loot lists (Firewood, torch, linen wraps added to Misc Merchant Items).
- Cooking Spit added to inns without kitchens (can be disabled by talking to innkeepers)

 

There will be more changes in the future as I come across them. Feel free to post suggestions in the discussion area. I will be happy to include them if they are doable with minimal resources.

 

Look into the Readme section of the downloaded file (or here on Github) for a full list of the changes so far...

 

 

Future plans

 

Here are a few things I plan on adding at some point:

 

- how do they transport wood? -> floating wood trunks down the rivers, carts outside of sawmills

- where is the trash? -> add clutter in streams and sewers, puddles of dirty water

- how do they keep clean? -> custom items to wash clothes and hang them to dry, people bathing, at least one bath house (like in Kingdom Com Deliverance)

- how to they make food? -> a few smokers for dried meat and fish, a couple of places with pelts drying off to make leather

 

Let me know in the discussion threads if you have ideas.

This is not meant for a huge overhaul but instead fixing little things that make so sense in the original game.


 

  • 3 weeks later...
Posted (edited)

I like such mods. 🙂 Could you add a compatibility section for mods that cover cities, surroundings and individual houses, please?

 

Concerning more ideas:

  • Peddlars with a pannier following a travel route between small villages and offering their goods.
  • Herbwives / herbalists collecting ingredients and selling them at a store.
Edited by Veldon
  • 2 months later...
Posted

the [period] directory is unnecessary and can't actually be created as an output if you're installing from the .7z with Mod Organizer 2, I notice this with Family Ties as I install that as the soft calendar support

 

right clicking the Data folder and selecting "set as <data> directory" in the install pop-up fixes it, but I'm sure someone is going to come and ask why they can't install it

 

Spoiler

image.png.ce2f56267c5c94590c7b119ce1047946.png

image.png.6ae885980a9631eea85cc0e56da5f9e9.png

 

it IS nice to see that they both seamlessly started when I loaded my current save, no obnoxious menu or long message about things

Posted

A SunHelm compatibility would be nice, like adding water buckets to wells that don't have one. I too used Frostfall for ages, but dropped it about a year and a half ago in favour of this one. Less script heavy, not that hardcore and it also combines both survival and needs in one mod (so I also dropped RND). No need for water patches to drink from modded water sources. It just works (tm).

  • 7 months later...
Posted (edited)
On 4/22/2025 at 3:57 AM, nmagod said:

the [period] directory is unnecessary and can't actually be created as an output if you're installing from the .7z with Mod Organizer 2, I notice this with Family Ties as I install that as the soft calendar support

 

right clicking the Data folder and selecting "set as <data> directory" in the install pop-up fixes it, but I'm sure someone is going to come and ask why they can't install it

 

  Reveal hidden contents

 

it IS nice to see that they both seamlessly started when I loaded my current save, no obnoxious menu or long message about things

 

It is a side effect of my python script to package the mod files.

I needed to add a starting directory to get both files and subfolders, without creating a folder that would mess things up when you extract the files.

Fortunately, it doesn't seem to cause any issue.

Edited by DeepBlueFrog
Posted
On 4/25/2025 at 1:55 AM, belegost said:

A SunHelm compatibility would be nice, like adding water buckets to wells that don't have one. I too used Frostfall for ages, but dropped it about a year and a half ago in favour of this one. Less script heavy, not that hardcore and it also combines both survival and needs in one mod (so I also dropped RND). No need for water patches to drink from modded water sources. It just works (tm).

 

I never noticed Sunhelm before. I might take a shot at it next time I restart Skyrim mods.

 

Does it mess with Frostfall? that's a hard requirement for me,

Posted (edited)
1 hour ago, DeepBlueFrog said:

Does it mess with Frostfall?

Both do the same thing but do not interact with each other. It's like having two survival systems and having to manage both at the same time. Either one or the other.

Frostfall was amazing, I have been using it since 1.0 came out back on Oldrim, but at this point it's really, really, really dated.

 

Main difference is, SunHelm does not have coverage, only warmth, but it works off vanilla keywords like ClothingBody, ClothingFeet, etc. and assigns warmth rating based on that, so there's no need to patch it for any apparel, including modded one, if that apparel has those keywords assigned correctly. It recognizes both Frostfall and Survival Mode keywords as well. It also has needs bundled in, so there is no need (pun intended) for a second mod for that aspect.

Edited by belegost

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