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This Months Most Popular Mods!
By SchakenThe Ragged Flagon Shortcut
What is this?
This is a mod that will create a shortcut in the graveyard to the Ragged Flagon.
This mod had been made an ESL so it will not take a slot in your load order, your welcome
By Jobobby04The Thieves Guild will now attempt to recruit thieves. Brynjolf is now a much better judge of character. He won't consider you a potential recruit for the Guild unless you've actually done a bit of dirty work. If your character has never stolen anything, the Thieves Guild questline will never be activated, and you will no longer be approached by Brynjolf immediately upon entering Riften.
You can also choose to set additional requirements that must be met before you can progress the Thieves Guild quest line.PLUS... Now you can buy genuine Falmer Blood Elixir! Experience all the wonders of this powerful potion for yourself!
Version 3.0 includes the changes and features from the mods Sell Unusual Gems and Shadowmarks Improved.
Brynjolf will no longer approach you if you are not a thief, and the Thieves Guild questline will not be activated until the player meets the necessary requirements (stolen items, picked pockets, and sneak skill). These requirements are completely customizable using the MCM options. If you're not a member of the Thieves Guild, you can sell any Unusual Gems you find to Ri'saad. You may choose to buy Falmer Blood Elixir from Brynjolf before the Thieves Guild quests have begun. Additional requirements can be set that will delay the quests Dampened Spirits and Scoundrel's Folly. You can choose to set any combination of sneak, pickpocket, or lockpicking skill level requirements or simply set a certain number of radiant quests that must be completed. Customize how many radiant quests are required in each city before you receive the special assignment for that city. Change the amount of gold required to complete the bedlam job. All dialogue and responses are fully voiced. Shadowmarks have been added to player-owned homes and adjust automatically to reflect the player's current status within the Guild and the ownership status of the home. The positions of existing shadowmarks have been improved, and new marks have been added to locations that were missing them. Includes FISS support, allowing you to save your settings as custom presets.
greentea101 for editing the voice files for Brynjolf and creating the dialogue needed to edit the TG quests.
Teabag86 for creating the voice files for Ri'saad and helping merge the files.
Glitchfinder for creating the shadowmark script
Version 3.0 requires Dawnguard, Hearthfire, and Dragonborn. Previous versions do not require any of the DLC files.
Simply download and install with your favorite mod manager, or manually extract the .zip file to the Skyrim/Data folder.
Optional: If you wish to use the new textures from Shadowmarks Improved, then you'll need to download them from the original mod page.
DURING THE MAIN QUEST: There is a point in the main quest where you go to Riften & talk to Brynjolf. However, with this mod, the main quest dialogue options with Brynjolf won't be activated unless you meet the thief requirements. There is another route to completing this quest, though...ask around Riften; there is someone else who has information for you. (If you need a more direct answer, see the bottom of the Readme). This is actually an alternate option available in the vanilla game, I've not changed it.
QUEST REQUIREMENTS: In order to trigger the beginning of the Thieves Guild quest, the player must have stolen items, picked pockets, and have some skill in sneak. If not, then Brynjolf will not approach you and the dialogue options to begin the quest will not appear. All three requirements must be met; however, you can completely customize these requirements using the MCM options. The number of items stolen & pockets picked can be checked under "Crime Stats."
FAILURE PENALTIES: If you fail either TG02 or TG03, then the number of radiant quests that you need to complete prior to receiving the next quest will be doubled. Basically, if you mess up, it's going to take you that much longer to prove yourself worthy of greater responsibilities. However, this can always be adjusted in the MCM menu. In fact, any adjustment of these values using the MCM menu after the quest has completed will override the failure penalty.
UNUSUAL GEMS: If you're not a member of the Thieves Guild, you can sell any Unusual Gems you find to Ri'saad, the Khajiit trader who travels between Whiterun and Markarth. Selling a stone to Ri'saad will remove all associated journal entries for the quest "No Stone Unturned." This option is reversible and does not break the quest. If you later decide to join the Thieves Guild, you have the option to buy the stones back from Ri'saad at an increased cost. You can resume the quest by talking to Vex.
SHADOWMARKS: Shadowmarks on player homes will automatically adjust depending on the ownership status of the home and the player's status within the Guild. Unowned homes will have the Empty mark; homes owned by non-guild members or banned members will have the Danger mark; and homes owned by Guild members will have a Guild mark. Optionally, you can choose to use the Loot shadowmark for non-member player homes instead of the Danger mark. There is also a setting that will allow you to disable the Shadowmarks until the relevant city influence quest has been completed.
By Jobobby04Normally, you can take just one or two perks (Steel Smithing and maybe Arcane Blacksmith) and need nothing else. Attributes among material classes vary so little compared to smithing bonuses that spending anything else in the tree had very little value. I've rebuilt the tree, but instead of just forcing you to take more perks for the same benefit, I've shifted things around and added new things. Each perk is now more valuable, but without changing end-game balance.
This will not be for everyone, but players who want a Smithing tree with perks that are useful and interesting while still being balanced will appreciate this. Importantly, I do not add or remove any perks. Three perks were edited into new ones, but they're the same base IDs. This means if you won't lose any perks upon adding or removing this mod. Below is a list of the changes.
Steel Smithing became:
Craftsman: Can craft Steel items. All weapon and armor improving is 30% better.
Rather than immediately giving doubled smithing bonuses, I have spread these increases out over the tree in three perks. The opening perk, Craftsman, is the first. The shift from focusing on material type to simply applying to everything fixes the problem with some items not being affected, and importantly makes investing into the later perks in the tree more valuable by not front-loading the whole benefit.
Elven Smithing became:
Elven Foundry: Can create Elven, Dwarven, and Orcish armor and weapons at forges.
Elven Foundry has compressed Elven, Dwarven, and Orcish Smithing. It unlocks crafting of all three types of weapons and armor. Orcs and dwarves are elves, plus these three item classes were all roughly similar anyway (elven strongest weapons, orcish strongest armor, dwarven in middle on both), so the perks felt somewhat redundant before.
Advanced Armors became:
Advanced Smithing: Can create Scaled and Plate armor at forges. All weapon and armor improving is 40% better.
This still unlocks Scale and Plate, but because those are so statistically similar to the previous item classes, it also increases smithing of all items by 40%. This stacks additively with Craftsman for 70% total.
Arcane Blacksmith is unchanged except that its new required perk is Advanced Smithing and not Craftsman.
Glass Smithing became:
Glassmaking: Can create Glass and Ebony armor and weapons at forges.
Glassmaking has taken the place of both Ebony and Glass Smithing, unlocking the crafting of both item classes. Ebony and malachite in Elder Scrolls are both volcanic glasses. They should be roughly similar to work. Because you're already choosing between Light and Heavy Armors in their own perk trees, it always annoyed me that Smithing made you take the same choice. I've streamlined the system to remove that.
Daedric Smithing became:
Imbuing: Can create Daedric armor and weapons at forges. All weapon and armor improving is 30% better.
Daedric is the best heavy armor and, without Dawnguard, the best weapon class. This only unlocks one type though, so I've also added the final improvement bonus. This stacks with Craftsman and Advanced Smithing for 100% total, which is the same doubled smithing bonus you got from the tree before, but now it applies to everything.
Dragon Armor became:
Dragonsmith: Can create Dragon armor and Dragonbone weapons at forges. Dragons drop more items.
Besides just adding dragon crafting, this now makes killing a dragon much more valuable by spawning extra items on its corpse. You'll see small added gold, more scales, and more bones. There's also a much higher chance of weapons and armor (especially enchanted) and a new chance to spawn random jewelry. This will all be the same leveled gear you normally could find, and it works on any dragon you kill. This stacks with Salvage, by the way. Dragons will still have a chance to drop extra crafting items too if you've got both perks.
But wait... what about Dwarven, Ebony, and Orcish Smithing? Those perks haven't been removed. They were simply transformed into something else entirely. These three new perks make the tree much more interesting. All three require Craftsman to unlock.
Tanner (replaces Dwarven, requires 30 skill): Tanning racks are more productive and you gain 50 carry weight.
This increases the yield of all tanning rack recipes by 50%, rounded down, minumum 1. Because that really isn't good enough and because leather weighs a lot, I've also thrown in added carry weight to make the perk more valuable. Tanner provides another way to get more carry weight, plus helps earn smithing experience and money by giving you access to more leather. It's a good multi-purpose perk with a low enough skill requirement to be taken early.
Salvage (replaces Orcish, requires 40 skill): Find bonus crafting items on enemies.
Everything you kill has a 33% chance to spawn a single (except leather strips, which spawn in groups of 5) bonus crafting item on death. These items are leveled and are mostly leather and ores, but can also include gems. Anything you kill has this chance, so you could go slaughtering bunnies and goats and still find things. The chance isn't extremely high, but neither is the skill requirement. Take Salvage early and the extra items will really add up.
Metallurgy (replaces Ebony, requires 50 skill): Smelting is more productive and you find extra ores when mining.
Smelting now provides double the normal output. Mining with this perk gives you a 50% chance per ore mined to find a random extra ore in any vein where you'd normally have a chance to find gems (and this chance doesn't conflict, so you don't have a lower chance of gems with this perk). Much like gems, these extra ores can be of any type regardless of the vein being mined (iron is the most common, but they all can occur at any level). Metallurgy provides a huge increase to the amount of ingots you'll be making, and thus the amount of crafting you can do.
This mod also fixes errors where Deer Pelt couldn't be turned into leather and Dwarven Scrap Metal couldn't be smelted. These now can be and work with the Tanner and Metallurgy perks.
This mod was converted, DB and DG patches were combined into the base mod.
By Jobobby04You have been chosen, you will become a
The void is the space that lies between the universes. Although it remains unknown to most there are some who are chosen and drawn within. These few are known as the Void Walkers. These rare souls are gifted with immense power, beyond that of the mages of Tamriel.
This mod was originally uploaded as Gifts of the Outsider to both the Steam Workshop and here. However it was removed from the Steam Workshop due to copyright reasons. Therefore I decided to rename the spells in order to avoid this happening again. Whilst I was doing this I also made a few improvements. Even though my original mod was not removed from the nexus I thought I would release the 'revamped' version here as well.
This mod adds the six new abilities to Skyrim through a fully voice acted quest.
The spells are as follows:
Void Leap: Blink across distances instantaneously.
Void Sight: See in darkness and detect beings through walls
Infestation: Summon a horde of rats to distract or kill your opponents
Possess: Take control of a being, using them to attack others before appearing directly behind them.
Tempest: Blast away your opponents with a powerful gust of wind.
Time Shift: Slow time to a crawl for everyone but yourself. Great for escaping a difficult situation.
You can begin the quest by heading to abandoned houses on the shores of Lake Honrich, west of Riften. Inside you will find a book, 'The Void Walkers', pick it up and you will begin your journey.
Once you have left The Void you will be tasked with finding the runes of power. Here are their rough locations:
Void Sight - This can be found beneath the walkway to the college of Winterhold
Infestation - This can be found beneath Riften, in the Ratway tunnels, after the Ragged Flagon.
Possess - Is located on a hill above Falkreath cemetery.
Tempest - In the mountains north of Markarth
Time Shift - In the hills north east of Solitude
Problem: When I get to the void the Outsider just stands there and doesn't talk to me.
Solution: I'm not sure what causes this but if you reload the last Autosave (usually the one right before you fast travel to the abandoned house) and then re-enter the void he should begin a conversation with you. Its a strange fault that I am trying my best to fix.
Thanks goes to the talented Matthew Wade for voicing the outsider. Check out his website if you are looking for an excellent voice actor.
Thanks also goes to Bethesda and Arkane Studios for making Dishonored. The inspiration behind the mod.
Dishonored is property of Bethesda and Arkane Studios. This mod has only been inspired by Dishonored and I do not claim ownership of it any ideas featured in it.
By Jobobby04Agility merges the sneak tree with a new tree similar to acrobatics from Oblivion. Jumping increases your Agility experience and your Agility skill level directly increases your jump height when you acquire the relevant perk. Run speed included.
Renaming of sneak tree to Agility and incorporating aspects of Acrobatics from past titles into the tree
Jump height increases with Agility skill and jumping grants Agility experience with the relevant perk.
Run speed increase up to 30% via perks.
Speed - 1/2 - You run and sprint 15% faster.
Speed 2/2 - You run and sprint 30% faster.
Expert Landing - You take half the normal damage from falling.
Acrobatic Conditioning 1/2 - Your stamina regenerates 25% quicker
Greater Heights - Agility skill increases jump height and jumping grants experience.
Acrobatic Conditioning 2/2 - Your stamina regenerates 50% quicker
Finesse - 15% chance to dodge attacks
Further roll distance
Scripts for jump height does not end when swapping to a save that does not have the perk, requires game restart / console edit (see uninstall section)
Any feedback is appreciated. Please leave a comment with what perks you want added / changed and any suggestions for improvements. Thanks!
Due to the way I had to make this, uninstalling it alone may not remove the effects caused by the mod.
If you know how to remove them via console, go ahead. IF not:
Before you uninstall:
Pick up the tome in the Testing hall (coc qasmoke in console) on the table by the west side (clear speed)
Cast the spell until your speed slows and then resets to normal. After a few casts your speed will slow to the point of resetting.
To clear jump height: type in console "setgs fjumpheightmin 76" which is the default jump value.
Will try to figure out a way to end the scripts properly, but I've been out of modding for a few years.
Thanks to Unyielding Flame & DarkFireBird from the nexus forums for helping with the original jump height script.
Thanks to Shade Black for working on my mod while I was gone and getting the exp gains / jump scaling script working.
By Jobobby04These are a must need if your playing as a doll in Skyrim with the public version. As a doll you cannot do many actions, you are limited to what the developers allowed children to use. This fixes most of that, it enables many actions that are limited to adults. The "TeenDolls - Furniture and Activator Fixer" is what you need if you are playing as a teen, I also suggest you get the patches for mods you have. I have also included an xEdit script that allows you to do it yourself BUT ONLY USE IT ON FURNITURE AND ACTIVATOR RECORDS. It may break your game otherwise.
SSE conversion of the mod, Follower and Marriageable Ingun Black-Briar, originally done by MatamelcanOfficial. I only changed a couple of instances in the ESP, but everything else is the same as the original. Does not need any updates as it's from the base files of the game.
Thanks go out to MatamelcanOfficial, for allowing me to convert this.
Newly Added Patches!!
Bijin's AIO 2018 version (I do not upgrade Skyrim, I'm still using Skyrim runtime 1.5.50. The current version of Bijin's AIO is 2019 and I did not see the 2018 version listed)
The Ordinary Women
Use one or the other not both at the same time. If you do use both Bijin's NPC Mods & The Ordinary Women mods, then what ever mod you have loaded last, use that patch.
Example: I have The Ordinary Women (TOW) installed, then all of the Bijin mods installed. Therefore, I load the Bijin AIO patch last (Bijin mods overwrite all of the NPCs that TOW has but, doesn't overwrite the NPCs that TOW have that Bijin does not have).
I have 11 Women NPC mods that change the appearance of over 175 NPC women. Loaded correctly they only overwrite the ones that are the same between the mods, IF I want certain ones to be overwritten by another NPC mod. Hope that line makes sense.
By ManagementThis was a port to skyrim se i put up on nexus i have disabled potental spouse as not to effect the main quest. its a spell base marage mod you can get the spells in riften.it will allow you to have 100 wives plus your main wife has a built in place at me relocater spell where they will sand box as a normal wife. it has a built in relocation spell cast an place your wife at any home she will sand box sleep eat clean etc an have wife dio. she wont cook or give you money thu shes a harem wife damnit. the outfit works most of the time have to remove her top manually as i didnt want to bypass protected status.An these wives you can divorce. enjoy unistall instructions clean registry of wives if playing mid game or they will treat you like there wife forever. also male friendly,An works well with flowergirls adding all sex functionallity an voice edits
By SchakenSchaken's Copy Cat Manniquins
This is a simple mod that lets the manniquins look just like your Player! Facial features will look exactly like you!
If you play a custom race, do note the head will still appear perfect in almost every case, but your body color will not. If you play consistantly with a custom race and really like this mod, you can PM me and i will make a patch for you.
First of all, we do not give permission to post this on any other sites what so ever. We do not allow these mods to be ported to any other games. I already have the LE version and it is linked at the top. If your wanting your player Turned into a Follower, please contact either Schaken, or Ezra. All the sources in these mods I do not give permission to use, share, or upload to another site. Feel free to contact us for special permissions, questions, or suggestions. Also for those that panic and sweat at the thought that something might upset them, This holds the name "Dolls" Simply because my first mod is "Dolls SE" and I wanted it to blend with what I already have.
By DragonLadyThis mod stops NPC's from talking about nothing, everytime you walk by. ALL credit goes to original mod creator, all I did was port to Special Edition (original mod here: https://www.nexusmods.com/skyrim/mods/746 ).
Thanks WiLLiSxD for the video!
A tiny part of my jewelry collection, uploaded due to popular demand. I don't really care about my mods ending up on other sites anymore, since, after all, I make mods for my own enjoyment, and I'll release some of them when I'm in the mood.
This mod is only the first part of my jewelry collection, which contains a navel piercing with 5 different color variations. Modeled on the CBBE Teen body, but should also work for the CBBE standard body.
Fully supports weight slider.
I may release other jewelry pieces in my collection (see image section for some WIPs) depending on the public reception of this mod. Not sure how many people like them, but since I have gotten quite a few requests, I remain optimistic.
Skyrim 1.8.171 Update. If you do not see the chest with patch 1.8.171 installed, then use console command "help elewin 4" to acquire the item codes.
Download, check the mod, enjoy.
Download, unpack, place "Elewin Jewelry.esp" and "the files" inside your "Skyrim\Data" folder, check "Elewin Jewelry.esp" in launcher, enjoy.
In a strongbox at the entrance of Drunken Huntsman in Whiterun. See image section for more details.