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1 | Category Type / Mod Name | Review / Comments | Conflicts(No Patch Available) | DLC | Voice Acting | Start Criteria / Requirements | ||||||||||||||||||||
2 | (The names are hyperlinks!) | DG/HF/DB | Full/Partial/None | |||||||||||||||||||||||
3 | Update: Mods no longer included in my active load list will be marked with an asterisk (*). I no longer use them (or it was folded into another mod) but that doesn't mean they are no longer recommended. Incompatibilities will be noted from descriptions and comments but I can't vouch for their fidelity among the greater load order anymore. Unfortunately, with the influx of bigger and better releases I had to start making cuts in order to appease the load time demons. | |||||||||||||||||||||||||
4 | MIXED BAG - No over-arching theme to categorize by | |||||||||||||||||||||||||
5 | Interesting NPCs | A quest mod by circumstance. A project determined to add more diverse and depth-filled NPCs that weren't just involved with quests... then they gave most of them quests. | - | Full | NPCs are mostly automatic, quests have different criteria | |||||||||||||||||||||
6 | Legacy of the Dragonborn | It belongs in a museum! Legacy of the Dragonborn is an expansion pack in and of itself, and if you're a completionist or a collector then you need this one. Adds dozens of new artifacts and old favorites from previous games to collect, and you're not just handed them - new dungeons and sprawling, epic questlines await the avid collector. | Includes Moonpath to Elsweyr, Ogmund's Tomb, Engelmenn's Rest, and Windcaller Pass - do not install those if you use LotD! | DG, HF, DB, SKSE | Full | Enter museum in Solitude | ||||||||||||||||||||
7 | Moon-and-Star | - | Full | Automatic note delivered by courier, optional "Way of the Voice" Pre-req patch | ||||||||||||||||||||||
8 | Helgen Reborn | Help a group of "bandits" rebuild Helgen, and punch a lot of Thalmor in their stupid smug faces along the way. If you're familiar with "The New Bison Steve" from New Vegas you'll figure out how this one works. You're less a laborer and more a purveyor of ultraviolence while the town rebuilds. | You can install this mod at any time, but don't activate it until after you've escaped Helgen. | - | Full | Read a journal entry to begin | ||||||||||||||||||||
9 | Winterhold Rebuild | Assist a master carpenter and his crew in the rebuilding of Winterhold - or at least a few of the ruined buildings. Escort families and tradesmen, gather supplies, nothing too strenuous. Voice acting is a little on the quiet side. | - | Full | Talk to the Master Carpenter in Winterhold | |||||||||||||||||||||
10 | The Bigger They Are | Tired of hunting dragons, trolls, and bandits? Hunt a giant instead! Avenge a fallen Companion by acquriing his giant-slaying gear and head off to fight the most giant giant that you'll see in Skyrim. Only "downside" is that the gear is very archery / melee friendly so if you're not up for using it, expect a LONG fight if you're not already coming to the table overpowered. | - | None Needed | Read "Of Hrofgrier the Giant-Slayer" book (varied), or loot the items at his gravesite near Northwatch Keep | |||||||||||||||||||||
11 | Syerscote | More of a city mod that adds some additional population to Haafingar, Syerscote is a well-designed village in the shadow of Solitude bay and it DOES come with a quest to help determine if it will be held by the Imperials or the Stormcloaks. | - | Full | Visit Syerscote for the associated mini-quest | |||||||||||||||||||||
12 | An Altmer Intrigue | A hidden gem of sorts, possibly due to only being available on the Steam Workshop, this quest mod is a hybrid of a lengthy quest, a house mod, and a marriage mod as you can get hitched to the main protagonist that you'll be assisting throughout. What starts as a simple heirloom recovery will embroil you in the politics of the Thalmor, those who serve them, and those who oppose them in Altmer culture. The follower uses vanilla voice assets that are woven well together without too much clipping, although occasionally you'll have him saying something to you that only sort of makes sense in the context of the moment due to it being the only vaguely related vanilla line to splice in. | Immersive College of Winterhold, Faralda's chest for one of the quests is misplaced by the changes to her dorm. | - | Full | Radiant Bounty / read Bounty in the Bannered Mare | ||||||||||||||||||||
13 | Fredas Night Fashion | Help a noblewoman acquire some new furs for an upcoming party. No really, that's it. You can finish this one in a tight fifteen but it's a quaint diversion. | - | Full | Talk to the noble in the Winking Skeever | |||||||||||||||||||||
14 | Radovar’s Revenge | From the maker of Fredas Night Fashion, help an argonian thief (the titular Radovar) get revenge on the bounty hunter that put him away. If you already have all the map markers involved you can finish this one in a quick five minutes if you let all the dialogue play. Low level melee characters beware, though, the bounty hunter will be wearing full ebony equipment and can provide a quick death and durable kill. | - | Full | Talk to Radovar in the Castle Dour Dungeon | |||||||||||||||||||||
15 | The Secrets of Valuungrann | Immersive College of Winterhold, book misplaced by Arcaneum Changes | - | Full | Talk to the uniquely armored dunmer in Riften / High smithing skill required eventually | |||||||||||||||||||||
16 | Hunting in Skyrim * | A guild for hunters in Skyrim. Hunt dangerous and legendary beasts, peel off their skins, collect pelts, so on and so forth. Includes hunter specific bonus perks (outside of the traditional perk tree). Voice acting would be nice, but not really required, fancy guild halls too, I liked this one alongside Nock to Tip. | - | None | Talk to any hunter / proprieitors of the Drunken Huntsman | |||||||||||||||||||||
17 | Pit Fighter | Join the Pit Fighters of Windhelm and become an arena champion. Fight against wild beasts, champions, prisoners, and more across numerous settings. With the Travels expansion (see below) you can even travel beyond the borders of Skyrim. This is a fairly simple combat scenario after combat scenario mod with no grand plot to uncover and a few sidequests to do favors for your team mates. Does what it says on the tin, basically. | Dawn of Windhelm and JK's Windhelm both add a few Dark Elf flavor pieces (like dirt with Ash Yams) to the same space used by the door to the Pit Fighter's training hall, but don't prevent you from entering. Actually kind of accentuates how far the Pit Fighters have fallen in a way. | - | Full | Visit Pit Fighter barracks in Windhelm | ||||||||||||||||||||
18 | LANDS AND LOCATIONS – New land masses and provincial visits | |||||||||||||||||||||||||
19 | Moonpath to Elsweyr * | Join a Khajiit caravan and head for the warm sands of Elsweyr. One of (if not the, depending on who you ask) the first big quest mods released for Skyrim that even predates the Creation Kit. Can get a bit linear but you'll have amazing scenery to immerse yourself in despite it. | Included in Legacy of the Dragonborn | - | Near Full | Quest appears automatically, to begin speak to the Khajiit Caravaneeers in Dead Man's Drink, Falkreath | ||||||||||||||||||||
20 | Wyrmstooth | - | Full | Complete "Dragon Rising" MQ, be level 10+ | ||||||||||||||||||||||
21 | The Gray Cowl of Nocturnal | - | Full | Pickpocket or steal anything | ||||||||||||||||||||||
22 | Falskaar | - | Full | Talk to Jalamar in Riften | ||||||||||||||||||||||
23 | The Shroud of Jotunheim | - | Full | Note added to inventory automatically, quest description prompt | ||||||||||||||||||||||
24 | Beyond Reach | DG, DB | Near Full | Quest in journal automatically, visit a merchant outside of Markarth to begin | ||||||||||||||||||||||
25 | Pit Fighter: Travels | An expansion for Pit Fighter (see above.) Travel to High Rock, an Orcish Stronghold, Valenwood and the Summerset Isles and kill people over there. More of the same of the review above, no grand plots or intrigues to bog you down from good old fashioned killing folks. | DG | Full | Requires Pit Fighter. Visit Pit Fighter barracks in Windhelm, select option to fight in another province | |||||||||||||||||||||
26 | Waters of Jehanna | Travel to the flooding city of Jehanna in the province of High Rock and engage in a series of mini-boss battles and exploration to bring the town back to life... ish. Phenomenal worldspace design with only a few minor alignment "seam" issues. Felt like a horror mod from the start with the drowned and mostly abandoned town and the first mini-boss fight including screaming deer and elk which creeped me right the hell out. Only complaint would be that the worldspace uses the "Caves" ambience, which causes you to echo the entire time - cool feature for half of the areas, kind of odd for the rest. | - | None Needed | Visit a boat dock near Northwatch Keep | |||||||||||||||||||||
27 | MAGIC AND CULTS – Command unique magic spells and powers, thwart fiendish cults | |||||||||||||||||||||||||
28 | Spectraverse - Magic of the Magna-Ge | DG | Full | Reach level 3, optional "Dragon Rising" MQ completion patch | ||||||||||||||||||||||
29 | Artifacts of Boethiah | Immersive College of Winterhold, book misplaced by Arcaneum Changes | - | None Needed | Read the book "Lysirius' Fate" in the Arcaneum | |||||||||||||||||||||
30 | And The Realms of Daedra | - | None Needed | Read "Ornarol's Fate" book (varied) | ||||||||||||||||||||||
31 | Sorcery | - | Full | Read "A Sorceror's Folly" book (varied) | ||||||||||||||||||||||
32 | Undeath | Haafinheim (Landscape Conflict), Aurora Village (Landscape Conflict) | DG, DB | Partial | Quest appears in your journal at level 30+ | |||||||||||||||||||||
33 | Agent of Righteous Might | Expanded Towns and Cities - Winterhold, building overlap - Patch available! | - | Full | Letter arrives by courier at level 2+ | |||||||||||||||||||||
34 | Konahrik's Accoutrements | Immersive College of Winterhold, book misplaced by Arcaneum Changes | - | None Needed | (Optional Dragonborn Patch will change requirements) Read the book "The Dragon Forge" in the Arcaneum / visit the dungeon | |||||||||||||||||||||
35 | Mythos of Bledaen | Immersive College of Winterhold, NPC pathing and item placement. | - | Full | New NPCs in Candlehearth Hall, Windhelm or the College of Winterhold exterior | |||||||||||||||||||||
36 | HORROR – Lose control. | |||||||||||||||||||||||||
37 | The Shadow of Meresis | FINALLY, a mod that punishes you for picking suspicious items up from dead corpses. After you scoop up an amulet from a bloated bandit corpse that's washed up outside the Solitude Sawmill, you'll find yourself immediately embroiled in a quest that spans from coast to coast in a desparate bid to save your soul. Explorers beware - you can "trip" over some of the locations used by this mod, fight to the end, and not be able to continue because you're not on the right part of the quest. | - | Full | Search a bloated corpse near the Solitude Sawmill | |||||||||||||||||||||
38 | Into the Depths * | - | None Needed | Visit Riverwood | ||||||||||||||||||||||
39 | The Fifth Gate * | Requires a fair bit of cleaning with TES5Edit | - | Full | Visit dungeon on the way to High Hrothgar | |||||||||||||||||||||
40 | DWEMER AND CLOCKWORK TECHNOLOGY – Spaceships, machines, and secrets. | |||||||||||||||||||||||||
41 | Aethernautics | DG | Full | Note added to inventory automatically | ||||||||||||||||||||||
42 | The Wheels of Lull | DG, DB | Full | Reach level 15+, approach any town or settlement. (The 5 major cities don't count) | ||||||||||||||||||||||
43 | Blackreach Railroad | - | Full | Visit the Silent Station in Blackreach | ||||||||||||||||||||||
44 | The Hanging Gardens | - | Full | Reach level 25+, complete Calcemo's favor quests, letter delivered via courier | ||||||||||||||||||||||
45 | The Lost Wonders of Mzark | DB | Full | Visit the ruin in the Sea of Ghosts (map marker automatic) | ||||||||||||||||||||||
46 | Dwemertech – Magic of the Dwarves | - | Full | 40 Skill in Destruction, Restoration, or Alteration and cast a spell | ||||||||||||||||||||||
47 | DUNGEON CRAWLERS – Hack and slash, loot and scoot! | |||||||||||||||||||||||||
48 | Temple of Kruziik | Great ambiance and world building, scales to your level (watch for some of the traps though), beautiful layout and a scripted two-stage boss battle at the summit of this ruined temple. Highly recommended! | - | None Needed | Visit the Temple (south-east of Falkreath) | |||||||||||||||||||||
49 | The Temple of Black Rock * | - | None Needed | Visit the Temple (map marker automatic) | ||||||||||||||||||||||
50 | Hjakhtraevarr Tomb * | - | None Needed | Visit the tomb (Across the river from Battle-Born Farm) | ||||||||||||||||||||||
51 | Hraghenskaag Labyrinths * | Immersive College of Winterhold, book misplaced by Arcaneum Changes | - | None Needed | Activate a copy of "Immortal Blood" in the Arcaneum of the College of Winterhold | |||||||||||||||||||||
52 | The Secret of Dragonhead * | - | None Needed | Visit the Fort (map marker automatic) | ||||||||||||||||||||||
53 | Orvar’s Tomb (Remastered) | Nice little tomb made entirely with vanilla assets in pretty unique ways, with a sunken (literally) feel to it that will throw off your sense of balance and a scripted boss fight against an ancient archer at the end. | - | None Needed | Visit the Tomb (north-east of Rorikstead) | |||||||||||||||||||||
54 | Windcaller’s Pass * | Included in Legacy of the Dragonborn | - | None Needed | Visit the Pass (South entrance near Ivarstead, North near Whiterun Stormcloak Camp) | |||||||||||||||||||||
55 | Ogmund’s Tomb * | Included in Legacy of the Dragonborn (relocated and renamed to Dragon's Fall) | - | None Needed | Visit the Tomb (across from Riverwood) | |||||||||||||||||||||
56 | Engelmann’s Rest * | Included in Legacy of the Dragonborn | - | None Needed | Visit the Cave (south-eastern Falkreath) | |||||||||||||||||||||
57 | Nuvanja | DG, DB / - | None Needed | Visit the Ruin (south of Riverwood) DLC-Req free version available | ||||||||||||||||||||||
58 | Amber Guard | - | None Needed | Radiant Quest (Bandits) enabled, visit the town (south-east of Rorikstead) | ||||||||||||||||||||||
59 | Westbrook Keep * | - | None Needed | Radiant Quest (Bandits) enabled, visit the Keep (north-west of Half-Moon Mill) | ||||||||||||||||||||||
60 | - | Full | Visited by an apparition the first time you sleep in game | |||||||||||||||||||||||
61 | Sword of Sigdan | A dungeon crawl for semi-accomplished Brovohkiins. Done by the author of the Someguy2000 series of mods over in New Vegas land. A difficult series of battles done in the theme of the "Silenced Tongues" and "Forbidden Legend" vanilla quests. | - | None Needed | Visit Sigdan's Sorrow, read "The Duelist" book (varied) | |||||||||||||||||||||
62 | Skyrim Sewers 4 | Want a sneaky way to enter cities? Miss screwing around in the sewers of Morrowind and Oblivion? You're in for a treat! Adds massive sewer-dungeons with multiple wings and tiers to Solitude, Windhelm, Markarth and Whiterun full of appropriate architecture, witty references, and unique fights and loot. | - | None Needed | Find a manhole or outflow and hop in | |||||||||||||||||||||
63 | No Mercy | - | None Needed | Visit the Chapel of Stendarr or find the note from a fallen Vigilant | ||||||||||||||||||||||
64 | Jornheim | - | None Needed | Visit the Ruin (Throat of the World) | ||||||||||||||||||||||
65 | Jurgholm | - | Full | Visit the Ruin (Northeast of Markarth), reach level 25+ to initiate quest | ||||||||||||||||||||||
66 | Granite Hall * | Not a conflict, but TES Arena Legendary Cities also has a Granite Hall. | - | None Needed | Visit Granite Hall, read "The Granitehall Hag" book (varied) | |||||||||||||||||||||
67 | Volundr | - | None Needed | Visit the Ruin (east of Rorikstead) | ||||||||||||||||||||||
68 | Terramis Forgotten Ruins | - | None Needed | Visit the Ruin (south-west of Morthal) | ||||||||||||||||||||||
69 | Heimfeigr | Not a conflict, but this will be irrelevant once Luftahraan is released. | - | None Needed | Visit the Ruin (north-east of the College of Winterhold) | |||||||||||||||||||||
70 | TREASURE HUNTS AND SEAFARING – Set sail, or get searching. | |||||||||||||||||||||||||
71 | Pirates of Skyrim, Northern Cardinal under the Black Flag | Recover the East Empire Company's latest flagship, the Northern Cardinal, with no intent to give it back. Upgradeable in vanilla house style (shell out your gold) and create a crew from almost anyone with a follower script. Then set sail for the Sea of Ghosts to engage in random treasure hunting or naval battles. One complaint is that the crew AI can be dumb as bricks and you'll often find yourself sieging enemy ships by yourself. | If you use Solitude Reborn, Complete Solitude, True City, basically anything that changes the space north of the East Empire Company Warehouse you'll want to load Northern Cardinal after it or else the tavern will be submerged by an unfortunate rockslide. | DG, DB | Partial | Visit the new Solitude Docks area and speak to the merchant | ||||||||||||||||||||
72 | Sea of Ghosts | Hire a crew and set sail to the Sea of Ghosts, heading to various islands of various designs. One of the more interesting seafaring quest mods that I've found, very straight forward and very stable. Comes with a player home as well good for mid-level players and hoarders. Interaction with your crew is fairly minimal, however, just doing their related quest and then they go back to being background NPCs. | - | Full | Visit the Solitude Docks and purchase the Winter's Warmth and hire her crew (5,000 gold) | |||||||||||||||||||||
73 | Skyrim’s Scholarly Adventures * | A pretty big quest pack done in the style of a dedicated researcher. Plunder the books and notes left behind by a scholar to find numerous artifacts of the Elder Scrolls series and a few, interesting new ones. No criticisms on this one, really! | - | None Needed | Visit the Scholar's Home outside Windhelm | |||||||||||||||||||||
74 | The Lost Legend of Captain Sharphook | A treasure hunt, plain and simple. Adds a few notes, boats, and shipwrecks as you go through a marker-less quest to find some stolen treasure. Your classic "Treasure Map" style quest from games of yore. As a plus, you can kill all the non-hostile pirates you meet if you just don't like pirates without breaking the mod. | - | None Needed | Note in Broken Oar Grotto | |||||||||||||||||||||
75 | The Great Treasure Hunt * | Follow a series of notes and journals left behind by a man being hunted by the Thalmor, and recover his stashed loot before they do. No markers, some riddles, made by the same person who made Skyrim's Scholarly Adventures. Only complaint is that the notes are hand placed in the environment, so there's a good chance your progress will be halted by mods that randomly change landscape. | Expanded Towns and Cities - Rorikstead, at least. Hand placed notes easily covered up by landscape changing mods. | HF | None Needed | Find a corpse just north of Whiterun's Western Watchtower (Mirmulnir fight) | ||||||||||||||||||||
76 | Followers - Find someone who wants you to do stuff for them, and help you while you do it! | |||||||||||||||||||||||||
77 | Brhuce Hammar - Legacy | Be escorted by a Telvanni Mage-Lord as he travels between dimensions, realms, outer space, and sync up with him to pilot a giant Dwemer robot to fight giant aliens. Yes. Giant robot. Yes. Giant aliens. Best non-content related part is that if you find him to be a little too weak or too powerful, you can tell him to dial it up or reel it in on the fly. | Conflicts with reality. Brhuce Hammar answers the question of "IS THIS LORE FRIENDLY?" by throwing it out the window. | - | Full | Find Brhuce in the Pumping Station of Blackreach. Try not to breathe in too many of the little blue mites down there - they cause cancer. | ||||||||||||||||||||
78 | PACKAGES - One stop shop for lots to do! | Items in this section will not be guaranteed to work seamlessly with the rest of the list. Grab them if you want some well made all-in-one experiences or are overwhelmed by the sheer "heft" of the rest of the list! | ||||||||||||||||||||||||
79 | Forgotten Dungeons | A big dungeon package complete with a DLC expansion plugin. Each one has been added to the radiant quest locations where appropriate and includes caves and bandit camps, tombs and ruins. Some of the "Large" dungeons can get a little too large (I spent two hours hacking through one that I'd gotten as part of a Companions quest) and repetitive but the design is usually very well done. Lots of reward containers strewn about as well. | - / DG, DB | None Needed | Visit dungeons, also added to radiant quests. DLC requirement for the smaller batch of extra dungeons | |||||||||||||||||||||
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