QUOTE(King Coin @ Sep 29 2013, 11:28 AM)

Looked through your list of custom mods and these are the ones that interest me most

:
Better Magic
Falkreath Camp
Dawnstar Smithy Improved
More Alchemy Workstations
More Enchanting Stations
White Leather Armor
Craftable Theives Guild Armor
Craftable Nightingale Armor
Better Ghost Blade
Longer Duration Mage Armor Spell
Weakness to Element Spells
Absorb Health Spells Restoration
Spriggan Earth Mothers Are Animal Actors
Burnt Spriggans are Animal Actors
These interest me, but I'd like to know a little more about them.
Whiterun Mystic Emporium
Better Standing Stone Powers
Wards Cost Less Magicka
General Stores
Want me to email you all those on the top list? Just PM me your address.
Of the bottom ones,
Whiterun Mystic Emporium - adds a magic shop to the lowest third of Whiterun. Its behind the row of houses on the main road, between Olava the Feeble and Ysolda's houses, near the wall. It has an enchanting station, and is run by Calandil, who is an Illusion trainer. He's your basic magic vendor, selling spells and so on. Basically he's my replacement for Farengar, so my characters never have to go into Dragonsreach.
Better Standing Stone Powers - It changes the powers that most of the standing stones give. I have a list for this, since I would never remember otherwise.
Apprentice = +100% Magicka Recovery, +100 points Magicka, 100% Weakness to Magicka.
Atronach = 50% Absorb Magicka, 100% Damage Magicka Regeneration, +100 points of Magicka.
Lady = +20 to Health, +20% Magicka & Stamina Recovery.
Lord = 50 points Damage Resistance, 25% Magic Resistance.
Lover = All skills improve 15% faster.
Mage = +50 points of Magicka.
Steed = +100 to Carry Weight, Worn armor weighs nothing, and no movement penalty to armor.
Thief = 50 points of Muffle, and Fortify Marksman of 20 points.
Wildling (Tower) = Animals are friendly and will not flee from you.
Warrior = Fortify One-Handed & Two-Handed 20 points each.
Ritual = -20% cost of Restoration spells, and +20% potency of them.
Serpent = 100 point Resistance to Poison, 50 point Muffle.
Shadow = Spell that lets you turn invisible for 60 seconds, multiple uses per day.
Wards Cost Less Magicka = I just reduced the magicka cost of the wards. I forget by how much. I found that I was always running out magicka when trying to use them with the vanilla costs.
General Stores - This is the biggest one, in terms of how much it edits and adds. I don't think I could play this game without it though. I also have to warn you that it has some dirty edits, because there are these big area effect things you have to move around in order to get down in the cities and add buildings. There also seems to be some kind of navmesh issue inside the stores, as no followers ever go inside them. That might be simple to fix, but I never figured out exactly what was going on.
It adds general stores to every city and village that lacked one. Namely Dawnstar, Morthal, Ivarstead, Shor's Stone, Dragon Bridge, Darkwater Crossing, Rorikstead, and Karthwasten. They are open for business from 8am to 8pm, and will buy and sell all manner of goods. It also adds smithies to Winterhold and Morthal.
Known Issues: The Winterhold smithy building sometimes disappears when you fast travel to Winterhold. This is a bug in the game caused by meshes over a certain sizes. Some people have reported fixing it by checking the "Is Full LOD" box for the object, but I have not seen this help. If this happens to you, simply save your game and exit. Then restart and you will find the building is back.
This post has been edited by SubRosa: May 12 2014, 11:01 PM