ERSO (by Erkeil)

EVERY MODULE (with only two specified exceptions) OF ERSO IS SCRIPT-FREE!
YOU CAN INSTALL/UNINSTALL THEM WITHOUT TROUBLES

ERSO is a modular, freely configurable, overhaul for Skyrim

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TO INSTALL ERSO YOU HAVE A SIMPLE ALL-IN-ONE INSTALLER FOR FOMOD MANAGER (i.e. Nexus Mod Manager, Mod Organizer, etc.)

FOR MOD ORGANIZE USER:
In MO/settings/plugins/fomod, set prefer to ‘false’ instead of true. It will run the external installer and so It works.

 

DOWNLOAD IT HERE:

E.R.S.O. – Erkeil’s Real Skyrim Overhaul ADVANCED (v.16.7) by Erkeil

SUPPORT US:




 

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I strongly suggest you to USE ALL THE MODULES,
but you can choice to use only your prefered,
because each one is a fully-working standalone.

With ERSO you will play with a new, challenging and surprising Skyrim.
Prepare yourself to a wild and dangerous world!

HOW UPGRADE/UNINSTALL YOUR ERSO MODULES?

Uninstall ERSO with the installer and reinstall it with updated installer version
Or copy/past by hand only the updated (see the changelog) .esp/s
You may have to wait a new respawn cycle 😉

MAJOR MODS COMPATIBILITY

– Apocalypse spells = compatible
– ASIS = compatible with ERSO 08 ONLY if you disable ASIS encounter zones and with ERSO 09 ONLY if you disable ASIS Automatic perks feature***
– Bellyaches New Dragon Species and Ohdaviing Replacer = compatible
– Better magic = compatible
– Deadly Dragons = compatible ONLY when used with a Bashed Patch (see ERSO 03 description and read installer instructions in the BAIN archive version)
– Duel-Combat Realism = compatible
– Deadly Dragons = compatible
– Interesting NPCs = compatible
– Morrowloot = compatible ONLY if you load it BEFORE ERSO modules
– PISE (old ASIS version) = compatible ONLY if you load it BEFORE of ERSO modules. I suggest to use ONLY the separated module PISE-AI Tweaks Only.esp, BEFORE Duel-Combat Realism
– Populated cities = compatible
– Realistic Needs and Diseases = compatible
– SkyRe = these modules are surely compatible: ERSO 03, 03.2, 04, 04.2, 04.3, 05, 06, 07, 08.1, 08.2, 09.2, 10, 10.02, 11, 12, 14, 18, 19, 21, 28
– Skyrim Immersive Creatures = compatible. Load BEFORE ERSO
– SkyTEST-Realistic Animals Predators = partially compatible with ERSO 02-Enhanced Fauna and Monsters. Last .esp in load order decides Animal AI
– UFO = load it AFTER ERSO 09 – NPCs overhaul module. You will have all UFO specifics but followers won’t have ERSO perks
– Unofficial Skyrim Patch = compatible
– Vilja in Skyrim = compatible

***To disable Automatic Perks when running ASIS.jar simply disable the Automatic Perks checkbox. That means that custom perks added by mods will not be distributed. Users of custom perks mods just load them *after* ERSO 09, so those perks changes/distributions are applied [thanks to Reducer]

* * *

CONTENTS, INSTALLATION AND LOAD ORDER

COMPLETE LOAD ORDER (FULL INSTALLATION)

I strongly suggest you to load, before my modules, these other (great) mods:
Treebalance – Smithing Tree (by Sushisquid)
Treebalance – Heavy Armor Tree (by Sushisquid)
Treebalance Light Armor Tree (by Sushiquid)
Treebalance – Speech Tree (by Sushisquid)
SIS – Stealth and Immersion set (by Improb@bile)
Morrowloot (by Trainwiz)

Deadly Combat (by Borgut1337)
Civil War Overhaul (by Apollodown)

POPULATED CITIES TOWNS VILLAGES

POPULATED LANDS ROADS PATHS
POPULATED FORTS TOWERS PLACES
POPULATED DUNGEONS CAVES RUINS
POPULATED SKYRIM CIVIL WAR
ERSO 01 – Vanilla Races Redone *.*

ERSO 02 – Enhanced Fauna and Monsters for Skyrim *.*
ERSO 02.1 – RALs
ERSO 03 – *.* Mighty Dragons *.*
ERSO 04 – Mighty Odahviing
ERSO 04.2 – Mighty Durnehviir
ERSO 04.3 – StopDragons
ERSO 05 – Dovah Holy Book
ERSO 06 – Wait More Time Dragon Encounter *.*
ERSO 07 – *.* Mighty Dragon Priests
ERSO 08 – RUS-00 *.*
ERSO 08.1 – ERSO MIRAAK *.*
ERSO 08.2 – ERSO HARKON
ERSO 09 – RUS-Npcs overhaul *.*
ERSO 09.1 – Essential Children
ERSO 09.2 – Radiance. Attention=uses scripts (into .bsa file)
ERSO 10 – RUS-(SIM)-Travellers and Adventurers
ERSO 10.02 – Adventurers and Travelers. Attention=uses a single script
ERSO 10.03 – Immersive Battles
ERSO 10.04 – Immersive Brigands
ERSO 10.05 – Immersive Patrols
ERSO 10.06 – Immersive Werewolves
ERSO 10.07 – Immersive Factions
ERSO 10.08 – Immersive Mercenaries
ERSO 10.09 – NPCs On Horses ERSOmized
ERSO 11 – RUS-(SIM)-Assassins and Thieves
ERSO 12 – RUS-(SIM)-Werewolves
ERSO 13 – MD – A Better Level Progression *.*
ERSO 13.02 – Lower Skill Gain *.*
ERSO 14 – Vendors richer and Inns more expensive
ERSO 14.02 – Harder Barter *.*
ERSO 14.03 – Vendor Soul Gems *.*
ERSO 14.04 – Vendor Animal Parts *.*
ERSO 14.05 – Vendor *.* Minerals
ERSO 14.06 – Vendor *.* Enchanted Weapons Armors
ERSO 14.07 – Vendor *.* Weapons Armors
ERSO 14.08 – Respawn Vendor Stuff *.*
ERSO 15 – Timescale *.*
ERSO 16 – Realistic Crime Alert Distances
ERSO 17 – Training cost more expensive
ERSO 18 – Legendary Armors and Weapons Enhanced
ERSO 19 – Respawn *.*
ERSO 20 – Standing Stones Overhaul
ERSO 21.01 PM Dungeons/ .02 Blackreach/ .03 Dwemer modules
ERSO 22 – Better Necromancy Spells
ERSO 23 – Lockpicking Perks Changes
ERSO 24 – Pickpocket Perks Changes
ERSO 25 – Enchanting Perks Changes
ERSO 26 – Realistic Fall Damages
ERSO 27 – Better Archery Stuff *.*
ERSO 28 – Killmoves *.*
ERSO 29 – DPMO
ERSO 30 – Better Enemy AI *.*
ERSO 30.1 – Better Expert Level
ERSO 33 – CWO ERSO patch

I strongly suggest you to load, AFTER my modules, these other (great) mods:
Better Magic (by Sushisquid)
Armor affects magic (by Phitt)
Phitt Alchemy Overhual (full installation, with Phitt Alchemy leveling rate!!!)

Dragon Soul Relinquishment (by Alek)

ERSO 01 – Vanilla Races Redone *.*

With this mod the races are truly differentiated (changes affect player AND all NPCs!). Every race has different stamina/magicka/health regen rates, different and more realistic carry weights, different stats, new abilities and weaknesses, different movement speeds (related to body and height), new different heights, a bit longer powers.
Now the choice of a race affects truly the specialization of player. In Skyrim there aren’t anymore the Oblivion classes, but with this mod the character development is related to his nature.
This module works properly only with a new game. If you upgrade an existing game maybe something doesn’t work properly.

COMPATIBILITY:
Incompatible with mods that change vanilla races

DESCRIPTION:

ARGONIAN (Saxhleel)

SKILL (35):
+5 restoration, sneak, one handed, light armor, alteration, Lockpicking, pickpocket
STATS:
120 magicka (+10% regen); 90 health (-5% regen); 110 stamina (+5% regen); 155 carry weight
ABILITY:
50% resist disease; 50% resist poison; 25 armor bonus; waterbreathing
WEAKNESS:

POWER:
Histskin (recover health 10 times faster for 120 seconds, once per day)
HEIGHT:
male 1.03; female 1.02
SPEEDS:
Walk forward: 115 – Walk left/right: 110 – Walk back: 100
Run forward: 365 – Run left/right: 355 – Run back: 260
Sneaking walk forward: 68 – Sneaking walk left/right: 65 – Sneaking walk back: 60
Sneaking run forward: 180 – Sneaking run left/rigth 175 – Sneaking run back: 125
Sprint forward: 500 – Sprint back: 320

BRETON

SKILL (35):
+5 conjuration, restoration, illusion, alchemy, alteration, destruction, enchanting
STATS:
150 magicka (+20% regen); 100 health (standard regen); 100 stamina (standard regen); 150 carry weight
ABILITY:
25% magic resist
WEAKNESS:

POWER:
Dragonskin (Absorb 50% of the magicka from hostile spells for 120 seconds, once per day)
ADDITIONAL SPELL:
conjure familiar
HEIGHT:
male 0.99; male child 0.79
female 0.95; female child 0.77
SPEEDS:
Walk forward: 105 – Walk left/right: 102 – Walk back: 100
Run forward: 330 – Run left/right: 315 – Run back: 205
Sneaking walk forward: 58 – Sneaking walk left/right: 55 – Sneaking walk back: 50
Sneaking run forward: 165 – Sneaking run left/rigth 155 – Sneaking run back: 105
Sprint forward: 450 – Sprint back: 280

DARK ELVES (Dunmer)

SKILL (35):
+10 destruction
+5 one handed, sneak, light armor, archery, illusion
STATS:
125 magicka (regen +10%); 100 health (standard regen); 125 stamina (regen +10%); 175 carry weight
ABILITY:
25% fire resist
WEAKNESS:

POWER:
Ancestor’s Wrath (Opponents getting too close take 15 points of fire damage per second for 120 seconds, once per day)
ADDITIONAL SPELL:
Sparks
HEIGHT:
male 1.04; female 1.02
SPEEDS:
Walk forward: 113 – Walk left/right: 108 – Walk back: 105
Run forward: 335 – Run left/right: 320 – Run back: 220
Sneaking walk forward: 60 – Sneaking walk left/right: 57 – Sneaking walk back: 55
Sneaking run forward: 165 – Sneaking run left/rigth 155 – Sneaking run back: 105
Sprint forward: 460 – Sprint back: 290

ELDER RACE

HEIGHT:
male 0.96; female 0.94
SPEEDS:
Walk forward: 95 – Walk left/right: 90 – Walk back: 85
Run forward: 160 – Run left/right: 140 – Run back: 110
Sneaking walk forward: 50 – Sneaking walk left/right: 45 – Sneaking walk back: 40
Sneaking run forward: 80 – Sneaking run left/rigth 70 – Sneaking run back: 55
Sprint forward: 300 – Sprint back: 160

HIGH ELVES (Altmer)

SKILL (35):
+5 alteration, illusion, conjuration, destruction, restoration, enchanting, speech
STATS:
200 magicka (regen +30%); 90 health (-5% regen); 90 stamina (-5% regen); 135 carry weight
ABILITY:
10.0% resist magic
WEAKNESS:

POWER:
Highborn (Regenerate magicka faster for 120 seconds, once per day)
ADDITIONAL SPELL:
Fury
HEIGHT:
male 1.07; female 1.05
SPEEDS:
Walk forward: 120 – Walk left/right: 115 – Walk back: 110
Run forward: 330 – Run left/right: 315 – Run back: 205
Sneaking walk forward: 60 – Sneaking walk left/right: 55 – Sneaking walk back: 50
Sneaking run forward: 160 – Sneaking run left/rigth 150 – Sneaking run back: 110
Sprint forward: 450 – Sprint back: 280

IMPERIAL (Cyrodiils)

SKILL (35):
+5 speech, one-handed, restoration, block, destruction, enchanting, heavy armor
STATS:
110 magicka (+5% regen); 115 health (+7.5% regen); 125 stamina (+12.5% regen); 180 carry weight
ABILITY:
imperial Luck
WEAKNESS:

POWER:
voice of the Emperor (Calms nearby people for 120 seconds, once per day)
HEIGHT:
male 1.02; male child 0.80
female 1.00; female child 0.78
SPEEDS:
Walk forward: 105 – Walk left/right: 110 – Walk back: 100
Run forward: 335 – Run left/right: 320 – Run back: 210
Sneaking walk forward: 58 – Sneaking walk left/right: 54 – Sneaking walk back: 50
Sneaking run forward: 163 – Sneaking run left/rigth 155 – Sneaking run back: 110
Sprint forward: 460 – Sprint back: 290

KHAJIIT

SKILL (35):
+10 sneak
+5 one-handed, two handed, lockpicking, pickpocket, light armor
STATS:
80 magicka (-10% regen); 120 health (+10% regen); 140 stamina (+20% regen); 185 carry weight
ABILITY:
+3 melee weapon damage
+10% unarmed damage
claw attacks
+10 armor bonus
WEAKNESS:
-5% resist magic
POWER:
Eye of Night (Improved night vision for 300 seconds multiple times per day).
HEIGHT:
male 1.00 female 0.98
SPEEDS:
Walk forward: 112 – Walk left/right: 109 – Walk back: 106
Run forward: 360 – Run left/right: 355 – Run back: 260
Sneaking walk forward: 70 – Sneaking walk left/right: 67 – Sneaking walk back: 62
Sneaking run forward: 185 – Sneaking run left/rigth 178 – Sneaking run back: 130
Sprint forward: 530 – Sprint back: 350

NORD

SKILL (35):
+10 two-handed,
+5 block, light armor, one-handed, smithing, heavy armor
STATS:
60 magicka (-20% regen); 135 health (+17.5% regen); 140 stamina (+20% regen); 210 carry weight
ABILITY:
25% frost resist
+5 melee weapon damage
15 armor bonus
WEAKNESS:
-10% resist magic
POWER:
Battlecry (Targets flee for 90 seconds, once per day)
HEIGHT:
male 1.08; male child 0.825
female 1.06; female child 0.80
SPEEDS:
Walk forward: 130 – Walk left/right: 125 – Walk back: 120
Run forward: 345 – Run left/right: 325 – Run back: 215
Sneaking walk forward: 62 – Sneaking walk left/right: 57 – Sneaking walk back: 52
Sneaking run forward: 165 – Sneaking run left/rigth 150 – Sneaking run back: 115
Sprint forward: 455 – Sprint back: 280

ORC (Orsimer)

SKILL(35):
+10 heavy armor
+5 block, one-handed, two handed, smithing, light armor
STATS:
40 magicka (-30% regen); 150 health (+25% regen); 150 stamina (+25% regen); 225 carry weight
ABILITY:
+8 melee damage
25 armor bonus
WEAKNESS:
-15% magic resistance
POWER:
Berserker Rage (Take half damage and do double damage for 90 seconds)
HEIGHT:
male 1.14; female 1.11
SPEEDS:
Walk forward: 140 – Walk left/right: 135 – Walk back: 130
Run forward: 340 – Run left/right: 330 – Run back: 230
Sneaking walk forward: 55 – Sneaking walk left/right: 50 – Sneaking walk back: 45
Sneaking run forward: 150 – Sneaking run left/rigth 140 – Sneaking run back: 100
Sprint forward: 435 – Sprint back: 300

REDGUARD

SKILL (35):
+10 one-handed
+5 archery, block, light armor, sneak, lockpicking
STATS:
80 magicka (-10% regen); 125 health (+12.5% regen); 135 stamina (+20% regen); 195 carry weight
ABILITY:
25% resist poison
25% resist disease
+4 melee weapon damage
+5% bow damage
WEAKNESS:
-5% magic resistance
POWER:
Adrenaline Rush (Stamina regenerates 10x faster for 120 seconds, once per day)
HEIGHT:
male 1.05; male child 0.81
female 1.02; female child 0.80
SPEEDS:
Walk forward: 115 – Walk left/right: 110 – Walk back: 105
Run forward: 345 – Run left/right: 335 – Run back: 230
Sneaking walk forward: 63 – Sneaking walk left/right: 59 – Sneaking walk back: 54
Sneaking run forward: 170 – Sneaking run left/right 160 – Sneaking run back: 120
Sprint forward: 475 – Sprint back: 300

WOOD ELVES (Bosmer)

SKILL (35):
+10 Archery
+5 light armor, lockpicking, pickpocket, sneak, one handed
STATS:
110 magicka (+5% regen); 110 health (+5% regen); 120 stamina (+10% regen); 175 carry weight
ABILITY:
25% disease resist
25% poison resist
+25% bow damage
WEAKNESS:

POWER:
Command Animal (Make an animal an ally for 300 seconds, once per day)
HEIGHT:
1.03 male; 1.01 female
SPEEDS:
Walk forward: 110 – Walk left/right: 106 – Walk back: 102
Run forward: 340 – Run left/right: 330 – Run back: 230
Sneaking walk forward: 60 – Sneaking walk left/right: 57 – Sneaking walk back: 55
Sneaking run forward: 170 – Sneaking run left/rigth 160 – Sneaking run back: 115
Sprint forward: 470 – Sprint back: 295

* * *

ERSO 02 – Enhanced Fauna and Monsters for Skyrim

changes the animal behaviour and specifics. Now every animal race has a more rational behaviour (there are predators and prey, with a bit improved AI) and every animal race has better specifics. Moreover, all the monsters in Skyrim has been powered, werewolves and vampires (only) NPCs included. Some monsters (i.e. giants, mammoths, dremoras, …) are a bit or more bigger than vanilla version, and some animals (i.e. bears, sabrecats, …) too

COMPATIBILITY AND OPTIONS
this module is incompatible with mods that change animal and monster race specifics

DESCRIPTION
his mod gives you a better fauna (with better animal specifics, smart changes on behaviour, …) and a bit enhanced monsters, without giving you any kind of problems (my mod doesn’t use scripts), with a simple and “light” .esp 😉


VAMPIRES NPCs
+150 stamina, health
+100 magicka
150 speed burst


WEREWOLVES NPCs
+150 health
+200 speed, sprint
+150 stamina
+5 unarmed damage


ATRONACHS
+150 health


BEARS
+30% height
+150 health
50 armor
+10 unarmed damage
-75 speed
+25 stamina
25% frost resist (75% snow bear)
all bears may give you “Bone Break Fever” disease (-75 stamina and stamina regen very slowly)
attack horkers, avoid roads, no into water


CHAURUS/REAPER CHAURUS
+25% height
+75 health
+5 spit damage
-50 running speed
-25% resist to fire
75% resist poison
100% resist disease
may give “Health break” (new) disease (-50 health; health regen very slowly)


CHICKENS
+40% acceleration
-50 running speed
+10 health
no into water


COWS

+100 health
-100 running speed
-400 swimming speed


DEERS

+5 health
-150 speed
avoid road, no into water


DOGS

+50 health
+15 stamina
attack chaurus, spiders and wolves


DREMORAS

+20% height
+100 health
+100 stamina, magicka
+10 melee damage
25% resist poison
100% resist disease


DRAUGRS
+50 health (+150 health and 25% resist magic to magic draugrs)
100% frost resistance, resist poison and disease
-33% fire resistance


DWEMER AUTOMAS

+100 health
300 armor


ELKS

+25 health
+20% acceleration
-150 speed (they have the same super speed of deers)
avoid roads, no into water


FOXES

+3 health
may give “Rattles” disease (reduces strongly stamina regen)
avoid roads, no into water, attack hares and chickens


FROSTBITE SPIDERS

+50 health
+5 spit damage
75% frost resist
-25 fire resist
50% resist poison
100% resist disease
attack chickens, dogs, hares, foxes, goats, horses and wolves


GOATS

+5 health
+40 running speed


GIANTS
+50% height (optional +100%)
+100 health
50 Armor
75% resist disease


HAGRAVENS

+100 health


HARES

+5 health
+100 running speed
+50% acceleration
avoid roads, no into water


HORKERS

+100 health
50 armor
100% frost resist


HORSES

+100 health
+300 running speed
+300 sprint
+20% acceleration


ICE WRAITH

100% resist disease, poison


MAMMOTHS

+25% height (optional +80%)
+250 health
100 armor
75% resist frost, disease


MUDCRABS

+25 health
+25 armor
50% resist poison and disease
may give (new) disease “Bad Rattles” (stamina regen very slowly)


SABRECATS

+25% height
+200 health
+50 speed
+20% acceleration
40 armor
+10 unarmed damage
may give (new)disease “Rose Fever” (health and stamina reduced; health and stamina recover slowly)
attack dragons, foxes, hares, horses, goats, wolves, no into water


SKEEVERS

+25 health
+50% acceleration
(white skeever 50% resist frost)
may give (new)disease “Black Fever” (health and stamina reduced, health and stamina regen rate stronlgy reduced)
avoid roads, attack chickens, hares and foxes


SKELETONS

+70 health
+75% frost resistance
-25% fire resistance
100% resist poison, disease


SPRIGGANS

+100 health
90% resist disease


SPRIGGAN MATRONS

+20% height
+150 health
90% resist disease


FROST TROLLS

+30% height
+150 health
75 armor
+10 unarmed damage
+100% resist frost
50% fire weakness
75% resist disease
may give (new)disease “Frost fever” (malus to magicka, stamina and health. It may damage seriously health, magicka and stamina regen rates)


TROLLS
+15% height
+100 health
50 armor
+5 unarmed damage
-25% resist fire, resist frost
75% resist disease


WISP

+50 health
100% resist poison, disease


WOLVES

+50 health
25 armor
25% resist frost
+5 unarmed damage
+100 running speed
may give (new)disease “Rabies”: (-50 to magicka, stamina and health. About – 50% stamina regen and -35% magicka regen rates)
no into water, attack chickens, dogs, hares and goats

IMPORTANT! To see new changes may be you have to wait a new respawn cycle (i.e. 10 or 30 in-game days)

* * *

ERSO 02.1 – RALs

You won’t find anymore gold, gems and similar objects into dead animal corpses.

COMPATIBILITY AND OPTIONS
this module is incompatible with mods that change death animal loots

* * *

ERSO 03 – Mighty Dragons

changes all vanilla and Dawnguard Dragons (that disappear from game as a bad memory) into Mighty Dragons. Mighty Dragons are stronger than vanilla and Dawnguard version. Moreover all random Dragon Encounters are unleveled, so that you can find high-level Dragons or low-level Dragons at each character level. Better AI, new shouts, every Dragon has own name (related to his powers), moreover every Dragon have different nature and powers, and weaknesses. Now they are the true enemies of all Skyrim people (Dragonborn included :P)! 16 kind of New Dragons are waiting your challenge! Moreover, you can choice between 10 different difficulty levels: from “soft” to “nightmare”!

COMPATIBILITY AND OPTIONS
this module is fully compatible with “Bellyaches New Dragon Species and Ohdaviing Replacer” and “Dovahkriid – The Dragonlord”
If you want to use this module with “Deadly Dragons” and/or “Dragons Diversified” and/or Dawnguard Random Dragons you should apply a bash patch with WRYE BASH

ERSO 04 – Mighty Odahviing

makes Odahviing no leveled on player’s level at first encounter with him but truly powerful (with Strun’Qo’Kendov powers). Now It’s really a good ally to defeat your enemies!

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 04.2 – Mighty Durnehviir

makes Durnehviir no leveled on player’s level at first encounter with him but truly powerful. Now It’s really a good ally to defeat your enemies!

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 05 – Dovah Holy Book

creates a in-game holy book that tells about Mighty Dragon secrets. You will find it only in few secret (and dangerous) locations. It has been written by Ancestors for the Dragonborn

COMPATIBILITY
Compatible with everything

ERSO 06 – Wait More Time Before Next Dragon Encounter

changes the time before you will encounter next random Dragon

COMPATIBILITY AND OPTIONS
Compatible with everything

* * *

ERSO 07 – Mighty Dragon Priests

changes all Dragon Priests. Now Dragon Priests are truly mighty and have different resistences related to their nature (fire, frost or shock). Now they are the stronger and terrible Undead Lord of Skyrim

COMPATIBILITY AND OPTIONS
Incompatible with mods that alter same stuff

* * *

ERSO 08 – RUS-00 Main

This mod transforms Skyrim into a real unleveled World. Your enemies (and random loots) don’t grow anymore around you. Now you could find both monsters and enemies undefeatable to your level (so that you must flee away to save your life) either enemies more weak than you. You can feel and live the growth of your character, from a poor and not experienced man or woman to a mighty hero, into a world harder and more realistic than vanilla Skyrim.
Skyrim is divided into 276 Encounter zones (every one could be a dungeon, a castle, a tower, an open space…). In vanilla Skyrim most of them have a dynamic level of difficulty, so that they are always at the same (truly a bit under the) level of player

Now this setting is over, so you will find:

21 zones (7,61%) with level of difficulty (and random loots) 1-5
30 zones (10,87%) with level of diff. (and random loots) 6-10
26 zones (9,42%) with level of diff. (and random loots) 11-15
38 zones (13,77%) with level of diff. (and random loots) 16-20
36 zones (13,04%) with level of diff. (and random loots) 21-25
32 zones (11,59%) with level of diff. (and random loots) 26-30
26 zones (9,42%) with level of diff. (and random loots) 31-35
25 zones (9,06%) with level of diff. (and random loots) 36-40
42 zones (15,22%) with level of diff. (and random loots) 41+ (and more = these zones are uncapped!)

COMPATIBILITY AND OPTIONS
Incompatible with mods that alter same stuff

ERSO 08.1 – ERSO MIRAAK *.*

Dragonborn DLC last boss powered to fit with ERSO gameplay. Various options. Read the descriptions into installer

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 08.2 – ERSO HARKON

Dawnguard DLC last boss powered to fit with ERSO gameplay. Various options. Read the descriptions into installer

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 09 – RUS-Npcs overhaul

This .esp is a huge overhaul regarding most named and generic NPCs, according with new encounter zones and Real Unleveled Skyrim philosophy. It’s optional, but STRONGLY suggested!
A synthetic list of changes:
a) Alik’r warriors, Bandits, Forsworms, Hunters, Nightingales, Penitus Oculatus Agents, Sailors, Thalmor soldiers and wizards, Vigilant of Stendarrs, Warlocks, Hagravnes and Witches have more power and abilities. These enemies will be more challenging then first! Be careful!
b) Stormcloak soldiers and guards, Imperial soldiers and guards are stronger. Now all soldiers have 20th level (the level is higher for captains and commanders) and all guards have 35th level (the level is higher for captains and commanders). Soldiers are able to heal themself
c) Mercenaries, Adventures, Assassins and Thieves are stronger
d) ALL TRAINERS and VENDORS are PROTECTED = killable ONLY by the player!
e) ALL possible FOLLOWERS aren’t essential anymore, but PROTECTED (killable ONLY by the player, so that they could be killed only in a fight with player) and a bit more powered
f) ALL ESSENTIAL (with some exception) NPCs are become PROTECTED NPCs (= killable ONLY by the player), to give a bit more immersion to the game. ATTENTION! = Anymore immortal NPCs, but for this reason you should be prudent before killing someone (the risk is losing a quest – but the great advantage is a noticeable immersion “old school” – see Baldur’s Gate, i. e.)
g) ALL NAMED NPCs are stronger. Most of them could heal itself. The game is more challenging thanks to that. Some example? Destroying the Darkbrotherhood company will be very difficult now!
h) most of NAMED NPCs have a static level
i) MOST OF NPCs QUEST-GIVERS and NPCs QUEST OBJECTIVES now are PROTECTED (=killable only by player)
j) ALL NPCs (generic and unique = with name) have and use their racial abilities once a day!
k) ALL NPCs finally have PERKS! Not more dummy and weak NPCs. NOW Skyrim is a real and dangerous world!
l) FOLLOWERS too have PERKS and are tougher
m) HUMANOID creatures as giant, hagravens, draugrs, falmers and dremoras have and use proper perks

You can instead use ERSO 09 – Vendor Trainer Quest-giver protected that only protects quest-givers, vendors and trainers.

COMPATIBILITY
Incompatible with mods that change vanilla NPCs values
FULLY COMPATIBLE with UNOFFICIAL SKYRIM PATCH (Version 1.3.0 only, previous versions will no longer work)!

POPULATED CITIES TOWNS VILLAGES

Now each city, town and village in Skyrim has new respawnable (with different faces and clothes) generic NPCs, with own AI packages and daily actions. They walk, sit, go into shops, temples/Hall of Deads, explore, interact, work and so on. For lunch but more often during night a lot of them populate taverns and inns (all this without using scripts).
Thanks my friend RS!
More info here: http://www.nexusmods.com/skyrim/mods/46469/?

COMPATIBILITY
Compatible with everything

POPULATED LANDS ROADS PATHS

Now lands, roads and paths are populated by Adventurers, Merchants with Body Guards, Refugees, Pilgrims, Assassins and much other. Compatible with anything, this mod does not use scripts. All new NPCs are respawnable, with different aspects.
Thanks my friend RS!
More info here: http://www.nexusmods.com/skyrim/mods/48127/?

COMPATIBILITY
Compatible with everything

POPULATED FORTS TOWERS PLACES

PFTP adds new Bandits, Forsworns, Warlocks, Necromancers, Skeletons and Thalmors to Skyrim Forts, Towers and some places originally too empties. This for having more immersion, logic and challenge, in a lore friendly way. Now is very difficult that a single character (even the Dragonborn) may conquer easily a fort alone, specially if you use (as suggested) combat mods (i.e. “Deadly Combat” by Borgut1337, “Duel” by LogRaam) in combo with mods that enhance enemy AI/combat styles (i.e. “Enhanced Enemy AI” by Erkeil, “Better Combat AI” by Joop).
PFTP aims to give you also more challenge, so you have to use “strategy” and all your skills to break into an enemy fortress.
Please, consider that if you have started the Civil War quest most of forts will be occupied by soldiers!
PFTP doesn’t use scripts. So you may install/uninstall it without problem.

Thanks my friend RS!
More info here: http://www.nexusmods.com/skyrim/mods/48651/?

COMPATIBILITY
Compatible with everything

POPULATED DUNGEONS CAVES RUINS

PDCR adds new and respawnable Falmers, Dwemer Spheres, Dwemer Spiders, Draugrs, Chaurus, Wolves, Skeletons, Frostbite Spiders, Necromancers, Warlocks, Vampire Thralls and Vampires to Skyrim dungeons, caves and ruins (total n. 43 vanilla locations).
PDCR aims to give you suspence, surprise, challenge and immersion during your dungeon (and wilderness) exploration.
PDCR doesn’t use scripts. So you may install/uninstall it without problem.
PDCR adds 453 new NPC enemies, most of them in interior areas (so most CPUs should manage them easily, with few or not noticeable performance loss).
Thanks my friend RS!
More info here: http://www.nexusmods.com/skyrim/mods/49020/?

COMPATIBILITY
Compatible with everything

POPULATED SKYRIM CIVIL WAR

Now Skyrim suffers really by a Civil War.
Each hold (only exception Whiterun hold, according to lore) has own Imperial or Stormcloack patrols guarding the borders and entering into cities/villages to search for spies, enemies and bandits.
Some patrols go over the borders to spy and attack enemy soldiers.
Some single soldiers (as explorers) travel on enemy territories to spy.
There are four great battles along the border of two factions, where more than 200 soldiers fight to death.
And much other… Read carefully the long description for details.
(Please, note that Soldiers are also guards, so if you are a known criminal for their faction, you may be attacked by them).

Thanks my friend RS!
More info here: http://www.nexusmods.com/skyrim/mods/49489/?

COMPATIBILITY
Compatible with everything

ERSO 09.2 – Radiance

Adds a lot of random events. See the detailed description into the installer process This .esp use scripts into .bsa file It works very well with previous ERSO 09 module!. BIG THANKS to Author Opaj! See his mod here: Radiance

COMPATIBILITY
Compatible with everything

ERSO 10 – RUS-(SIM)-Travellers and Adventurers

This .esp (thanks to thealonewarrior) adds some travellers and adventures to cities and wilderness. They have own route, interact with world and have own life. 😉
Moreover they have proper PERKS and are tough

COMPATIBILITY
Compatible with everything

ERSO 10.02 – Adventurers and Travelers

adds 40 travellers and groups of adventurers (total 60) to cities/villages. They have own route, interact with world and have own life. These NPCs have and use PERKS! This .esp use a SINGLE SCRIPT: AAAAdventurersAndTravelers. It works very well with previous ERSO 10 module!. BIG THANKS to original Author KITARING! See his mod here: Adventurers and Travelers

COMPATIBILITY
Compatible with everything

ERSO 10.03 – Immersive Battles

This .esp (thanks to SCRABBULOR – http://skyrim.nexusmods.com/mods/12977) adds Moderately sized battles to four (for now) locations in Skyrim. When the battle is complete the winning faction will head to the nearest fort and either fortify or capture it. When the losing faction returns the two sides will duke it out again.

COMPATIBILITY
Compatible with everything

ERSO 10.04 – Immersive Brigands

This .esp (thanks to SCRABBULOR – http://skyrim.nexusmods.com/mods/12977) adds groups of bandits that travel from bandit “camp” to bandit “camp” with their own schedules but the route they choose is not predefined.

COMPATIBILITY
Compatible with everything

ERSO 10.05 – Immersive Patrols

This .esp (thanks to SCRABBULOR – http://skyrim.nexusmods.com/mods/12977) adds Stormcloak and Imperial patrols to Skyrim using vanilla NPCs to be as lore-friendly as possible. They will continue to patrol after the Civil War quest line has been completed.

COMPATIBILITY
Compatible with everything

ERSO 10.06 – Immersive Werewolves

This .esp (thanks to SCRABBULOR – http://skyrim.nexusmods.com/mods/12977) adds Werewolves to some of the caves in Skyrim. Fully compatible and affected by other werewolf mods.

COMPATIBILITY
Compatible with everything

ERSO 10.07 – Immersive Factions

This .esp (thanks to SCRABBULOR – http://skyrim.nexusmods.com/mods/12977) adds two new factions to the game: Witchhunters, enemy to all necromancers and Dragon Cultists, enemy to the Dragonborn and all who oppose the Dragons.

COMPATIBILITY
Compatible with everything

ERSO 10.08 – Immersive Mercenaries

This .esp (thanks to SCRABBULOR – http://skyrim.nexusmods.com/mods/12977) adds adds Mercenaries to some of the Holds in Skyrim

COMPATIBILITY
Compatible with everything

ERSO 10.09 – NPCs On Horses ERSOmized

This .esp adds seven uniques (they don’t respawn) mid-level travelers to Skyrim. They are cool and travel by horse. Many thanks to original creator of this mod: Fraggy67100.
You may find is good mod “NPCs And Horses_ more NPCs riding horses” on Nexus, here: http://skyrim.nexusmods.com/mods/43749/

COMPATIBILITY
Compatible with everything

 ERSO 11 – RUS-(SIM)-Assassins and Thieves

This .esp (thanks to thealonewarrior) adds 6 darkbrotherhood assassins in the wilderness and 2 thieves in a city (plus 9 bandits). These NPCs have own route and interact with world, have proper PERKS and are tough

COMPATIBILITY
Compatible with everything

ERSO 12 – RUS-(SIM)-Werewolves

This .esp (thanks to thealonewarrior) adds some werewolves in the wilderness (stronger than vanilla version!)

COMPATIBILITY
Compatible with everything

ERSO 13 – MD – A Better Level Progression

gives an alternative level progression curve for players: the initial growth level is hard, but level progression is more linear and from 35th level the levelcap is less high than vanilla version. So you must gain more xp (skill improvement) than vanilla for every levelup from 1th to 34th level, but after 35th level your needed XPs for levelup progressively go down respect vanilla version. I find this solution more equilibrated and suggested for the initial Dragonborn training. Best for a new game!

COMPATIBILITY AND WARNINGS
Incompatible with mods that alter these values: “PLevelUpBase=475” and “fXPLevelUpMult=14”
If you install this mod on an existing characters would be to level up first, distribute perk points and making sure that the Player-XP-Bar in the Skill Interface is (almost) empty. Than save the game and install this .esp. That should make sure that there are no problems with gaining levels later on

ERSO 13.02 – Lower Skill Gain

This .esp (thanks to permission of Kospy) gives the possibility to low the skill progressions (in vanilla setting they grow too speedly!).
Many options:
– Skill progresses are 10% slower. Exceptions: Pickpocket, Alchemy and Speech = 15% slower / Enchanting and Smithing = 20% slower
– Skill 15% slower. Ex. 22.5% slower / En. ans Sm. 30% slower
– Skill 20% slower. Ex. 30% slower / En. ans Sm. 40% slower
– Skill 25% slower. Ex. 37.5% slower / En. ans Sm. 50% slower
– Skill 30% slower. Ex. 45% slower / En. ans Sm. 60% slower
– Skill 40% slower. Ex. 55% slower / En. ans Sm. 70% slower
– Skill 50% slower. Ex. 70% slower / En. ans Sm. 90% slower
– Skill 60% slower. Ex. 75% slower / En. ans Sm. 90% slower

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14 – Vendors richer and Inns more expensive

gives more money to vendors (for buying your items) and rising the Inns cost, by this way:
Apothecary gold 3.000 (vanilla 500)
Blacksmith gold 5.000 (vanilla 1.000)
Blacksmith Orc gold 2.000 (vanilla 400)
Blacksmith Town gold 7.000 (vanilla 500)
Vendor Fence stage 00 gold 4.000 (vanilla 1.000)
Vendor Fence stage 01 gold 2.000 (vanilla 500)
Vendor Fence stage 02 gold 3.000 (vanilla 750)
Vendor Fence stage 03 gold 3.500 (vanilla 750)
Vendor Fence stage 04 gold 4.000 (vanilla 1.000)
vendor Inn gold 500 (vanilla 100)
Vendor Misc gold 2.500 (vanilla 750)
Vendor Spell gold 8.000 (vanilla 500)
Vendor Street gold 250 (vanilla 50)
Room Cost 50 (vanilla 10)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.02 – Harder barter

there is too gold in Skyrim. This breaks immersion and challenge. Here some solutions to chose (only) one:
– At skill 0 player buys any item at 400% his value and sells it at 25% his value. At skill 100 player buys any item at 200% his value and sells it at 50% his value. (Vanilla is 330% / 33% at skill 0 – 200% / 50% at skill 100)
– 500% / 20% – 300% / 33%
– 600% / 17% – 300% / 33%
– 600% / 17% – 400% / 25%
– 700% / 14.5% – 400% / 25%
– 800% / 12.5% – 400% / 25%

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.03 – Vendor Soul Gems *.*

3 options:
– (Vendor Soul Gems Only Empty And Very Rare) Vendors may have only empty soul gems into their deleveled list, that are very rare. Weaker soul gems are more common than high-end soul gems
– (Vendor Soul Gems Only Empty And Rare)
– (Vendor Soul Gems Only Empty)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.04 – Vendor Animal parts *.*

Three options:
– (Vendor Animal Parts Less Commons) Vendors have lesser animal parts (into their deleveled list). Stronger animal pelts are rarer
– (Vendor Animal Parts A Bit Less Common)
– (Vendors Without Animal Parts)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.05 – Vendor *.* minerals *.*

5 options:
(Vendor Less Minerals) Vendors have less minerals/ingots and their lists are deleveled
– (Vendor a Bit Less Minerals) Vendors have a bit less minerals/ingots and their lists are deleveled
– (Vendor a Bit Less Minerals no special) as above more They haven’t special minerals
– (Vendor Less Minerals no special)
– (Vendor Without Minerals)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.06 – Vendor *.* enchanted weapons and armors

4 options:
– (Vendor No Enchanted Weapons Armors) Vendors don’t have enchanted weapons and armors to sell
– (Vendor Only Minor Enchanted Weapons Armors) Vendors don’t have high-end (glass, elven, dwemer and ebony) enchanted weapons and armors to sell. Enchanted weapons and armors don’t be over 3th level of enchantement
– (Vendor Minor Enchanted Weapons Armors Rare)
– (Vendor Minor Enchanted Weapons Armors Very Rare)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.07 – Vendor have less *.* weapons and armors

2 options:
– (Vendor Very Less Weapons Armors) All vendors have very few weapons and armors and don’t have high-end (dwemer, elven, ebony and glass) pieces. Armors and weapons are unleveled, but more powerful stuff is rarer
– (Vendor Less Weapons Armors) Not so hard as first one

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 14.08 – Respawn Vendor stuff *.*

Chose your prefered respawn vendor stuff (time after vendors have new stuff to sell)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 15 – Timescale

changes in-game timescale. 7 options.
(ATTENTION! Every timescale different from vanilla 20:1 could break some quests. If you have problem, try to disable it)

COMPATIBILITY
Incompatible with mods that alter timescale

ERSO 16 – Realistic Crime Alert Distances

allows to have more realistic alert distances for detecting crimes. Here the options:
SHORT – Low Rec distance for crimes = 500 (vanilla 2.000) – Alarm distance = 1.000 (vanilla 4.000)
MEDIUM = 750 / 1.500
LONG = 1.000 / 2.000

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 17 – Training cost

allows to have more expensives training sessions (vanilla cost training is too low!)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 18 – Legendary Armors and Weapons Enhanced

allows to have really legendary weapons and armors. Here the specifics (They reporte only changes respect vanilla items):

DIVINE AMULETS:
Kynareth Amulet = +25 stamina
Arkay Amulet = +25 health
Julianos Amulet = +25 magicka
Stendarr Amulet = +75 armor

LEGENDARY WEAPONS:
Dawnbreaker = fire damages increased to 25
Ebony weapons = physical damages increased by 2, 3 or 4
Mace of Molag Bal = spell changed into absorbing 25 health, stamina and magicka;
Mehrunes Razor = causes 40 health points by poison damage (never more the terrible “instant kill”), 12 physical damages (instead of 11)
The Rueful Axe = physical damage increased by 4
Staff of Magnus = absorbs 50 magicka and health points per second
Volendrung = physical damages increased by 6
Wuuthrad = physical damage increased to 30
Ghostblade = 8 spiritual damage (vanilla 3)

LEGENDARY ARMORS:
Archmage’s Robes = spell cost reduction to 20% for every school
The Gauldur Amulet = +75 health, stamina and magicka (in suggested “hardcore” version the bosses are properly tough…)
Morokei Mask = +25 magicka; 25% magicka regen; 5% resist magic
Masque of Clavicus Vile” = +30 barter, +15 speech
Necromancer Amulet = +75 Magicka, -50% health and stamina regen
Savior’s Hide = 20% resist magic and 80% resist poison
Shield of Ysgramor = 25% resist magic, +75 health
Spellbreaker = Magic Ward increased

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 19 – Respawn *.*

Chose your prefered exterior and interior (Dungeons with monsters and loots into chests) cell respawn rate

ERSO 20 – Standing Stones Overhaul

Have Standing Stones blessing by this way:
– Apprentice Stone = +100% Magicka Regen; +75 Magicka; 75% Magic Weakness
– Atronach Stone = +300 Magicka; 33% Spell Absorption; No Magicka Regeneration
– Lady Stone = +20 Speechcraft, +15 Illusion, 12.5% faster Shout Recovery
– Lord Stone = 15% Resist to Fire, Frost, Shock, Poison, Disease
– Lover Stone = +50 Health; +25% Health Regen
– Mage Stone = +50 Magicka; +10% Magicka Regen and Magic Resist
– Ritual Stone = Raise all dead to fight for you once a day for 900 seconds (Dark Souls Perk required)
– Serpent Stone = Paralyze a target for 10 sec. and do 125 damage. Once a day
– Shadow Stone = Once a day invisible for 900 sec.
– Steed Stone = Wearing armor does not affect speed, +100 Carry Weight, Equipped armor is weightless
– Thief Stone = +10 Lockpicking, Pickpocket and Sneak. +20 Stamina
– Tower Stone = +75 Armor, +10% Stamina Regen and Health Regen rates
– Warrior Stone = +5 melee damages, +15 One-Handed and Two-Handed skills

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 21.01 PM Dungeons / Blackreach / Dwemer

some samples (thanks to Ka3m0n)

1) eliminates the cave/mine/dungeon/fort and ruin (terrible) loops
2) adds a short silence beetween 2 different music and sound effect tracks
3) vanilla music tracks are partially replaced and new tracks has been added
4) adds new sound effects
5) all new musics and sound effects are differentiated by dungeon kind

COMPATIBILITY
Compatible with everything

ERSO 22 – Better Necromancy Spells

improves necromancy spells (and relative conjure specialization), by this way:
– RAISE ZOMBIE = 180 sec. (vanilla 60) level cap 8 (vanilla 6) cost 125 (vanilla 103)
– REANIMATE CORPES = 240 sec. (vanilla 60) level cap 18 (vanilla 13) cost 200 (vanilla 144)
– REVENANT = 300 sec. (vanilla 60) level cap 30 (vanilla 21) cost 285 (vanilla 183)
– DREAD ZOMBIE = 360 sec. (vanilla 60) level cap 40 (vanilla 30) cost 400 (vanilla 303)
– DEAD THRALL = illimitate level cap 50 (vanilla 40) cost 1.000

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 23 – Lockpicking Perks Changes

Old Treasure Hunter Perk is now Treasure Reaper (+30 carry weight +15 stamina)
Old Golden Touch Perk is now Traps Resistance (5% resist poison +10 health)

COMPATIBILITY
Incompatible with mods that alter the two perks

ERSO 24 – Pickpocket Perks Changes

Extra Pockets Perk now requires 60 skill and give +50 carry weight

COMPATIBILITY
Incompatible with mods that alter this perk

ERSO 25 – Enchanting Perks Changes

Fire Enchanter (30 skill) Fire enchantments 15% stronger / Advanced (60 Skill) 30% stronger
Frost Enchanter (35 skill) Frost ench. 15% stronger / Adv.d (70 Skill) 30% stronger
Storm Enchanter (40 skill) Shock ench. 15% stronger / Adv.d (80 Skill) 30% stronger
Insightful Enchanter (35 skill) Skill ench are 15% stronger / Adv.d (70 Skill) 30% stronger
Corpus Enchanter (40 skill) Health, magicka and stamina enchantments are 15% stronger / Adv.d (80 Skill) 30% stronger
Extra Effect = as vanilla (double enchantments) but you must have Fire/Frost/Storm/Insightful/Corpus Adv.d and 100 Skill
Soul Squeezer (40 skill) Soul gems provide extra magicka for recharging (soul gems recharge twice as much magicka)
Soul Siphon (80 skill) Death blows to creatures, but not people, trap 10% of the victim’s soul, recharging the weapon

COMPATIBILITY
Incompatible with mods that alter this perk tree

ERSO 26 – Realistic Fall Damages

Falling now gives you and NPCs both more realistic damages!

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 27 – Better Archery Stuff

Arrows and bolts = +75% fast +25% damage; 50% chance to recover arrows/bolts from a dead corpse; increased values

I recommend adding these lines to Skyrim.ini:
[Actor]
fVisibleNavmeshMoveDist=12288.0000
[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
f1PArrowTiltUpAngle=0.7
f3PArrowTiltUpAngle=0.7
f1PBoltTiltUpAngle=0.7 (for Dawnguard users)
f3PBoltTiltUpAngle=0.7 (for Dawnguard users)

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 28 – Killmoves

Alters the frequency of killmoves. Many choices

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 29 – DPMO

Dragon Priest Mask Overhaul changes the effects of Dragon Priest Masks.

DESCRIPTION
HEVNORAAK’S MASK

ARMOR: 25 points

POWERS:
+100 magicka
+75 illusion skill
may command 25 followers at same time

WEAKNESSES:
-100 destruction skill
-100 conjuration skill
-10% resist magic

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

KONAHRIK’S MASK

ARMOR: 50 points

POWERS:
When health is low, has a chance to heal wearer and damage nearby enemies, having a fire cloak or summon a Dragon Priest to fight for you.

WEAKNESSES:
nothing

VALUE: 5.000 gold
* * * * * * * * * * * * * * * *

KROSIS’S MASK

ARMOR: 24 points

POWERS:
100% resist to poison.
100% resist to disease.
Cloak poison ONLY when character is in combat (10 damages for second to enemies).

WEAKNESSES:
-25% resist to fire ONLY when character is in combat.
-25% resist to frost ONLY when character is in combat.
-25% resist to shock ONLY when character is in combat.

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

MOROKEI’S MASK

ARMOR: 5 points

POWERS:
+250 magicka
+25% resist to magic

WEAKNESSES:
-100 stamina
-75 health
-50 carry weight

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

NAHKRIIN’S MASK

ARMOR: 25 points

POWERS:
+25 points to archery skill
+25 points to one handed skill
+25 points to two handed skill

WEAKNESSES:
-25% resist to magic

* * * * * * * * * * * * * * * *

OTAR’S MASK

ARMOR: 26 points

POWERS:
25% resist to fire
25% resist to frost
25% resist to shock
25% resist to poison
25% resist to disease

WEAKNESSES:
-25 stamina
-25 health
-50 magicka

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

RAHGOT’S MASK

ARMOR: 27 points

POWERS:
20% faster Shout Timing
+20% Magicka Regen

WEAKNESSES:
-4 stamina points per second (normal regen is 5 points per second)

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

VOKUN’S MASK

ARMOR: 30 points

POWERS:
invisibility
waterbreathing

WEAKNESSES:
-4 health points per second

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

VOLSUNG’S MASK

ARMOR: 20 points

POWERS:
+100 stamina
+75 health
+50 carryweight

WEAKNESSES:
-100 magicka
-20% resist to magic

VALUE: 1.000 gold
* * * * * * * * * * * * * * * *

WODDEN DRAGON PRIEST MASK

ARMOR: 2 points

POWERS:
special (quest related)

WEAKNESSES:
nothing

VALUE: 100 gold[

COMPATIBILITY
Incompatible with mods that alter same stuff

ERSO 30 – Better Enemy AI

This .esp enhances all humans, animals and monsters (except for Dragons) AI.

COMPATIBILITY
Compatible with DUEL, DEADLY COMBAT, DRAGON COMBAT OVERHAUL, LOCATIONAL DAMAGE, DUAL WIELD PARRYNG, ULTIMATE COMBAT if you load them before this module into load order.

ERSO 33 – CWO ERSO patch

(If you don’t know “Civil War Overhaul” v.3.1 mod you must NOW go here: http://skyrim.nexusmods.com/mods/37216/ and read with attention the description page!)

If you are or want to become a Civil War Overhaul user (strongly suggested) you need to load this .esp to original mod, OVERWRITING when requested by the installer!!!

You will play a truly hard and enhanced Civil War Campaign, having the original Apollodown plus ERSO Npcs…

MANY THANKS TO AWESOME APOLLO for the permission! You are a great man! 🙂

COMPATIBILITY
Don’t stress your p.c. with a lot of scripts and load the original mod (overwritten by this patch) as last in your load order! Truly, as last!

* * *

CREDITS

A LOT!
My dear friend RS.
The awesome Apollodown, for the permission to create an ERSO patch for his masterpiece Civil War Overhaul v.2.0
The very kind and promising Fraggy67100 for his good mod  NPCs And Horses_ more NPCs riding horses
Luddeman & Bellyaches & Flaincau & LoganFX for textures
Anaprrr for her (for me) very good video
Kitaring for his permission to use and update Adventurers&Travelers mod
Thealonewarrior for his permission to use and update SIM – Skyrim npc Immersion mod
Kospy for his permission to use and update HBE – Hardcore and balanced experience mod
Special thanks to great SCRABBULOR for his permission to use modules of IMMERSIVE PATROLS to become compatible with ERSO overhaul!
Stefanu for his German translation
Lucasssvt (mitico Capitano) for his Italian translation
And, last but as first, Artorius!