
First of all daggers no longer getting bonus damage with this mod from perks which broke tons of new perk mods and balance overall. Example Ordinator - Perks of Skyrim (most used perk mod ever)
This is fixed now they do.
Second issue is more disturbing somehow this guy made this mod change "Hroki" to child from adult npc because game lore says she is teenager. This was a good npc to marry but this patch removes that option i dont understand these fucks just because teenager in a game does not that mean they cant get married. You brainwashed ******* obssessed with ingame characters' age should be crucified under a bloody sun.I hate self-righteous people thinks teenagers are like innocent puppies but when they turn 18 from 17 they ascend into new reality.
You can marry her again if you want.
This Character Below

Also i am keeping Grimsewer changes because so many weapon model mods using new 2H instead of original 1H breaks them.
Grimsewer is 2H again.
FULL CHANGES
► Show Spoiler
-The Masque of Clavicus Vile is now properly considered a Daedric artifact, but retains its ebony material data from vanilla. Its broken tempering recipe has also been fixed.
-The homogenous naming scheme for Stalhrim bracers and gauntlets has been corrected. Now the bracers are called bracers, and the gauntlets are called gauntlets.
-There is an unused Ancient Falmer Crown in the game files that was intentionally not placed in the game world. This mod ensures it remains that way.
Cell edits:
-Wine in the Riften Temple of Mara remains wine as it should.
-The unobtainable unhooded Archmage Robes in the Archmage's Quarters remain disabled as intended.
-The Ragged Flagon's vanilla layout remains as intended.
-Misplaced banners in the Palace of the Kings have been corrected and are where they were originally meant to be without clipping.
Recipe edits:
-Ancient nord armor does not require any perks to create, as it was in vanilla.
Magic and ingestible edits:
-The mass calm effect retains its "Mass Charm" name.
-The fortify archery effect retains its "Fortify Marksman" name.
-The clear skies effect staggers actors as intended.
-In the vanilla game, potions of enhanced stamina last for 300 seconds, however the strongest variant only lasts for 60. This inconsistency has been corrected, and the strongest version lasts for 300 seconds, like the rest.
-Mazte's erroneous "matze" spelling in vanilla has been corrected, however its damage magicka regeneration effect is kept as intended.
Leveled list edits:
-In vanilla, spriggans never drop spriggan sap; it can only be found in loot or purchased, despite the Prima Official Game Guide stating they should. To fix this while keeping the intended balance, (as spriggan sap is a very strong ingredient) spriggan sap is only dropped by spriggan earth mothers and matrons.
-LItemApothecaryIngredienstUncommon75 and LItemApothecaryIngredienstUncommon75 lists remain with their intended 25% chance none values from vanilla.
-The incorrect placement of the Necklace of Resist Magic in the LItemEnchNecklaceResistMagic leveled list has been corrected, however the intended flags remain set to ensure you can continue finding the weaker necklaces as you level up.
-The erroneous placement of a one handed melee bandit in the SubCharBandit01Missile NPC list has been corrected, and the missing khajiit male has been added.
NPC edits:
-Jorn's problematic AI package that interfered with his schedule has been fixed so it plays out at an appropriate time, without simply removing the package from his list like some mods may do.
-Aringoth is described as being a Wood Elf, but is a High elf in vanilla. This mod corrects this discrepancy while keeping his original facial features intact.
-The Prima Official Game Guide states that Saerlund stays behind in Riften if the Imperials take over the city, in defiance of his mother's beliefs. This mod ensures this behavior remains.
-Various NPCs that used the wrong gear for their class have been corrected. Their classes have been edited so they benefit from the gear they use properly.
-Lynly Star-Sung is described by Sibbi Black-Briar as having long, flowing black hair, but when you find her, her hair is short and blonde, certainly intentional by the developers since she is currently hiding from Sibbi. This ensures her blonde hair color is kept.
-Jzargo has no level cap in vanilla. This is likely because he is considerably weaker than Ogmund and adding a cap essentially makes him a worse version of Ogmund. This mod ensures he remains with no level cap for the intended balance.
-Certain Imperial and Stormcloak guards are named "Imperial Guard" or "Stormcloak Guard" rather than the usual "Imperial Soldier" or "Stormcloak Soldier." This intended naming scheme is kept by this mod.
-Isabelle Rolaine is described as being a young lady by in-game dialogue, but she is actually quite old and uses an elderly voicetype. This mod fixes this inconsistency by making her younger and correcting her voicetype, but keeps her grey hair, since lots of women in Skyrim have grey hair regardless of their age.
-Astrid has a much lower weight at the end of the Dark Brotherhood questline when you see her. This is because she was just burned alive, however her eye color is different than it's supposed to be. Her lower weight is kept and the eye color issue is fixed in this mod.
-Amaund Motierre has a very different appearance at the end of Dark Brotherhood questline than when you first meet him, likely to showcase the stressful passage of time since first seeing him. The problem is the actual appearance of his face is also quite different. This mod fixes his face's appearance while keeping him rugged and disheveled looking as intended.
-The bear in Helgen Keep is now properly a brown bear, as it was supposed to be one in vanilla but had broken template data. Other mods make it a black bear which is not accurate to what was originally intended.
-Dead Silver Hand now retain their "Silver Hand Warrior" name from vanilla.
Item edits:
-The inconsistent naming scheme on the various dragon claws has been corrected so they are just "x Claw." This is consistent with dialogue and in-game texts that mention the claws.
-Charcoal retains its intended VendorItemTool keyword.
-Dwemer lexicons and cubes retain their intentional sound data from vanilla.
Quest edits:
-During the Civil War questline, Ulfric gifts you a blade and claims it was an Imperial officer's sword. Internal game data lists this as literally being a sword from the Imperial Civil War reward list. This mod keeps that intended behavior.
Weather edits:
-The Karthspire's interior always uses the same weather in vanilla. This was obviously intentional since Bethesda created an entire unique weather with its own image spaces just for this location. This intended behavior is kept with this mod.
Weapon edits:
-The Blade of Sacrifice uses incorrect sound and speed data in vanilla, and lacks an appropriate material keyword. (Update.esm also broke its object bound data.) These issues have been fixed and it has been given the ebony material keyword.
-Auriel's Bow's intentionally high critical damage is retained with this mod, as some mods reduce it for consistency.
-The Nord Hero bow's stats are slightly weaker than Elven stats in vanilla, however the weight is lighter to compensate. These stats are kept in this mod.
Text exits:
-The word "Stalhrim" is now always capitalized, as there were only two or three instances of the word not being capitalized in vanilla.
-Several spells and items that have their descriptions unnecessarily changed by mods are reverted by this mod.
Controversial edits:
Redbelly Mine issue:
In-game dialogue suggests Redbelly Mine is an iron mine, and by doing the related quest you find out out it's dried up to reveal untapped ebony underneath. The problem is Flinjar gives you a random piece of quicksilver to analyze after clearing clearing the mine of spiders, which makes no sense. Some mods try to fix this by making Northwind Mine an ebony mine, and converting Redbelly Mine into an iron mine like dialogue suggests. However, this destroys Bethesda's narrative of the newly found ebony in Redbelly Mine, and implements non-lore friendly changes. (Northwind Mine is an iron mine in ESO, and Redbelly is an Ebony mine, just like vanilla Skyrim.)
To this end, Northwind Mine remains an iron mine in this mod, and Redbelly Mine remains a (newly found) ebony mine, as they were in vanilla. The erroneous piece of quicksilver ore than Flinjar gives you for his related quest in vanilla has been changed to a piece of ebony, and is renamed "unusual ore."
The Atheron issue:
Atheron sells his original stock of miscellaneous goods, which is reinforced by various dialogue, and now also sells the raw goods on display at his booth that were missing in vanilla.
Mirmulnir issue:
Mirmulnir's dialogue has simply been disabled. Often people resort to using lines from other translations of the game to fill in these missing English lines, but they often sound too accented and/or contain non-English lines. AI has also been attempted but it yields poor results. The best solution is to simply prevent the lines from playing, which is the most similar to vanilla aside from the missing subtitles.
Blizzard issue:
The blizzard spell's damage scaling and description display remains as it was in Vanilla, but the resistance bug has been fixed.
Veren Duleri's inconsistent appearance issue:
Veren Duleri has a different appearance in the Dreamstride than when you face him in the present day. This was to intentionally showcase how much time had passed between then and now, as he's been trapped in the tower for years. The problem is the actual mold of his face and his eye color is completely different before and after the Dreamstride sequence, and Thorek still looks the same no matter what.
This mod fixes the issue by keeping the lower weight, longer beard, and grey hair on Veren in the present day, while fixing the issues with his face, and also gives Thorek an older appearance after the Dreamstride like Veren.
Fork and knife weight issue:
Generic forks and knives have no weight in the vanilla game, but the weaponized versions you can wield have a weight of 0.5. This mod gives both the generic versions and the weaponized versions a weight of 0.25, a balance between the two, while also fixing the issue of the generic versions simply having no weight at all.
The Guardian Stone issue:
There is a Guardian Stone for each skill archetype in Skyrim; Mage, Thief, and Warrior. An area of controversy that has sparked in the community is that the Thief Stone benefits archery instead of the Warrior. Often people try to rationalize this as being a mistake for a couple reasons:
1. Archery being assigned to the Thief means that instead of each stone benefiting 6 skills, one benefits 7 and one benefits 5.
2. Archery is considered a combat skill by the Official Game Guide, Oghma Infinium and Bard's College Questlines. Internal game data also lists it as a combat skill.
However, it very much seems intentional that archery would be assigned to this early game Standing Stone, considering the game supports a stealthy-archer playstyle with perks and the like. Rogues and hunter type fantasy archetypes are also associated with archery, so this was certainly done on purpose.
-The homogenous naming scheme for Stalhrim bracers and gauntlets has been corrected. Now the bracers are called bracers, and the gauntlets are called gauntlets.
-There is an unused Ancient Falmer Crown in the game files that was intentionally not placed in the game world. This mod ensures it remains that way.
Cell edits:
-Wine in the Riften Temple of Mara remains wine as it should.
-The unobtainable unhooded Archmage Robes in the Archmage's Quarters remain disabled as intended.
-The Ragged Flagon's vanilla layout remains as intended.
-Misplaced banners in the Palace of the Kings have been corrected and are where they were originally meant to be without clipping.
Recipe edits:
-Ancient nord armor does not require any perks to create, as it was in vanilla.
Magic and ingestible edits:
-The mass calm effect retains its "Mass Charm" name.
-The fortify archery effect retains its "Fortify Marksman" name.
-The clear skies effect staggers actors as intended.
-In the vanilla game, potions of enhanced stamina last for 300 seconds, however the strongest variant only lasts for 60. This inconsistency has been corrected, and the strongest version lasts for 300 seconds, like the rest.
-Mazte's erroneous "matze" spelling in vanilla has been corrected, however its damage magicka regeneration effect is kept as intended.
Leveled list edits:
-In vanilla, spriggans never drop spriggan sap; it can only be found in loot or purchased, despite the Prima Official Game Guide stating they should. To fix this while keeping the intended balance, (as spriggan sap is a very strong ingredient) spriggan sap is only dropped by spriggan earth mothers and matrons.
-LItemApothecaryIngredienstUncommon75 and LItemApothecaryIngredienstUncommon75 lists remain with their intended 25% chance none values from vanilla.
-The incorrect placement of the Necklace of Resist Magic in the LItemEnchNecklaceResistMagic leveled list has been corrected, however the intended flags remain set to ensure you can continue finding the weaker necklaces as you level up.
-The erroneous placement of a one handed melee bandit in the SubCharBandit01Missile NPC list has been corrected, and the missing khajiit male has been added.
NPC edits:
-Jorn's problematic AI package that interfered with his schedule has been fixed so it plays out at an appropriate time, without simply removing the package from his list like some mods may do.
-Aringoth is described as being a Wood Elf, but is a High elf in vanilla. This mod corrects this discrepancy while keeping his original facial features intact.
-The Prima Official Game Guide states that Saerlund stays behind in Riften if the Imperials take over the city, in defiance of his mother's beliefs. This mod ensures this behavior remains.
-Various NPCs that used the wrong gear for their class have been corrected. Their classes have been edited so they benefit from the gear they use properly.
-Lynly Star-Sung is described by Sibbi Black-Briar as having long, flowing black hair, but when you find her, her hair is short and blonde, certainly intentional by the developers since she is currently hiding from Sibbi. This ensures her blonde hair color is kept.
-Jzargo has no level cap in vanilla. This is likely because he is considerably weaker than Ogmund and adding a cap essentially makes him a worse version of Ogmund. This mod ensures he remains with no level cap for the intended balance.
-Certain Imperial and Stormcloak guards are named "Imperial Guard" or "Stormcloak Guard" rather than the usual "Imperial Soldier" or "Stormcloak Soldier." This intended naming scheme is kept by this mod.
-Isabelle Rolaine is described as being a young lady by in-game dialogue, but she is actually quite old and uses an elderly voicetype. This mod fixes this inconsistency by making her younger and correcting her voicetype, but keeps her grey hair, since lots of women in Skyrim have grey hair regardless of their age.
-Astrid has a much lower weight at the end of the Dark Brotherhood questline when you see her. This is because she was just burned alive, however her eye color is different than it's supposed to be. Her lower weight is kept and the eye color issue is fixed in this mod.
-Amaund Motierre has a very different appearance at the end of Dark Brotherhood questline than when you first meet him, likely to showcase the stressful passage of time since first seeing him. The problem is the actual appearance of his face is also quite different. This mod fixes his face's appearance while keeping him rugged and disheveled looking as intended.
-The bear in Helgen Keep is now properly a brown bear, as it was supposed to be one in vanilla but had broken template data. Other mods make it a black bear which is not accurate to what was originally intended.
-Dead Silver Hand now retain their "Silver Hand Warrior" name from vanilla.
Item edits:
-The inconsistent naming scheme on the various dragon claws has been corrected so they are just "x Claw." This is consistent with dialogue and in-game texts that mention the claws.
-Charcoal retains its intended VendorItemTool keyword.
-Dwemer lexicons and cubes retain their intentional sound data from vanilla.
Quest edits:
-During the Civil War questline, Ulfric gifts you a blade and claims it was an Imperial officer's sword. Internal game data lists this as literally being a sword from the Imperial Civil War reward list. This mod keeps that intended behavior.
Weather edits:
-The Karthspire's interior always uses the same weather in vanilla. This was obviously intentional since Bethesda created an entire unique weather with its own image spaces just for this location. This intended behavior is kept with this mod.
Weapon edits:
-The Blade of Sacrifice uses incorrect sound and speed data in vanilla, and lacks an appropriate material keyword. (Update.esm also broke its object bound data.) These issues have been fixed and it has been given the ebony material keyword.
-Auriel's Bow's intentionally high critical damage is retained with this mod, as some mods reduce it for consistency.
-The Nord Hero bow's stats are slightly weaker than Elven stats in vanilla, however the weight is lighter to compensate. These stats are kept in this mod.
Text exits:
-The word "Stalhrim" is now always capitalized, as there were only two or three instances of the word not being capitalized in vanilla.
-Several spells and items that have their descriptions unnecessarily changed by mods are reverted by this mod.
Controversial edits:
Redbelly Mine issue:
In-game dialogue suggests Redbelly Mine is an iron mine, and by doing the related quest you find out out it's dried up to reveal untapped ebony underneath. The problem is Flinjar gives you a random piece of quicksilver to analyze after clearing clearing the mine of spiders, which makes no sense. Some mods try to fix this by making Northwind Mine an ebony mine, and converting Redbelly Mine into an iron mine like dialogue suggests. However, this destroys Bethesda's narrative of the newly found ebony in Redbelly Mine, and implements non-lore friendly changes. (Northwind Mine is an iron mine in ESO, and Redbelly is an Ebony mine, just like vanilla Skyrim.)
To this end, Northwind Mine remains an iron mine in this mod, and Redbelly Mine remains a (newly found) ebony mine, as they were in vanilla. The erroneous piece of quicksilver ore than Flinjar gives you for his related quest in vanilla has been changed to a piece of ebony, and is renamed "unusual ore."
The Atheron issue:
Atheron sells his original stock of miscellaneous goods, which is reinforced by various dialogue, and now also sells the raw goods on display at his booth that were missing in vanilla.
Mirmulnir issue:
Mirmulnir's dialogue has simply been disabled. Often people resort to using lines from other translations of the game to fill in these missing English lines, but they often sound too accented and/or contain non-English lines. AI has also been attempted but it yields poor results. The best solution is to simply prevent the lines from playing, which is the most similar to vanilla aside from the missing subtitles.
Blizzard issue:
The blizzard spell's damage scaling and description display remains as it was in Vanilla, but the resistance bug has been fixed.
Veren Duleri's inconsistent appearance issue:
Veren Duleri has a different appearance in the Dreamstride than when you face him in the present day. This was to intentionally showcase how much time had passed between then and now, as he's been trapped in the tower for years. The problem is the actual mold of his face and his eye color is completely different before and after the Dreamstride sequence, and Thorek still looks the same no matter what.
This mod fixes the issue by keeping the lower weight, longer beard, and grey hair on Veren in the present day, while fixing the issues with his face, and also gives Thorek an older appearance after the Dreamstride like Veren.
Fork and knife weight issue:
Generic forks and knives have no weight in the vanilla game, but the weaponized versions you can wield have a weight of 0.5. This mod gives both the generic versions and the weaponized versions a weight of 0.25, a balance between the two, while also fixing the issue of the generic versions simply having no weight at all.
The Guardian Stone issue:
There is a Guardian Stone for each skill archetype in Skyrim; Mage, Thief, and Warrior. An area of controversy that has sparked in the community is that the Thief Stone benefits archery instead of the Warrior. Often people try to rationalize this as being a mistake for a couple reasons:
1. Archery being assigned to the Thief means that instead of each stone benefiting 6 skills, one benefits 7 and one benefits 5.
2. Archery is considered a combat skill by the Official Game Guide, Oghma Infinium and Bard's College Questlines. Internal game data also lists it as a combat skill.
However, it very much seems intentional that archery would be assigned to this early game Standing Stone, considering the game supports a stealthy-archer playstyle with perks and the like. Rogues and hunter type fantasy archetypes are also associated with archery, so this was certainly done on purpose.