Skyrim Unarmored Monk

Mar 12, 2018

Over the last year or so in Skyrim Special Edition, I’ve been playing the constant camper and unarmored monk. Building upon Chesko’s “Campfire - Complete Camping System” I’ve been adding structures and workbenches suitable for a permanent campsite replacing a house. To make things more fair it seemed a perk should be required to build special gear durable for transportation and setting up anywhere in Skyrim. So “Eremite Camping” began as my foundation for the constant camper with features supporting Creation Club’s “Survival Mode” so the camper may fully recover sleeping in a warm shelter.


Since the game lacks skills for unarmored and unarmed fighting, I decided to add skills making my character more interesting. Restrictions for unarmored bonus means, of course, not wearing armor including magic armor. I decided to do the same for the unarmed (pugilist) with bonus restricted to fighting without armor since heavy armor skill tree covers heavy armor unarmed bonus. I based my values on existing enchantments making my values per perk rank a bit smaller such as it takes two of my Unarmored perk ranks to be equal to the Lord Stone. The game is too easy to help determine balance through play experience so I’m working the numbers.

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FO4 Combat Overhaul 3

Feb 3, 2018

Article #4 in a 4-part series.

In the first part I went over my goals in overhauling combat, and in Part 2 I reviewed the mods that build the foundation. In this part I cover my changes.


Technically the only requirement here is FO4Edit to make all the changes to the base game. My advice is to start with the mods I reviewed in Part 2 to reduce work making only the desired changes based on the work of those authors. Afterwards you could always merge the plugins into one. I keep my changes in a single plugin and keep DRO so I can compare if needed.


create a patch override

A patch plugin overrides changes made by Fallout.esm and other mods. It’s also a good idea to carry over changes made by other patches we want to keep such as fixes from the Unofficial Fallout 4 Patch, and even if not there some changes of interest anyway. Let’s review how to create a new plugin to override data in the game.

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Fallout 4 Holiday Edit

Jan 16, 2018

Article #3 in a 4-part series.

In Fallout 4 by Bethesda Game Studios, Diamond City decorates for just two holidays: Halloween and Christmas. And on those days. Let’s say we’d like to see the nice folk of Diamond City keep their Christmas decorations up a bit longer. It’s a simple adjustment to a Papyrus script, DmndHolidayHandlerScript.


  • Creation Kit
  • Notepad++ (optional)

You may edit the script in a text editor like Notepad++ or edit within Creation Kit. I find it easier to use Notepad++ setup to compile Papyrus. After installing Creation Kit, find the file within the folder Data\Scripts\Source\Base and unpack the contents directly into that folder. If editing the script within Creation Kit then in Cell View select World Space: DiamondCity and look for the editor ID: DmndHolidayHandler (0004408D) and right-click to edit. Find the script within the Scripts tab, right-click, and select Edit Source.

If new to Papyrus, see the introduction at

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2017 December Miles

Jan 3, 2018

  • cycle: 92 miles (148 km)
  • run: 42 miles (68 km)


  • cycle: 1450 miles
  • run: 645 miles

My 2017 totals are up from 2016, down from years I commuted 30 miles per day which surpassed 7,000 miles each year on the bicycle.


Icy Bridal Veil Falls in Provo Canyon


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Fallout 4 Combat Overhaul Part 2

Dec 22, 2017

Article #2 in a 4-part series.

In the first part I went over my goals in overhauling combat, and here I review the mods that build the foundation. In Part 3, I’ll cover my changes including adjustments to several weapon and armor mods to complete the overhaul.

combat overhaul mods



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