So, after a few months of hiatus I started playing Skyrim again, a time period which was just long enough that I had to patch up everything so that I could upgrade all my essential mods. However, as I was doing that, I stumbled upon a few interesting things: Mods that "fix" things that doesn't make sense in the vanilla game in either a lore, gameplay or simple logical standpoint. Stuff like:
-The Ability to make Tolfdir the archmage at the end of the College questline [http://skyrim.nexusmods.com/mods/10746]: I mean, really, it's such a simple fix. In the vanilla version, it made absolutely no sense that your character, who might not even be a really proficient mage to begin with, gets appointed as the new archmage without any qualifications. With this little mod you can get a logical conclusion while keeping all the benefits of being the archmage yourself. In other words, its just cosmetic, but it just makes so. much. sense.
-Adding time- and skill-requirements to the guild advancement [http://skyrim.nexusmods.com/mods/22650]: This mod is still is in development and only covers the companions, but again, it's such an easy fix for such a blatant problem. You can no longer become the head of the companions as a pure mage or thief, and you actually has to work to become part of the elite.
-The thieves guild won't approach you unless you give them a reason to do so [http://skyrim.nexusmods.com/mods/14157]: Staying with the guilds still, this is another no-brainer. Just what kind of sense does it make when you play an upstanding character who may or may not be an Imperial Legate, Archmage, Companion and whatever else, and a guy just randomly invites you to be a thief? This mod fixes this by adding a few requirements for the conversation to trigger. Simple yet effective.
-The Gauldur Amulet [http://skyrim.nexusmods.com/mods/6431]: This is the one that actually started my quest for mods like these. I always found it ridiculous how the lore hyped up the Gauldur Amulet and in the end it was almost completely useless. With this mod, it is actually just as powerful as it should be, without being completely overpowered. Speaking of usefulness...
-Artifacts that actually feel like artifacts [http://skyrim.nexusmods.com/mods/8634]: Another pet-peeve of my was when I finally got my hands on some badass daedric artifacts, often after having forced to do some pretty nasty things to get them, and then it turns out that my self-enhanted sword outperforms them in every way possible, making them a little more useful than a dust-trap on a weapon rack in one of the player homes. This mod finally makes them as powerful as they should have been from the very beginning.
-Red Eagle's Bane, as it should have been [http://skyrim.nexusmods.com/mods/20939]: This time it's just a "simple" reskin of Red Eagle's sword, another very disappointing blade from the original, where this blade was supposed to be something of an Excalibur (or at least Gae Bolg) of the Reaches, and instead it's just a simple nordic sword. Now at least it looks a vee bit more badass. However, if this design is not good enough for you...
-Uniques need love too [http://skyrim.nexusmods.com/mods/33292]: An absolutely beautiful remake of some unique weapons in the game. Again, if you actually want to feel like you are using some real unique weapon with its own history instead of just one of the miriad of generic weapons with a custom enchantment, this is the way to go.
Well, these were the ones I could remember from the top of my head. I hope some of you might find these as great as I did, and if we are at that, please share your own favorite "fixing" mods, if you have any. Thanks in advance, and have a nice day.
-The Ability to make Tolfdir the archmage at the end of the College questline [http://skyrim.nexusmods.com/mods/10746]: I mean, really, it's such a simple fix. In the vanilla version, it made absolutely no sense that your character, who might not even be a really proficient mage to begin with, gets appointed as the new archmage without any qualifications. With this little mod you can get a logical conclusion while keeping all the benefits of being the archmage yourself. In other words, its just cosmetic, but it just makes so. much. sense.
-Adding time- and skill-requirements to the guild advancement [http://skyrim.nexusmods.com/mods/22650]: This mod is still is in development and only covers the companions, but again, it's such an easy fix for such a blatant problem. You can no longer become the head of the companions as a pure mage or thief, and you actually has to work to become part of the elite.
-The thieves guild won't approach you unless you give them a reason to do so [http://skyrim.nexusmods.com/mods/14157]: Staying with the guilds still, this is another no-brainer. Just what kind of sense does it make when you play an upstanding character who may or may not be an Imperial Legate, Archmage, Companion and whatever else, and a guy just randomly invites you to be a thief? This mod fixes this by adding a few requirements for the conversation to trigger. Simple yet effective.
-The Gauldur Amulet [http://skyrim.nexusmods.com/mods/6431]: This is the one that actually started my quest for mods like these. I always found it ridiculous how the lore hyped up the Gauldur Amulet and in the end it was almost completely useless. With this mod, it is actually just as powerful as it should be, without being completely overpowered. Speaking of usefulness...
-Artifacts that actually feel like artifacts [http://skyrim.nexusmods.com/mods/8634]: Another pet-peeve of my was when I finally got my hands on some badass daedric artifacts, often after having forced to do some pretty nasty things to get them, and then it turns out that my self-enhanted sword outperforms them in every way possible, making them a little more useful than a dust-trap on a weapon rack in one of the player homes. This mod finally makes them as powerful as they should have been from the very beginning.
-Red Eagle's Bane, as it should have been [http://skyrim.nexusmods.com/mods/20939]: This time it's just a "simple" reskin of Red Eagle's sword, another very disappointing blade from the original, where this blade was supposed to be something of an Excalibur (or at least Gae Bolg) of the Reaches, and instead it's just a simple nordic sword. Now at least it looks a vee bit more badass. However, if this design is not good enough for you...
-Uniques need love too [http://skyrim.nexusmods.com/mods/33292]: An absolutely beautiful remake of some unique weapons in the game. Again, if you actually want to feel like you are using some real unique weapon with its own history instead of just one of the miriad of generic weapons with a custom enchantment, this is the way to go.
Well, these were the ones I could remember from the top of my head. I hope some of you might find these as great as I did, and if we are at that, please share your own favorite "fixing" mods, if you have any. Thanks in advance, and have a nice day.