Coming back from a five-week break, I’m taking stock of where Dii is at before deciding where to go from here.
Running (the new v0.25) of LOOT I discovered right off the bat that something was amiss. Numerous patches lit up red with ‘This plugin requires “MysticicmMagic.esp” to be installed’ and “This plugin requires ‘Adamant.esp’ to be installed” errors. While I don’t remember exactly where I left off with Dii, I do recall that I got sidetracked building a few plugins for MO2 (Check out Keyboard Shortcuts Plugin for Mod Organizer 2), and since I figured that those plugins would only take me a few days to build, I didn’t leave the modlist in a state which would make much sense to anyone picking things back up after over a month.
Thinking back to January, here’s what I was wrestling with: I had hoped to install the full Simonrim suite and test it out over a period of weeks to see how I liked it (I’ve never played with a majority of Simon’s mods installed, and certianly not with the purpose of deciding whether or not to build a modlist with them). When I reached the point where I should have installed Blade and Blunt, I paused. It just didn’t sound fun to me. So I started researching other combat mods, thinking that I’d probably Frankenstein an overhaul together that relied mostly on Simon’s mods, with more-fun sounding mods in it’s place (specifically for religion and races and maybe a few others.
Finding my combat mod prefernce made great sense to me because testing overhaul mods requires playing the game and the game requires combat. So I started researching….
And that was a lot of work. And that’s where I got sidetracked.
(I’m leaving out my decision to try Starfrost, which is mod I probably never thought Id’ try.
I’m enabling Mysticicm and Adamant, run SSEEdit, and see where we’re at. (I’m scared. It’s very likely the board was lit up like a Christmas tree and that was one of the reasons why I was so happy to be sidetracked.)
General Updates
- updated Loot from 0.24.1 to 0.25.0
- Reenabled Mysticicsm and Adamant
Starfrost
Enabled Starfrost, and this appears in LOOT immediately:

That’s fine, injuries may not work for now. Reading through the Simonrim injury system, it may be more than I’m looking for.
Taking a look at the Starfrost Nexus page, it appears the hunger system won’t work without Gourmet installed.
Starfrost has several features that rely on Blade and Blunt – A Combat Overhaul and Gourmet – A Cooking Overhaul. These are technically soft requirements; you can use Starfrost without using either of these mods, but several major features (Injuries and the Hunger system) simply will not work. Gourmet comes with a robust Survival patch that distributes Hot Foods throughout the game; that patch is recommended to be used with Starfrost.
I’m not sure I want to install Gourmet yet, certainly not at this point, delaying any test of Starfrost. Though this does leave me wondering: Without injuries and hunger working, and offering no thirst system , just what’s left in Starfrost?
Injury System: Health-based injury progression (Minor → Major → Critical) affecting max health, requiring rest to heal. Untreated injuries lead to infections, reducing health regeneration.- Health Regeneration: Base regeneration is nearly eliminated but increases when critically wounded.
- Fatigue & Sleep: Sleep deprivation reduces Magicka and Stamina; 12 hours of sleep fully restores.
Hunger & Food Buffs: Eating provides buffs; lack of food results in penalties to regeneration.- Cold & Warmth System: Standardized Warmth values for gear; cold weather slows movement and drains stamina.
- Encumbrance: Carry weight is reduced to 200, with stamina drain while over-encumbered.
- Vampires & Werewolves: Special hunger and fatigue mechanics; vampires are immune to cold, werewolves fatigue slower.
Hm, yeah. Sounds a bit annoying actually. I’m changing my mind again on survival mode, and nixing it from Dii at least for the initial release.