More complete descriptions may be found on the corresponding Nexus page, such as requirements, compatibility, and issues.
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http://skyrim.nexusmods.com/mods/23796
Current version: 1.3.2
Followers will explore the area on their own if you bore them by not moving for a while, like Serana does. Also, when you tell them to wait, they’ll explore as well, and perhaps eat or sleep.
Change log:
- Version 1.0 -- released
- Version 1.1 -- fixed a small error related to evaluating the follower's AI while they were waiting; it was only noticeable if the follower was trying to use a bed.
- Version 1.2 -- generated SEQ file; included in new .bsa; corrected issue where Dark Brotherhood followers would not idle
- Version 1.3 -- followers will no longer idle if you have your weapon readied
- Version 1.3.1 -- optimized script somewhat
- Version 1.3.2 -- made a small script edit to correct log errors on older existing saved games
http://skyrim.nexusmods.com/mods/23793
Current version: 1.1.1
When a hold is taken by a side in the civil war, the side's government appointees (Jarl, Housecarl, steward) will start to dress in regal garments. What their predecessor wore, essentially.
Change log:
- Version 1.0 -- released
- Version 1.1 -- generated SEQ file; included in new .bsa
- Version 1.1.1 -- because Maven Black-Briar, Hemming Black-Briar, Sorli the Builder, and Teeba-Ei are not forced into exile, if they are deposed, they will return to wearing their normal clothing; government members who have been killed will not have their corpses switching clothing
http://skyrim.nexusmods.com/mods/23798
Current version: 1.4.1
What this mod does is quite simple: when your follower is actively following you, you may manage their inventory completely, which entails being able to manipulate their default clothing. When they are dismissed, they will continue to wear their new equipment.
A brief note: when hiring and dismissing followers, they will appear undressed for a few moments. Then they will put on whatever they've got.
In addition, the alias system and the requirement of a universally-useable script allowed me to do two things: your follower will no longer carry an unplayable hunting bow (this works retroactively), and I flagged all followers who weren't already protected (many are, though not all). Though all followers are protected while following, when dismissed they may be killed by enemies. This prevents that behavior. I may remove this if enough people complain.
Change log:
- Version 1.0 -- released
- Version 1.1 -- followers will now continue to wear what was given them when dismissed
- Version 1.2 -- slightly increased forced script delay when hiring/dismissing followers; this seems to make the outfit-changing process more stable, and corrects an issue where the follower would render wearing their old outfit rather than what was given them; also seems to correct a rare error where the follower would permanently lose all their things when being hired
- Version 1.3 -- generated SEQ files; included in new .bsa
- Version 1.4 -- edited script to handle a rare occurrence
- Version 1.4.1 -- optimized script somewhat
- Version 1.4.2 -- improved script and made it more stable
http://skyrim.nexusmods.com/mods/23795
Current version: 1.1
You may purchase a kit from certain disreputable merchants and use it to mutilate yourself -- I mean, change your appearance. It shares the same limits as Dawnguard’s face sculptor, though this toy can be used by vampires (you’ll change your human appearance and then revert back to a vampire, so you may change hair and things).
After use, you’ll run the risk of disease, because for heaven’s sakes, do you even know where those knives have been?
Sold by Babette and Thieves Guild fences, for the modest fee of 1000 gold, adjusted by your speech skill. Characters looking to avoid criminal entanglements should look to Enthir at the College of Winterhold, though he’s a tough sell.
To use, attempt to equip the kit in your inventory.
Change log:
- Version 1.0 -- released
- Version 1.1 -- generated SEQ file; included in new .bsa
http://skyrim.nexusmods.com/mods/23799
Current version: 1.1
What the title says. It’s Serana’s hood, and you can wear it. You can’t take it from her, but you can find your only copy on top of a shelf on the way to find Valerica (right above the Vampire Royal Armor).
And thanks to Cenncroithi, http://skyrim.nexusmods.com/mods/26714.
Change log:
- Version 1.0 -- released
- Version 1.1 -- forgot to make hood temperable. Oops. Tempers with "Advanced Armors" perk like other vampire armor
http://skyrim.nexusmods.com/mods/23800
Current version: 1.3.1a
When you turned someone at Vingalmo's behest, the only noticeable change was their red eyes, which were rather subtle.
So, this changes that up a bit: your vamplings now count as bona-fide undead, they'll use vampiric drain in combat, they drop dust when they die, and they're privy to all vampiric resistances and weaknesses, including sunlight.
In addition, your new vampiric spouse will turn into a vampire lord when you do, if they’re your follower. Serana will also exhibit this behavior.
Also, I've included some functionality that cures your spouse if you're no longer a vampire (nothing flashy -- they suddenly cease being one). As far as I can tell, if you become a vampire again, Vingalmo will demand you turn them once more.
- Version 1.0 -- released
- Version 1.1 -- generated SEQ file; included in new .bsa; optimized method of filling new aliases; if your spouse was previously ineligible to be turned into a vampire (did not have correct voice type), you can turn them by feeding on them with your Vampire's Seduction power and do a "low key" turning
- Version 1.2 -- TES5Edit revealed a few dirty records which have since been cleaned
- Version 1.2.1 -- silenced some log errors; corrected an omission that would cause some weirdness if you were making your spouse into a vampire again; optimized scripts somewhat
- Version 1.3 -- turned vampires (and Serana) will now become a vampire lord when you do, if they are your current follower; I also removed the yellow eyes and the ability to change them back and forth between red and yellow
- Version 1.3.1 -- fixed the Vampire Lord death sequence; Serana’s power as a Vampire Lord no longer depends on your own, and she will always have access to Summon Gargoyle, Corpse Curse, and Night Cloak, and her Vampiric Drain spell will not be reduced in magnitude; once you complete “Kindred Judgment,” you and your spouse’s Vampire Lord forms will be dressed in Harkon’s royal armor
- Version 1.3.1a -- made a small correction where Serana could be flagged as a player teammate when she should not be
http://skyrim.nexusmods.com/mods/23801
Current version: 1.3.1
Adds the gray sleeveless variety of Thieves Guild armor, and the floppy brown hood (like Cynric wears) to the Ragged Flagon Cistern, in the training room.
You may temper it and guards and other NPCs will recognize it, and Tonilia can even upgrade it for you.
All the armor will respawn in the Cistern if you leave the cell for enough time, allowing you to procure multiple sets.
Change log:
- Version 1.0 -- released
- Version 1.1 -- added option for Tonilia to upgrade the new armors
- Version 1.2 -- added ArmorMaterialLeather keyword to new armors so that they work with the "Matching Set" perk; you may now specify which armor you want Tonilia to upgrade
- Version 1.3 -- synched an edited dialogue line with the Unofficial Skyrim Patch
- Version 1.3.1 -- synched file to official 1.9 patch
http://skyrim.nexusmods.com/mods/25429
Current version: 1.1.1
Speak to your spouse once married, and you'll see a new dialogue option. Click on it, and it will open a menu through which you can give your spouse gifts. If you give them armor, they will wear it instead of their usual outfit. You may not take your spouse's clothing or other belongings.
This is very similar to the mechanic for giving children gifts in Hearthfire, and like it, you may not ask your spouse for what you gave them back (though you can purchase it back from them or pickpocket them for it, or open their inventory by using the "OpenActorContainer 1" console command on them). Unlike Hearthfire, you are unlimited in what sort of items you may want to give your spouse, be it armor, weapons, potions, jewelry, or flowers.
Even if you never give your spouse gifts, you neglectful wretch, your spouse will wear their wedding ring.
This will not affect spouses who are also followers, though this can be achieved by using my Change Follower Outfits mod.
Change log:
- Version 1.0 -- released
- Version 1.1 -- TES5Edit revealed a dirty record that has since been removed
- Version 1.1.1 -- optimized script somewhat and removed superfluous function call
http://skyrim.nexusmods.com/mods/26211
Current version: 1.0
After choosing to accept Harkon's gift during "Awakening," you will find a new ferryman and his boat at Icewater Jetty. Aside from being a vampire, he's otherwise identical to the normal ferrymen and can take you to the same locations (minus Icewater Jetty, obviously) for the same fee.
Being a vampire, he doesn't care if you transform into a vampire lord right in front of him.
Change log:
- Version 1.0 -- released
http://skyrim.nexusmods.com/mods/25137
Ever had a character that was essential way after their related quests were done? This will fix that.
I would really prefer it if you kept all discussion about this mod in its http://www.gamesas.com/topic/1415146-relz-no-permanent-essentials/. There's also a better descript and changelog there.
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http://skyrim.nexusmods.com/mods/27345
Current version: 1.0
The wilderness thieves will leave you be if you're wearing Thieves Guild armor, mention seeing the player at the Ragged Flagon, and graciously thank Nightingales. Yet they dress like bandits.
So, they now wear the Thieves Guild uniform. They can wear either the standard set or the sleeveless set, and if they wear the standard set, they can wear either the normal hood or the loose one like Cynric wears.
The armor may not be looted from their corpses. It's Elven quality, which may make them a bit tougher at lower levels yet conversely, weaker at higher level, but probably not by much.
Change log:
- Version 1.0 -- released
http://skyrim.nexusmods.com/mods/27346/
Current version: 1.0.1
If you've been aching to take a sneak thief as your lawfully wedded wife or husband, you're in luck. You may now wed certain Thieves Guild members and associates after their related quests are done. Some can even be taken as followers.
The following NPCs may be both taken as followers and married: Gulum-Ei, Sapphire, Rune, Garthar, Ravyn Imyan, and Vipir the Fleet.
The following NPCs lack the required voice files for following but may still be married: Etienne Rarnis, Cynric Endell, Niruin, Enthir, Niranye, and Mallus Maccius.
To win the favor of fences, simply complete their related quest. For the rest, become Thieves Guild master (except for Etienne Rarnis -- for him, complete "Diplomatic Immunity" without torturing him; for Sapphire, you must also finish up Shadr's debt favor).
All the Thieves Guild grunts are light armor-wearing, bow-using, one-handers; all except Sapphire will dual-wield. Gulum-Ei is a nightblade who uses light armor and one-handed weapons in addition to frost magic.
Change log:
- Version 1.0 -- released
- Version 1.0.1 -- synched to Unofficial Skyrim Patch version 1.3.3; removed edits to Gulum-Ei; corrected error where Sapphire’s morality setting was not being changed as planned
http://skyrim.nexusmods.com/mods/41818/
Current version: 1.0
During “Under Saarthal,” instead of instructing you to delve into the ruins while he examines the sarcophagus room, Tolfdir will instead offer to aid you. If you accept his offer, he will follow you through Saarthal and protect you. If you decline, the quest will proceed normally and he will still appear just before you discover the Eye of Magnus.
Change log:
- Version 1.0 -- released
http://skyrim.nexusmods.com/mods/47811/
Hopefully one can infer what this does via the title, but there's a thread http://www.gamesas.com/topic/1480283-relz-princeshroobs-main-quest-delayer/ for more information; that's also where I'd like discussion of it kept, please.
***
http://afkmods.iguanadons.net/index.php?/files/file/846-bright-scales-follower/
Current version: 1.3.1a
Bright-Scales, the oddly-colored protagonist of my currently-unfinished quest mod project for Oblivion, http://www.gamesas.com/topic/1468946-wipz-vampires-guild/, is available as a follower in Skyrim. He can be found in Winterhold staying at the Frozen Hearth Inn, and he also visits the College grounds during the night to glean inspiration for some writing of his.
He has no prerequisites to being taken as a follower -- merely speak to him and ask him to follow. The young vampire boasts a leveling Vampiric Drain spell and a hood for sunny weather, and he’ll also cast the Muffle spell on himself when he begins to sneak. In combat, Bright can summon powerful atronachs and uses strong defensive spells, such as healing, armor spells, and wards, though his Destruction magic -- ice and lightning spells -- is somewhat on the weaker side.
Bright has unique dialogue spliced together from existing voice assets, and has location and set piece commentary as a follower (though only one comment for dungeon entrances), as well as a little ambient dialogue about his trade and current goings-on in Skyrim when spoken to when not following.
As he uses a vanilla voice, Bright is integrated into Dawnguard and Hearthfire content (though he cannot be made a steward), but as Keith Silverstein did not return for Dragonborn, Bright cannot make use of any Dragonborn-specific dialogue.
Bright can be married if you wish; he simply needs to be taken as a follower once. Although in Vampires Guild’s story Bright was homosixual, here he can be married by either six.
In case you haven't figured it out by now, this is a rather sneaky way to drum up interest in Vampires Guild so as to motivate me to work on it.
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The download is from AFK Mods because it's a smaller community; this mod started as a bit of an in-joke, you see. But I think Bright's got as much worth as many other fairly-generic companions, not to toot my own horn nor denigrate others' work. Obviously this mod will have a lot more appeal if one has played Vampires Guild, and I understand that.
Change log:
- Version 1.0 -- released
- Version 1.1 -- changed Bright's voice type to MaleCondescending, and created new, unique follower dialogue for him
- Version 1.2 -- made some tweaks to Bright's maximum level and inventory; Bright now has an actual AI schedule and a grave for if he dies; corrected an error where Bright's commentary was overriding Dawnguard's edits and therefore breaking Serana's commentary
- Version 1.2.1 -- hotfix for accidental doubling of Bright's inventory when Change Follower Outfits file was loaded
- Version 1.2.2 -- Spoke too soon; hotfix'd the hotfix
- Version 1.3 -- added ambient dialogue for Bright
- Version 1.3.1 -- made an improvement to Bright’s hood script to quell potential log errors and also made it more responsive; continued tweaking Bright’s inventory -- he can spawn with a staff now; corrected the lack of a radius on one part of Bright’s multi-location sandbox package
- Version 1.3.1a -- changed the follower control quest’s alias fill type from “external alias reference” to “unique actor” to quash an irritating vanilla bug where the matched alias would not match an alias in a start game-enabled quest when a new game was started until the game was reloaded; the practical effects of this bug was that Bright would not use his follower hellos nor cast Muffle on himself in new games
Source script files are included within the .bsa files.