Finally got around to uploading a few small mods I have been tinkering with of late: http://www.nexusmods.com/skyrim/mods/78890/? and http://www.nexusmods.com/skyrim/mods/77643/? (with Archrobes Restored as an optional file), and while I am at it will also mention another small mod I uploaded a while back called http://www.nexusmods.com/skyrim/mods/76374/?.
http://www.nexusmods.com/skyrim/mods/78890/? adds safe storage to certain containers in many locations that would make good player homes, including Anise's Cabin (both interior and exterior areas), Drelas Cottage, the Alchemy Shack (end table, alchemist satchel and two barrels), Jorvaskr (one cupboard and one dresser), Kodlak's room (all containers), the Hall of Attainment (two wardrobes and three chests of drawers near the player bed), the Archmage's quarters (all containers), Ragged Flagon (end table by player bed) and the common area of all Orc strogholds. Ownership of Drelas Cottage and Anise's Cabin has also been removed. Ownership in the Orc strongholds has been adjusted so that the player can sleep in the common area and freely use the common area storage once the player becomes Blood Kin.
In vanilla Skyrim, end tables, dressers and cupboards never respawn, but some mods like Clothing and Clutter Fixes makes these respawn, thus rendering many otherwise safe containers unsafe for storage. Simple Safe Storage ensures that containers affected by Simple Safe Storage in the areas mentioned above remain safe even if used with mods like Clothing and Clutter Fixes that alter the vanilla containers and of course is fully compatible with Clothing and Clutter Fixes. Unlike Clothing and Clutter Fixes, Simple Safe Storage does not alter the base objects for vanilla containers, but rather creates new base objects and replaces the references to base object in the specific containers that are made safe. So, if Simple Safe Storage is used in conjunction with Clothing and Clutter Fixes, end tables, dressers and cupboards will respawn, except those specifically made safe by Simple Safe Storage.
http://www.nexusmods.com/skyrim/mods/77643/? allows black soul gems and The Black Star to absorb all types of souls, including black and white souls. That's how it worked in Oblivion and vanilla Skyrim but unofficial patches make it so The Black Star and black soul gems only absorb black souls, not white souls. Some people in the forum were wanting to be able to use the unofficial patch and still be able to have black soul gems function the way they did in Oblivion. Hence Black Star Restored was born.
There is an optional file under Black Star Restored called Archrobes Restored that allows the hooded archmage robes to be worn with circlets, again reverting a change that was made in unofficial patches. This was made yesterday at the request of Sybelius.
http://www.nexusmods.com/skyrim/mods/76374/? was designed for Requiem but can be used without it. The aim was to bring a little bit of Morrowind's concept of medium armor to Skyrim by increasing the weight of scale armor, decreasing the weight of orcish and bonemold armor and rebalancing the stats to make scale provide more protection than vanilla and orcish provide slightly less protection than vanilla. So, there are now three medium armors: Scale (which benefits from the "light" armor perk tree) and Orcish and Bonemold (which benefit from the heavy armor perk tree). I couldn't add a medium armor perk tree without removing one of the other perk trees or creating a new one with scripts like what Chesko did for Campfire/Frostfall. But I wanted something simple, script free and highly compatible with other mods, so I opted not to add an additional perk tree.
Also, it's always bugged me how weak dwarven armor and weapons were, so dwarven armor and some dwarven weapons were also rebalanced to make them more on par with orcish in terms of damage and protection, but much heavier than orcish and slightly slower. The changes to dwarven don't make it a medium armor, but instead distinguish it from orcish by making it more protective and heavy.
The goal is to make orcish, bonemold, scale and dwarven gear more useful longer in the game for characters who identify with a particular armor type, rather than just a quick stepping stone. Also, I tried to make this mod about alternative choices with tradeoffs, rather than making it a linear progression from Iron - Steel - Dwemer - Orcish - Ebony, like in vanilla.