Unofficial Changes to All Geared Up Derivative SE - AllGUD
⚪ Last updated 2021⚠️ Install Order · 6 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 1.5% endorsement rate — high engagement, a strong quality signal
- 🏆 #145 of 206 Patches mods in this game by downloads
📋 About This Mod
REQUIREMENTS
- All Geared Up Derivative SE - AllGUD
WHAT DOES THIS MOD DO?
AllGUD is an amazing mod, but there are some little things about it that bug me.
The original author hasn't been active for awhile, so I don't know if anyone is currently working to improve it.
I'm starting with one small change, but might add more later. I'm procrastinating on this, because I'm hoping someone else will do it better...
REMOVE HARD-CODING FROM GLOBAL VARIABLES
Features of the mod are controlled using global variables that can be toggled with the MCM menu.
In AllGUD, the initial values of those variables are currently hard-coded in the script.
For example:
GlobalVariable Property gvbDisplayNPCShield Auto
Bool bDisplayNPCShield = True
The replacement script I uploaded in the files section changes the code to look like this:
If(gvbDisplayNPCShield. GetValue() == 1)
bDisplayNPCShield = true
bDisplayNPCShield = false
What was the point of this change?
Well, now I can change some of the default settings in the MCM menu without needing to recompile the script.
This way, you don't need to completely reconfigure you MCM settings every time you start a new game.
Instead, you can make a normal ESP patch. I uploaded an example of how to do this.
There are some limitations to this. Not every setting has a global variable mapped to it.
To truly fix this, I would need to edit more than just one file.
If you are interested in the source code, just look at the new lines between "Zhalroth's Changes Start Here" and "Zhalroth's Changes End Here".
A small patch for AllGUD that removes hard-coded global variable defaults, allowing MCM settings to be changed via ESP patches without recompiling scripts. Useful for modders who want custom default settings. 123 endorsements, last updated January 2021.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Solves a real annoyance: no more reconfiguring MCM every new game if you want different defaults.
- Clean approach with an example patch, so you can see exactly how to make your own.
- Small but focused fix, and the author is open to adding more changes later.
⚠️ Cons
- Only addresses one setting type—not every MCM setting has a global variable mapped, so the fix is partial.
- Requires AllGUD as a dependency, and AllGUD's original author is inactive, so future compatibility is uncertain.
- Last updated in 2021, so it may not be tested with the latest Skyrim SE patches or other mods.
For Skyrim SE modders who use AllGUD and want to customize default MCM settings without recompiling scripts. Also for players who start new games often and hate redoing MCM configs. Skip if you're fine with AllGUD's defaults or don't use MCM.
💡 Beginner Tips
- Make sure AllGUD is installed first, then overwrite its scripts with this mod's files.
- Use the example ESP as a template—copy it and edit the global values in xEdit to set your own defaults.
- If you're not comfortable with xEdit, stick with the default MCM settings; this mod is aimed at modders.
📊 Mod Details
- Game
- Skyrim Mods
- Author
- Zhalroth
- Version
- 1.0
- Downloads
- 8,394
- Endorsements
- 123
- Category
- Patches
- Created
- 1/20/2021
- Updated
- 1/20/2021
🔧 How to Install Skyrim Mods
Download from Nexus.
📖 Full step-by-step install guide for Skyrim →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Skyrim commands, item IDs, and more.
Keep browsing — more Skyrim mods await