Miahsworks.com

Jeremiah "Miahs" Davis Online Workshop

Skyrim Together: The Co-op Project

Tank • Heal • DPS — my own 3-player adventures inside Skyrim, built with AI

Skyrim is a beautiful, endlessly moddable open world. Skyrim Together Reborn lets friends play it together online. I'm using both to prototype my own co-op RPG: custom roles, big world events and my own stories, playable by my friends with zero setup on their end. And I'm building it with Claude, an AI that writes the tools, explains the hard parts, and now builds Skyrim mods from plain-English descriptions.

Last updated October 28, 2026
3party roles with real threat
4raid marks over enemies' heads
1enemy turned into a goat (so far)
1frost giant that wiped my whole party
4elemental weapon imbues
15AI modding tools connected
0Windows machines used to build it
For My Friends The Vision Miah's Merc Mod Progress Plugins & Mods AI Successes Roadmap FAQ
For My Friends: What You'll Have To Do spoiler: almost nothing

The whole point of this project is that you don't touch mods, settings or config files. Ever. All the hunting, installing, testing and fixing is my job. Here's the plan for you:

  1. Own Skyrim Special Edition or Anniversary Edition on Steam (you already do).
  2. Run one launcher I send you. The first time, it sets everything up by itself.
  3. Click Play. It updates my content, opens Skyrim and connects you to our server.

That's it. When I add a new event or fix a bug, your launcher picks it up automatically next time. If something crashes, there'll be a button that sends me a report, so you never have to troubleshoot.

What you'll get to play

Real roles

A Tank who can taunt enemies off the healer, a Healer who keeps the group alive, and DPS who mark a target so everyone focuses it.

Dragon Swarms

Packs of smaller, faster dragons hit a random town in waves. Get there and save it, or it burns. Ends with a full-size Swarm Mother.

Giant monsters

Oversized trolls and giants roaming roads and towns, tougher than anything in the base game.

A story villain

A rival Dragonborn corrupted by Molag Bal, hunting the people your story depends on. Race to stop him.

Status: everything is being built and tested solo by me first. You only get it once it's solid.

The Vision where all of this is headed

Asheron's Call's mystery. World of Warcraft's group combat. Skyrim's beauty.

🔍 Mystery worth the hunt

Remember the Silphe of Crimson Stars in Asheron's Call? People searched dungeons for clues to it for years. I want items that are truly hidden, found by following clues, and worth the hunt.

⚔ Combat for a group

World of Warcraft's party mechanics: tanks, healers and damage, threat, taunts, crowd control, cooldowns and raid marks, built for a group to play together.

🏔 Skyrim's beauty

Skyrim's world, models, animations and textures, reused and restyled, with new shapes built in Blender where needed, and Bethesda's Creation Kit to build it all.

🌋 A world that reacts

Undead and zombie invasions, elemental attacks, and encroachment: a mining town digs too deep and wakes a great fire demon; farms spread into giant fire ants' land and the queen sends soldiers to cull the people. Evil summoners in league with Molag Bal and the other Daedric princes, gifted powers that put the whole world at risk, and only the parties can stop them.

Later: whole new continents with their own bosses, stories and biomes. Skyrim is the frozen north; after it come a desert, a jungle, and alien insect lands.

The order we're building it in

  1. Group combat that works for a group, and looks good enough that people want to play it. Now
  2. Hidden items and clue trails worth hunting for. Next
  3. World events: invasions, encroachment, Daedric summoners. Planned
  4. New continents and biomes. Later
⚔ Miah's Merc Mod In developmenta Mercenaries Guild, 4-person parties, MMO-style combat

Skyrim, played like a dungeon-running MMORPG.

Miah's Merc Mod adds a Mercenaries Guild to Skyrim and lets you bring two more companions into your party, for a full four-person group. Every member fills a real Trinity role (Tank, Healer or Damage), and enemies decide who to attack using a threat table, just like the MMOs we grew up raiding in. It's all inside a normal Skyrim game.

4person parties
+2companion slots
3Trinity roles
Legendarydifficulty, by design
The Mercenaries Guild

A new guild in Skyrim, and your home base for party play. It's where your group comes together: the hub for hiring the companions who fill out your party and getting them ready to fight alongside you.

Four-person parties

Vanilla Skyrim is built around one hero, maybe with one follower. Merc Mod adds two extra companion slots, so you can run a full four-person party. That's the classic MMO group size: enough bodies to need real roles, small enough that every role matters.

Trinity roles: Tank, Healer, Damage

🛡 Tank

Holds the enemies' attention and soaks the hits, so nobody else gets flattened.

✚ Healer

Keeps the party alive through fights that are built to hurt.

⚔ Damage

Brings the enemies down before the healer runs dry.

Each role has a clear job. A party that doesn't play its roles won't survive, which is the point.

The threat table: MMO-style aggro

Normal Skyrim enemies just attack whoever is closest or hit them last. That makes a "tank" impossible: the healer always gets jumped. Merc Mod adds a threat table: enemies track who has done the most to earn their anger, and go after the top of the list. That's what lets a Tank actually hold aggro, and lets a Healer and Damage dealers play their roles without being chased down.

How: The threat table is managed on the node synchronization server, not separately inside each player's game. One server keeping score means every player sees the same enemy going after the same target, which is exactly what multiplayer needs.
Built for Legendary difficulty

Merc Mod is meant to be played on Legendary. The game is re-tuned around a full party: enemies have a lot more health, and encounters throw more enemies at you. Solo-hero tactics won't cut it. Fights are tuned for a coordinated group with a tank up front, a healer behind and damage dealers focusing targets.

If it feels brutal on purpose, that's working as intended.

What's built so far

Working = confirmed in my own game. Testing = built and being tested now. Everything gets proven solo first.

Hiring mercenaries Working

Mercenaries wait at the inns. Talk to one, pick their role (Tank, Healer or Damage) and they join your party, free of charge. You can change their role or send them home any time.

Threat that works like WoW Working

Every blow and every heal earns threat; the tank earns three times as much. An enemy switches targets only when someone passes the current target's threat by 10% in melee, or 30% at range, the same rule WoW uses. Hit too hard as damage and you'll see "Careful: you're about to pull it off the tank".

How: With friends online, a small sync server keeps one threat table for the whole party, so every player's game sees the same enemy chasing the same person.
Raid marks over enemies' heads Working

Shout a mark onto an enemy, even before the fight starts: Skull (kill first), X (kill second), Moon (crowd-controlled, leave it alone) and the tank's Shield. Mercs follow the kill order and never touch the moon. Marks fade as they stop meaning much: the shield dims as the tank's hold slips, and the moon fades as its crowd control is about to run out.

Polymorph: enemies into animals Working

The healer can turn an enemy into a harmless animal (yes, a goat), with the moon mark over it so the party leaves it alone. It's the WoW mage's polymorph, and the biggest crowd-pleaser so far.

Tank tools Testing
  • Attack Me! (taunt): the enemy turns on the tank, and the tank's threat jumps to the top.
  • Challenging Shout: taunts every enemy nearby at once.
  • Pummel: interrupts a spell, staggers the caster and drains its magicka.
  • Shield Wall and Last Stand: big defensive cooldowns for when things go wrong.

A merc tank opens on every new enemy with a taunt, picks up anything chasing the healer, and pops its own cooldowns when it's low.

Crowd control Testing

Sleep (a sap before the pull), Fear and Frost Nova, with WoW's diminishing returns: each crowd control on the same enemy lasts half as long as the last, until it's briefly immune.

Frost Nova looks great: enemies get covered in big ice crystals. Still checking that they stay rooted in place.

Elemental weapons Testing

Imbue the whole party's weapons for half an hour: flame that burns up the blade like a torch, frost with snowflakes falling, acid that smokes and drips, and storm crackling with lightning. Each adds elemental damage, and acid eats the enemy's armor. All built from effects already in the game.

❄ Elemental golems Working

Giants wrapped in fire, frost, lightning or acid that roam the wild and hunt people, guards included, instead of standing around a campfire. They're the first step toward world events.

First sighting: a Rime Golem, a giant covered in frost, found me on my first test. I hit it with Frost Nova and it got encased in big ice crystals. Then it killed my whole party, and a guard for good measure. That's exactly the kind of threat I want a party to have to plan for.

Next for them: golems that occasionally march on Whiterun and the other major cities.

Execute Testing

Enemies below 20% health take 50% more damage from your party, so finishing a fight feels like a push.

Progress: What We Built & Why the reasoning behind each step

Every step below has the same three parts: what we built, why we chose it, and how it works. Click any step to open it.

1. Picking the platform Done

What: Chose Skyrim Special Edition + Skyrim Together Reborn as the base for my game prototype.

Why: I wanted four things at once: a great-looking open world, a full RPG system (combat, magic, AI, loot, leveling), official world-building tools (the Creation Kit), and working co-op. We compared Fallout 4 (same tools, but its multiplayer mods are abandoned or unproven), Morrowind with TES3MP (great multiplayer, but it's a 2002 game visually), Bannerlord (great mods, wrong genre) and Elden Ring (co-op mod, but no official building tools). Skyrim is the only one with all four.
How it fits: Skyrim is the prototype, not the final product. If the ideas are fun with three players, the real game gets rebuilt later in its own engine, with my 3D assets from Blender.
2. Skyrim Together running on Linux Done

What: Skyrim SE 1.7.104, SKSE 2.3.1, Address Library v13 and Skyrim Together Reborn 1.8.3, all running on Nobara Linux through Steam's Proton and Mod Organizer 2.

Why: I'm done with Windows. Linux gaming has become excellent, but multiplayer mods hook into the game in unusual ways, so this had to be proven first. Everything else depends on it.
How: Instead of following a guide step by step, Claude wrote str_setup.py, a 28-step setup program that checks each step against the real system before marking it done, offers to fix the safe ones automatically (with backups), installs mods straight from my Downloads folder, and remembers progress between runs. When something broke (like an SKSE version mismatch), the fix went into the program, so it can never silently break the same way again.
3. Our own dedicated server Done

What: The official Skyrim Together server running in a container on my machine, with an on/off switch, password setup and a mod-list check.

Why: A server we control means our own rules (difficulty, XP sync, death system), and it means only players with the exact right mods can join. A mismatched mod list is the #1 cause of broken co-op sessions.
How: The server runs in podman (an isolated container), so it can't mess with anything else on the PC. One switch starts it and opens the firewall port, and turning it off closes the port again. Next step: move it to a spare always-on PC (Core i7, 32 GB) so it's there whenever anyone wants to play.
4. The Creation Kit on Linux Done

What: Bethesda's official world-building tool, with the community stability fix pack (CKPE).

Why: Some things can only be built by hand: placing objects in the world, sculpting land, and the paths NPCs walk on (navmesh). My own world will be built here.
How: The Creation Kit is notorious for crashing even on Windows. Every crash trap we hit was written down and turned into a check in the setup program, so it opens and loads reliably now.
5. One-click diagnostics Done

What: skyrim_report.py collects every version, path, setting and recent log into one report.

Why: Troubleshooting meant clicking through a dozen menus and folders every time. Now it's one command, and the report is written so an AI can read it and spot problems instantly.
How: It reuses the setup program's detection code, hides passwords automatically, lists "Problems found" in plain English at the top, and zips recent crash logs. The first real report caught three problems I didn't know I had, including a missing set of script sources.
6. Connecting AI directly to Skyrim's data Done

What: An open-source bridge (skyrim-modding-tools-mcp) that gives Claude 15 tools to look up, create, change, build and install Skyrim mods, connected through Claude Code in my terminal.

Why: The Creation Kit has no automation. You can't script it, so normally every weapon, spell and enemy is made by clicking through forms. This bridge skips the clicking: mods are written as text, built into real plugin files by a proven engine (Mutagen), and installed into Mod Organizer automatically. We considered writing our own in Python, but rewriting a plugin-file engine from scratch risks corrupt files, exactly the kind of crash my friends won't forgive.
How: Its author lists my exact setup (Mod Organizer under Proton) as "experimental, untested on a real setup." Claude wrote mcp_setup.py to install it step by step: a private Node.js 24 (leaving the system version alone), the .NET SDK, a separate ModTest profile so testing never touches the co-op setup, and a real end-to-end test. When the build failed with an obscure compiler warning, Claude traced it to Fedora's .NET compiler being one version too old and taught the installer to fetch a newer one. Final proof: asking it to find the Iron Sword returned 012EB7:Skyrim.esm.
7. First mod built from plain English: the Swarm Dragon Done

What: A new dragon, half size with reduced health, made entirely by describing it.

Why: The smallest possible test that proves the whole loop: describe it, the AI builds it, it gets installed, and it shows up in the real game. It's also the building block for the Dragon Swarm event.
How: One sentence typed into Claude Code. Minutes later, in-game: help "Swarm Dragon" 4, then player.placeatme, and a dragon called Swarm Dragon was attacking me. It looks right, flies right and is very aggressive.
8. Project memory for the AI Done

What: A notes file (CLAUDE.md) the AI reads every time it starts.

Why: An AI session starts fresh. Without notes, it wouldn't know the goal, the rules or my setup, and could, for example, install a test mod into the profile my friends' server checks against.
How: It holds the goal (frictionless for friends), the rules (few mods; build only in ModTest; close Mod Organizer before installing; multiplayer-safe scripting; every new item named CP_…; debug tools built in from day one), my machine's details, and every design so far.
9. The party sync server Done

What: A small server, hosted online, that keeps the party's threat tables and marks, with player accounts and a check that every player runs the exact same files.

Why: If each player's game decided threat by itself, two players would see the same enemy chasing different people. One server keeping score makes it one shared fight.
How: The game can't talk to the internet, so a tiny helper program passes notes between the game and the server through two files. It runs only while the game does.
10. The friend launcher and installer Private test

What: One Windows installer with everything a player needs, and a launcher where they log in and press Play.

Why: The promise to my friends: no mods, no settings, no folders. Ever.
How: It's working on my own test PC. It stays a private test until every bundled mod's author has said it's okay to include their work.
11. Miah's Merc Mod, playable In testing

What: Roles, threat, marks, taunts, crowd control, elemental weapons and golems, all described in plain English and built by Claude (see Miah's Merc Mod above).

Why: Combat comes first: if fighting as a party isn't fun, nothing built on top of it will be.
How: I play a test fight, report what I saw, and Claude reads the game's own log to find exactly where something went wrong, then fixes it. A few rounds of that per feature.
Plugins & Mods Kept minimal on purposewhat we use, why, and what ships to friends

The rule: as few mods as possible. Every extra mod is another thing that can break multiplayer sync or crash a session. Skyrim Together works best close to vanilla, so we only add what's essential, plus our own content.

In the game (what players run)

PieceVersionWhat it doesWhy we need itFriend package
Skyrim Special / Anniversary Edition1.7.104The game itselfEverything runs on it. Must be the Steam version for Skyrim Together.You own it
Skyrim Together Reborn1.8.3Online co-op: syncs players, NPCs, combat, questsThe whole point: playing together.Auto-installed
SKSE64 (Script Extender)2.3.1Lets mods do more than the base game allowsSkyrim Together requires it, matched exactly to the game version.Auto-installed
Address Library for SKSEv13A lookup table that tells mods where things are in the game's memoryRequired by Skyrim Together. Wrong version = instant crash.Auto-installed
PapyrusUtil SEAE/SEExtra scripting functions: saving data, files, listsHow the game and the party sync pass notes to each other.Auto-installed
Miah's Merc Mod (CoopRoles.esp + scripts)in testingMercenaries Guild, 4-person parties, roles, server-managed threat, raid marks, taunts, crowd control, elemental weapons, golemsTurns Skyrim combat into MMO-style group play.Included
Our other content (Swarm Dragons, events, story)growingThe world events and story to comeThis is the game.Included
Friend launcherprivate testOne-click install, log in, connect, version checkSo friends never touch a mod or a setting.Included
Texture improvementsmaybeSharper visualsLooks only, safe for sync. Only if it doesn't hurt stability.Undecided
Bundled Creation Club extras—Small paid add-ons that come with the Anniversary upgradeSwitched off: they're a common cause of mismatches between players.Disabled

"Auto-installed" is the plan: the launcher downloads each piece from its official source. Each mod's author decides whether others may redistribute it, so I'm checking every license before deciding what's bundled directly and what's downloaded. At worst, one piece might need a single click on Nexus Mods the first time.

Behind the scenes (my workshop only, never shipped)

ToolWhat it doesWhy
Claude + Claude CodeAI that writes the tools, explains problems, and builds mods from plain EnglishTurns weeks of learning into working results, and teaches me along the way.
skyrim-modding-tools-mcpBridge giving the AI 15 Skyrim tools (find, create, edit, build, deploy…)The Creation Kit can't be automated; this can.
MutagenThe engine that reads and writes Skyrim plugin filesMature and trusted by the modding community, so no corrupt files.
Mod Organizer 2Keeps every mod in its own folder; profiles for "co-op" vs "testing"My game folder stays clean, and tests never touch the co-op setup.
Creation Kit + CKPEBethesda's world editor + community stability fixesHand-building places, terrain and NPC paths.
str_setup.py, skyrim_report.py, mcp_setup.pySetup checker & control panel, diagnostics, AI-bridge installerWritten by Claude so every step is checked, repeatable and explained.
Nobara Linux, Proton, podmanMy OS, Steam's Windows layer, server containerNo Windows anywhere in my workshop.
★ Big Successes: AI + Prompting how Claude automated the Creation Kit

I'm not a professional programmer. I'm learning Unity and Unreal in my spare time and, honestly, it wasn't sticking. What changed everything was working with an AI instead of fighting tutorials. Here's what that actually looked like.

Latest wins from in-game testing

❄ The Rime Golem

Described as "giants with elemental effects that roam and attack guards and people". On my first test, a frost-covered giant found me, wiped my whole party and a guard. Built entirely from the game's own giant, frost cloak and effects.

🧊 Frost Nova

One cast and the enemy is covered in big ice crystals. It's the WoW mage's root, made from Skyrim's own ice effects.

🐐 Polymorph

Turning an enemy into a goat, with a moon mark over its head so the party leaves it alone. Exactly as fun as it was in WoW.

💀 Raid marks and threat

Skull, X and moon marks over enemies' heads, and enemies that pick their target by threat, just like a WoW dungeon.

The loop that changes everything

Describe it→AI builds it→Auto-installed→Play it→Report back↻

Bethesda's Creation Kit has no automation at all. Normally, a new creature means opening the editor, finding the original, duplicating it, and clicking through tabs of stats. Now I describe it, and it's in my game.

The prompt that made a dragon

What I typed
Make a new project called DragonSwarmTest. Add a "Swarm Dragon": a copy of the regular Dragon that's 50% size with 30% of its health. Build it and deploy it.
What Claude did
Looked up the vanilla Dragon record → created a new project → made a copy named Swarm Dragon → scaled it to half size → reduced its health → built a real plugin file → installed it into my test profile.

Result: launched Skyrim, typed two console commands, and a Swarm Dragon was attacking me. First try.

Problems solved along the way

"Experimental" made it work

The AI bridge's author listed Mod Organizer under Linux/Proton as untested. Claude read the tool's source code to see how it worked, installed it accordingly, and it connected on the first real run, reading my game files through Proton.

A compiler mystery, solved

A build failed with 3 errors. Claude pointed at the warning above them instead: Fedora's C# compiler was one version too old. Then it taught the installer to fix that automatically for next time.

Tools that check themselves

Instead of "do these 28 steps," I got a program that verifies each step on my real system, fixes what's safe, and backs up before changing anything.

Honest about mistakes

When its own health check wrongly said "passed," Claude caught it from my output, owned it, and fixed it. It now runs a real test (find the Iron Sword) instead of trusting a status word.

Design partner, not just a coder

It flagged the hard parts up front: Skyrim has no aggro system (so "Tank" needs a custom Taunt), 40 dragons at once would crash multiplayer (so: waves), and killing story-critical NPCs would break saves (so: wounded or kidnapped instead).

Plain English, always

When I asked "wait, WHAT is Mod Organizer?", I got a straight answer about what it is, where it lives, and when to open or close it. No jargon, no judgment.

Prompting tips that actually worked

  • Say the goal, not just the task. "My friends quit if they have to configure anything" shaped every decision after it.
  • Give it your real output. Pasting the actual error or report beats describing it. The fix is usually in a line you'd skip.
  • Ask for tools, not instructions. "Make a program that does this and checks it's done" beats a 30-step guide.
  • Test the smallest thing first. One dragon proved the whole pipeline before building a 40-dragon event.
  • Write the rules down. A project notes file means every new session knows the goal and the guardrails.
  • Report like a tester: what I did, what I expected, what happened. Then it fixes the right thing.

Want to build something like this?

Everything on this page (the setup programs, the diagnostics, the AI-to-Skyrim bridge setup, the first mod, and this web page itself) was built working with Claude. If you've got an idea you've never had the skills to pull off, it's the best place to start.

Try Claude →
Roadmap what's next, in order
StepWhatWhy this orderStatus
1Party combat: roles, threat, marks, taunts, crowd controlEverything else is built on fighting as a groupBuilt Tuning
2Combat that looks amazing: glowing elemental weapons, clear marks, visible shoutsPeople have to want to play it. Polymorph proved how much a great effect mattersNow
3Boss mechanics: phases, attacks to dodge, adds for the tank to pick upThe first real test of a party working togetherNext
4Class kits: a rogue with stealth and sap, an archer with a pet and Misdirection, a warlock with a summoned pet that fights or off-tanksMore ways to handle threat, more roles to playNext
5Party frames and meters (each other's health; damage, healing and threat)Quality of life, once the fighting is funLater
6Hidden items and clue trails worth hunting forThe Asheron's Call part of the visionPlanned
7World events: elemental golems attacking Whiterun and the major cities, Dragon Swarms, invasions, encroachment, Daedric summonersA world that reacts, built on proven combatPlanned
8"Living world" layer: events that move on while nobody's onlineMakes the world feel persistentPlanned
9New continents: desert, jungle, alien insect landsOnce everything above worksLater
How the "living world" will work

Skyrim Together keeps players in sync while connected, but each player's progress lives in their own save. So instead of making everything persistent (that would mean rewriting the multiplayer mod), we persist our content: which towns were attacked, which bosses are dead, where the villain is headed.

  • The game writes small "world fact" lines to its log. A helper sends new facts to the always-on server.
  • Before launch, the helper packs the latest world state into a tiny generated plugin the game reads on load.
  • A world clock on the server moves events forward, so if nobody stops the villain by Wednesday, the world changes.

No extra mods for anyone. It's an untested idea, so it gets proven solo first, like everything else.

FAQ for friends and the curious
Will this mess up my normal Skyrim?
The launcher's job is to keep things clean and reversible. My own testing happens in a separate profile, so a broken experiment never reaches you. The goal is that you never have to fix anything.
Do I need Linux like you?
No. You play on Windows like normal. I build and test everything on Linux, and the launcher is made for Windows.
Does it cost anything?
Not beyond owning Skyrim on Steam. Skyrim Together and the other pieces are free community mods.
What if it crashes?
Skyrim Together's own developers are honest that it occasionally crashes. That's the reality of turning a single-player game into a multiplayer one. That's why everything is tested solo first, the mod list is kept tiny, and you'll get a one-click "send report" button instead of a troubleshooting session.
Is the AI doing everything?
No, and that's the point. I decide what the game should be, test it, and report what's wrong. Claude does the heavy lifting: code, tools, mod data, and explaining things. Hand-built parts like places and terrain are still made by me in the Creation Kit.
Why Legendary difficulty in Miah's Merc Mod? Isn't that brutal?
Yes, on purpose. Merc Mod is tuned for a full four-person party with real roles: tougher enemies and bigger encounters, the way MMO dungeons are built for a group. A good tank, a healer and focused damage make it fair. Solo-hero tactics won't.
Can I use these tools for my own Skyrim project?
The AI bridge (skyrim-modding-tools-mcp) is open source and the modding community's tools are public. My setup scripts are tailored to my machine, but ask me, and if there's interest I'll clean them up to share.

Built on the work of: Bethesda Game Studios (Skyrim & the Creation Kit) • the Tilted Phoques team (Skyrim Together Reborn) • the SKSE team • meh321 (Address Library) • perchik71 (CKPE) • the Mutagen project • Ciltress (skyrim-modding-tools-mcp) • built with Claude by Anthropic.
A personal fan project. Not affiliated with or endorsed by Bethesda, ZeniMax or Anthropic.