Looks awesome. Definitely made me want to choose artifact weapons for my character again. One thing though, is this compatible with mods which change the appearance of these items?
Note: The appearances used in the screenshots are from the mods I used at the time, they do not come with the mod. This allows you to better choose the appearances you prefer. The only appearance included in the mod is the one for Akaviri Sword (renamed to Tenchi.)
There are three rules of thumb for texture mods: 1. The mod is definitely compatible if the mod doesn't use an .esp file. (Although it may still be compatible with an .esp.) 2. If it's not compatible, I'll have a patch under Optional Files or you may request one from me or the mod's author. I would be grateful if I'm not always the one who has to make the patch, but I'll always make one if needed. 3. Without a fix, you will only see the effects of the mod that's loaded last in any place where there are conflicts.
It depends on whether the mod changes the texture path on the item record with an .esp and creates a conflict. Usually the path is changed if the mod changes the appearance of an item whose appearance is also used by other items which musn't be affected, like Dragonbane which shares appearance with Blades Sword. So a mod like aMidianBorn does not require a compatibility patch since it only changes items that already have unique appearances, while a mod like Unique Uniques only changes items with non-unique appearances so it had to change the texture paths and create conflicts. There's a patch for Unique Uniques and other mods under Optional Files.
User feedback is important. If you encounter any bugs, balance issues, or have any suggestions, remember to let me know. I can typically resolve any issues where the mod doesn't mesh well with another. I don't grant all requests but all are worth considering.
If you would like to use the mod on game version 1.5.97 then you can use the downgrade patcher and select the "best of both worlds" option.
One of the best modes avaible, must have. It is stupid how vanilla Skyrim makes you lvl up enchanting every single time.
Awesome work.
Single problem I see here. Some of the effects are way too complicated. I see ur hard work and imagination. Just saying. Might be a liitle bit simplier.
Well, the details are in the description for those who want them, but the items are designed so that you can just pick them up and use them without needing to know all the details.
Somehow it works for everything except the specific item I downloaded it for lol. Are there any known problems with Ahzidal's ring of necromancy? I just can't seem to get it to work at all. Everything else is cool though.
Yes, there are. Like the vanilla version, it uses the perk entry point that adds a spell to raised undead. The glorious perfect game engine doesn't allow two different perks to apply such a spell, only one perk can do so. (Praise Todd) That's why the vanilla version stopped working once you got the vanilla perk that adds 100 health to raised undead, something I had to fix. I'm fairly sure I looked at how to fix it for Ordinator but I don't remember what came of it. I'll look into it, thanks for your report.
Praise be to Todd. Thanks man. I had a really fun idea for a run using Vampyrium but (after some investigation) the soul eater perk that allows you to summon additional undead clearly clashes with the ring. My dream of an army of undead suicide bombers will have to wait lmao
Not necessarily. Additional summons does not conflict with the ring, it's only spells/buffs applied to raised undead with a certain method. Those will need a compatibility fix. You generally won't know whether it uses that method before you've tested it.
Hmm yeah, I'm not sure why Vampyrium needs to use such an effect for its Soul Eater perk, but I've uploaded a patch that allows it to work with the ring.
It happens if you did not have the unofficial patch installed around the time you first went to Solstheim. Without the patch, the blade is flagged so that it respawns. After it's first loaded in, if you don't pick it up right away then a new reference of the blade is going to respawn in its place. The spell that's responsible for the beam uses a specific reference ID for the blade, so once that reference is replaced by a new one the spell no longer works. There's no way to fix it once the bug has happened. Use commands to progress the main quest.
I installed it after starting the game but before starting the dlc. I play on pc. Anniversary edition. I downloaded unoficial patch + AE addon of it. That might cause problems.
Try disabling all other mods then. It works in the mod so it's hard to say what's causing your issue. It seems unlikely that anything would conflict with it. I'm not sure I can help you.
Hey, Argonil. Are you still supporting this? Nonetheless, I'm wondering... Are the up-to-date effects of the items listed also up to updated for Xbox? For example: Blackwater Blade has the correct description when viewing on PC, but just says "Absorbs 30 Stamina" when on Xbox. Answer(s) would be appreciated.
Yes, I'm still supporting it. Been a bit busy over Christmas though. Xbox version is up to date. What do you mean Blackwater Blade has the correct description on PC? What does it say? "Absorbs 30 Stamina" is the correct description, staggering on critical hits is a baseline feature which isn't a part of the enchantment so it's not a part of the enchantment description either. I could add a fake enchantment description though so that it's visible, if you'd like.
Just wondering would it be possible to add either a one handed version of the ebony blade as a choice or something similar to zim's or add both a one and two handed ebony blade as unenchanted craftables?
Originally, blacksmiths have 4 entries for enchanted iron weapons in their merchant loot tables, and only 1 entry for every other material type, making enchanted iron weapons 4 times more likely to be offered. The mod changes it so that there's 3 entries for enchanted iron weapons and 2 for steel weapons. It's a bit odd that they'd invest in enchanting so many iron weapons, it's more believable that they'd invest in enchanting steel weapons too. For the general enchanted weapon tables which are used for quest rewards, boss chests, and given for bosses to wield, there's originally 3 enchanted iron weapons and 3 enchanted steel weapons, and only one of every other type. The mod removes one of the iron entries so that there's 2 iron and 3 steel, giving enchanted iron a slightly lower chance to be picked than enchanted steel, and making a bit more room for the other types.
I don't really understand the '- Increases effectiveness against undead by 10%: +10% physical damage, +10% spell magnitude, +10% spell duration. - Reduces their effectiveness towards you by the same amount.' part of the description of necromancer's amulet. Does it mean that if the player is undead (like a vampire), the magic effect applied to the player will be 10% effective as well?
I think it works pretty well by debuffing enemies and leaving them helpless and afraid, especially when combined with another spell in the other hand, but I will think about it. :)
There seems to be a script conflict (tg09circletriggerscript.pex) with "Thieves Guild Alternative Endings" regarding Nightingale armor/weapons. Any advice on which mod should take priority?
875 comments
There are three rules of thumb for texture mods:
1. The mod is definitely compatible if the mod doesn't use an .esp file. (Although it may still be compatible with an .esp.)
2. If it's not compatible, I'll have a patch under Optional Files or you may request one from me or the mod's author. I would be grateful if I'm not always the one who has to make the patch, but I'll always make one if needed.
3. Without a fix, you will only see the effects of the mod that's loaded last in any place where there are conflicts.
It depends on whether the mod changes the texture path on the item record with an .esp and creates a conflict. Usually the path is changed if the mod changes the appearance of an item whose appearance is also used by other items which musn't be affected, like Dragonbane which shares appearance with Blades Sword. So a mod like aMidianBorn does not require a compatibility patch since it only changes items that already have unique appearances, while a mod like Unique Uniques only changes items with non-unique appearances so it had to change the texture paths and create conflicts. There's a patch for Unique Uniques and other mods under Optional Files.
If you would like to use the mod on game version 1.5.97 then you can use the downgrade patcher and select the "best of both worlds" option.
Awesome work.
Single problem I see here. Some of the effects are way too complicated. I see ur hard work and imagination. Just saying. Might be a liitle bit simplier.
For example: Blackwater Blade has the correct description when viewing on PC, but just says "Absorbs 30 Stamina" when on Xbox. Answer(s) would be appreciated.
Improved random enchanted weapon material lists.
For the general enchanted weapon tables which are used for quest rewards, boss chests, and given for bosses to wield, there's originally 3 enchanted iron weapons and 3 enchanted steel weapons, and only one of every other type. The mod removes one of the iron entries so that there's 2 iron and 3 steel, giving enchanted iron a slightly lower chance to be picked than enchanted steel, and making a bit more room for the other types.
- Reduces their effectiveness towards you by the same amount.' part of the description of necromancer's amulet. Does it mean that if the player is undead (like a vampire), the magic effect applied to the player will be 10% effective as well?