958 comments

  1. eLucifer
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    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?
    1. Argonil
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      Note: The item 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.
  2. Argonil
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    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.
  3. monkeyman7485
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    So question I have been trying to figure out the diedem of the polymath does it just says makes life easier and I was wondering what exactly it does
    1. Argonil
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      Write "Polymath" in the search bar, I answered it a while ago.
  4. darkdiablo88
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    i want to use this mod, and wondering if this mods WACCF-SkyPatcher would work with this mod. Or will I have to download the WACCF patch in the optional files for the changes to be forwarded?

    TIA for your haed work...CHEERS!
    1. Argonil
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      Certain changes from WACCF are deliberately not carried forward into this mod due to how they mesh with the other changes I've been making and various other reasons, and it should ideally stay that way. You can use the SkyPatcher but I would exclude this mod and its patches from the SkyPatcher as the mod already has all the changes from WACCF that it's intended to have. Run the SkyPatcher on everything else and let this mod and its compatibility patches override it.
  5. ryou64
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    Sword of Jyggalag don't have any description of its effect, is it normal or not ?

    1. Argonil
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      Yes, it's normal. It allows you to see the description of any enchantments you apply yourself.
  6. Quercia92
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    Can i use this with other mods that change the meshes/textures of weapons and armors but don't touch the effects or stats? For example the mod "believable weapons" or db armor replacer
    1. PrincessofCelery
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      Oh should be no problem, unless anything adds it own weapons from this mod, etc... 

      There's a lot of info in the description about allowing you to use your own textures etc...
    2. Argonil
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      it's the top sticky post.
    3. Quercia92
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      ok thanks
  7. I don't know what I'm doing wrong but I can't get this and Artefakes to play together. I've installed the patch you have on your page, I have AAat the bottom of the load order, and still I see the god damned vanilla Rueful Axe. LOOT puts Artefakes below AA, I manually put AA and all its patches as far down as I can, just above the maps, and I still get vanilla artifacts.

    EDIT: It's not Artefakes doing it. I think it might be the WAACF patch because I wasn't using that patch before.

    EDIT 2: It wasn't that either. It wasn't anything that interacts with any of the patches. I have no earthly idea what's making AA not work. It just decided, one day, that it wasn't going to work anymore.

    Edit 3: Some things are working right. The Rueful Axe is fucked, but the Masque of Clavicus Vile works. Aegisbane works. Archmage Robes doesn't, Blade of Woe does... It seems arbitrary which artifact is Awesome and which is vanilla. ??????
    1. Argonil
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      The only explanation is that you have a mod or patch after AA which overrides The Rueful Axe. If you can't narrow down which mod it is then post your load order in a spoiler or in a link and I'll take a look.
    2. https://pastebin.com/hLiZr2m6

      Straight outta MO2.

      I've tried uninstalling and reinstalling both the uninstalling the AE and Standard versions both multiple times and it's still this mishmash where some artifacts are from your mod and some are from the vanilla game.
    3. Argonil
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      If the axe doesn't work properly with that load order then I'd guess that the issue is your synthesis patcher. Did you create it anew after adjusting your load order? Try disabling it to see what happens.
    4. That did it. Had to delete and remake the synthesis esp and launch the application through MO2, and now it's fixed. Thank you for your time and mod. 
  8. Denverplays2
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    Is there a version of this that's compatible with Zim's Immersive Artifacts, and add onto it?
  9. iurikill111
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    Any chances of a patch for the Armor of the Old Gods Replacer and Dragon Priest Hood Variants from xavbio?
  10. Klonquad
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    So I was installing another mod (Lockpick shiv replacer):
    https://www.nexusmods.com/skyrimspecialedition/mods/111370?tab=description
    which uses/requires JS uniques dagger:
    https://www.nexusmods.com/skyrimspecialedition/mods/65394?tab=description
    + the lockpick replacer, which works fine out of the box:
    https://www.nexusmods.com/skyrimspecialedition/mods/112115?tab=description

    I didnt install JS unique dagger yet because I didnt see any compatible patches on any modpage.
    Went through like 10 pages of comments on each modpage but didnt find anything.
    Anyway I am fine with not using the JS models for uniques so I ripped out the one texture I needed for the lockpicking mod, deleted everything else (except the cube maps folder because I am not sure what to delete) and installed the textures for just the one dagger I wanted to use.

    Aaand it worked. I am a genius. Maybe this helps someone else too.
    1. Argonil
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      I'll create a patch when I have time, probably together with the next mod update.
    2. Klonquad
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      That would be nice but take your time. :)

      JS makes some beautiful mods. Here is his unique ring mod:
      https://www.nexusmods.com/skyrimspecialedition/mods/102226?tab=description
      He made a patch for your mod but I didnt try it yet. Hope it still works.
    3. ImSamhel
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      So am I not supposed to use JS daggers if I'm using this mod? :C How do they even conflict?
    4. Argonil
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      After taking a closer look, I can see that JS daggers does not conflict at all.
    5. Argonil
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      JS Rings did conflict though, both with this mod and the USSEP and WACCF, so I've uploaded a combined USSEP + WACCF + AA patch for JS Rings so you don't need multiple patches with a strict load order. (You don't need WACCF to use the patch.)

      I kinda forgot that the author already has a patch for AA, but at least this one makes things easier.
    6. Klonquad
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      Thank you so much. :)
      Took a quick look at one unique ring/dagger. Everything seems fine.
  11. HughMann1
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    The one thing I wish I could do, is put the swing sound effect of bound weapons from ISC onto your version of the Ghostblade. That would make it feel more complete to me. ;-;
  12. ThomicStridon79
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    @Argonil is there any chance you’d be willing to upload your latest VAE2-23 patch to Xbox? The one already up is outdated since its first release. 
    Thanks in advance.
    1. Argonil
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      I found an issue in the patch with Dawnbreaker, corrected it, and uploaded the new patch here. The one for Xbox on Bethesda.net is uploaded by FatalIllusion who has the Xbox version of VAE 2 which has a different .esp name, so they need to download the new patch and update it for Xbox. I've sent FatalIllusion a message.

      Patching VAE 2 would probably be easier for the author as there are multiple visual effects for each damage type, so the author would better know which effect goes where. If the patch still isn't as it should be then it would be better to ask the author of VAE 2 to correct the patch. Also, their mod requires that every single magic effect for weapons is patched and that's a lot to thrust on others, especially when they don't know how the VAE 2 author would've done it. I think their work is fantastic, but it'd be better if they took the patches under their own wing.
    2. ThomicStridon79
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      My gratitude is too much to express. Thanks!
    3. ThomicStridon79
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      @Argonil he wants me to provide the name of the .esp via Xbox.
      Whenever I disable and delete the mod on Xbox, it just shows the name of the mod and not the file name. Do you know what the name of the ESP was that was used via this upload to BethNet? 

      https://creations.bethesda.net/en/skyrim/details/7c456b55-201c-42cd-a146-408aadd8b394/Awesome_Artifacts___VAE2_Patch
    4. Argonil
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      No, I don't have an Xbox. I heard FatalIllusion say that the .esp name was different in this thread: https://www.reddit.com/r/SkyrimModsXbox/comments/12514xs/awesome_artifacts_vae2_patch_missing_dependencies/
    5. ThomicStridon79
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      @Argonil I and FatalIllusion are messaging each other. 

      The effects show in first person, but not in third. 
      Also, unless it’s due to another mod, it also looks like it is interfering Awesome Artifacts’ infinite charges on some of the AE items such as Chrysamere. 

      He’s wondering if you can help him with it. Just letting you know…
    6. Argonil
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      Well, that makes 2 things that should be impossible. The game doesn't differentiate between 1st person and 3rd person models for enchantment glows, and I didn't miss any data fields. VAE 2 doesn't touch on any AE items like Chrysamere so it should not be able to interfere with their unique enchantments. That last bit is more likely to be from another mod that's overriding this mod later in your load order. As for the 3rd person models, I have no idea. Ask the author of VAE 2.
    7. ThomicStridon79
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      @Argonil disregard what I said about it not affecting the AE items. I got it to work by correcting the LO, of course. 

      But one more question in regards to this: did you happen to change the description to Dawnbreaker? 
      Either it’s my LO again, or I assume you did because its description now simply says “burns the target for 37 points.”. I assume that it no longer does that “reverse undead” blast because of the just “burn target” description change. 

      Again, it may just be my LO again. I’m just curious about this one. 

      And I’m sorry about the continuous questions, I’m just trying to straighten things out with details. 
    8. Argonil
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      Ah damn, VAE 2 has added another override since its last version, which I missed. It's the part containing the description for the explosion. VAE 2 didn't even need to override it because it's not the effect whose enchantment glow gets used. It could be solved by loading this mod after VAE 2 but I've uploaded a fix.
    9. ThomicStridon79
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      Glad you figured it out! 
      Can FatalIllusion upload it, if not you, to Xbox? Thanks.
    10. Argonil
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      FatalIllusion said he'd update the patch when he has time, probably over the weekend.
    11. FatalIllusion
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      Hi Argonil,
      Thanks for updating the patch. I'll upload it again and see whether users have any issue. It should work as is, I just need to change the master file name and updated the reference.
    12. ThomicStridon79
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      @Argonil I’ll admit I sound ‘demanding’, what with the continuous requests. No offense. 
      But… I think you made another mistake, this time with the Dragonbane description. It’s back to its vanilla version. 
      Yeah, you fixed the Dawnbreaker description, but for Dragonbane, it’s… bugged.
    13. Argonil
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      Sounds like you have a load order issue, because the patch is fine. You might have another weapon-related patch after this mod and its patches. Maybe a compatibility patch between some item mod and USSEP, WACCF, MLU or something similar. This mod and its patches should load after those.
    14. ThomicStridon79
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      @Argonil it is/was Artefakes causing the bug with Dragonbane. Don't worry about it, now. I seem to have fixed it by making a new fix for Awesome Artifacts and Artefakes through xEdit. 
      Other than this, thanks for the updates and help. 
      You too, @FatalIllusion. 
    15. Argonil
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      Are you using the latest version of the artefakes patch off this page? There shouldn't be any issue with that patch, if there is then let me know. The one on the artefakes page is outdated. There's also an optional update to the main plugin on the artefakes page which you should use.
    16. ThomicStridon79
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      @ArgonilI'm using the one from the files section of this page, yes. Apparently, there are several things wrong with the patch. My guess is that the patch is also outdated because you've made several changes to AweArts since then... 
    17. Argonil
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      I've looked through the entire patch twice now and don't see any issues. On which records did you find an issue with Dragonbane?
    18. ThomicStridon79
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      file:///C:/Users/Thomic/Pictures/Screenshots/Screenshot%202025-03-06%20151030.png @Argonil This is a screenshot I took of 'all' the (possibly?) messed up records.
    19. Argonil
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      That's a file path on your local hard drive. I can't access that. Use imgur.com or something and link it.
    20. ThomicStridon79
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      @Argonil https://imgur.com/a/JoznYb9
    21. Argonil
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      There's nothing wrong with those records. I purposefully removed the leveled item ranks e.g. [5/5] from the item names because they're unleveled and all have the same stats so there's no need for ArteFakes to add the item ranks to their names. The item description is removed from the item because then it inherits its description from the magic effects, which allows it to display the true enchantment values. E.g. if you write a description on the actual weapon then the numbers will not increase if you have the Augmented Frost perk, it only works if you let it inherit its description from the magic effects themselves.
    22. ThomicStridon79
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      @Argonil So, basically speaking: Dragonbane still has that "Celestial Fury" enchantment, it just no longer 'says so'? 
    23. Argonil
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      No it still says so, you just have a problem in your load order. Try loading this mod and its patches at the very bottom, then you can see for yourself.
    24. ThomicStridon79
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      @Argonil I'll admit. I was just looking at the records via xEdit this whole time. It does indeed shows those descriptions when played with in game. I wasn't planning nor do I plan to make a patch without your permission. I just don't know why it doesn't show the descs in xEdit. 
      But yeah, this will do for me. Thanks. 
    25. ThomicStridon79
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      @Argonil it just isn’t showing on the Xbox version. 
      If it helps, my LO goes like this: Awesome Artifacts AE, Artefakes, and the patch. 
      Here is proof of the lack of its description… https://imgur.com/a/rGIi5kb
    26. Argonil
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      Surely you've got other mods than those. Try moving this mod further down. Maybe have it load after all other item mods, even after ArteFakes and VAE 2.
    27. ThomicStridon79
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      I do indeed have other mods installed and enabled. I disabled them. When leaving yours alone, other than a few more that don't touch weapons nor armor in anyway, the descriptions are show as they should. Here is the thing: the corresponding descriptions, like that for Dragonbane, they don't show in under the description tabs in xEdit when viewing the records there. I'm creating a personal patch, you see. But at the same time I'm trying to make the descriptions show on the would-be affected items. 

      Are you really sure that you didn't touch them, let alone delete them? https://imgur.com/a/wnaLpLK
    28. Argonil
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      I told you already that it inherits its description from the magic effects, so it will not display on the weapon records in xEdit.

      It looks like you saved your personal patch without having the right masters assigned, so it deleted the injected WAF keywords. Sometimes personal patches can do more harm than good if you don't understand it.

      Try loading the ArteFakes patch as the last mod in your load order, and the VAE 2 patch just before that as the second last mod in your load order.
    29. ThomicStridon79
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      Sorry, work got me away from the computer. Anyway, I read your last message and it works now. 
      However, I've another issue... Firstly, yes. I have Immersive Sounds Compendium installed and the files needed, plus the patch in the optional files. Problem is, the sfx when using potions resumes being dysfunctional by not playing their sounds when used. Could it be that it's because AA is updated with ISC now being OUTdated? 
      I know it's probably on my end because I'm the one having trouble. But really. What gives about the potions sounds now? 
      I tested things by having only the mods in the screenshot linked below. 

      https://imgur.com/a/L4rxZWs What am I doing wrong?
    30. Argonil
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      Awesome Artifacts and its ISC patch does not touch any potion sounds. Your bug is in another castle.
    31. ThomicStridon79
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      Well... FatalIllusion has has a mod ported to Xbox from 2023, that which says it's a small fix for AA and ISC to "have potions make proper drinking sounds again.". He also say credit goes to you. https://imgur.com/a/foLf951
    32. Argonil
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      Maybe that's a fix for a bug in original ISC which he found and merged into my patch, but it's not a bug caused by the patch. Again, this mod has nothing to do with potion sounds whatsoever.