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.
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.
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.
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.
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. ;-;
@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.
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.
@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?
@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…
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.
@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.
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.
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.
@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.
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.
@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.
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.
@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...
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.
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.
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.
@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.
@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
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.
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
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.
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?
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
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.
I'm sorry if this is a dumb question, but when you say to use the downgrade patcher, does that mean I have to have AE to use this mod and then downgrade, or is there a way to use this mod on 1.5.97 directly? The downgrade 'Best of Both Worlds' patch seems to require AE (again, unless I'm stupid (entirely possible)) so I'm not 100% sure where to go from here. The main reason I'm asking is because the stickied post was made in 2018 and might(?) be outdated. TL;DR - is it possible to use this mod with 1.5.97 directly, instead of having to upgrade to AE just to then downgrade again? The post and description heavily imply this but I figured there's no harm in making absolutely sure.
Related question, but at this point should I just upgrade to Anniversary Edition anyways? Or is there still good reason to stay on 1.5.97 (like more mod availability, better compatibility, issues with AE itself when it comes to modding, etc.)? My modlist is built on 1.5.97 so I'd prefer to avoid upgrading unless there is literally no reason not to and I'm just making things more difficult for myself for no reason.
Thanks for taking time out of your day, even if it's just to read this. It is genuinely appreciated <3
To use it on 1.5.97, you would have to upgrade to the latest version, launch the game once so that it downloads the free DLC, and then use the downgrade patcher to go back to 1.5.97 while keeping the DLC.
At this point there is no reason to stay on 1.5.97 unless you don't want to deal with updating your mods (e.g. because you have merged mods and personal patches that you would have to recreate due to mod updates, and you don't have the time.)
Bear in mind that Anniversary Edition refers to the paid Anniversary Upgrade from Steam which includes a ton of DLC, and is not the same as version 1.6+ which comes with some free DLC.
Thank you so much man, I didn't know 1.6+ and AE were two different things.
I probably will upgrade to 1.6+ in that case, and then back-patch afterwards if it's needed for some 1.5.97 mod that I really can't do without. And if worst comes to worst, I can always just reinstall 1.5.97 from steam archives if I really need to for whatever reason.
Gave kudos (though I have no idea what it does) and would give a couple bucks for a coffee if I had a paypal account as a token of appreciation :)
Question did you do anything with zephyr? Because I couldn't find what it does in the description and the changlogs are really long so I gave up finding it there. Does zephyr increase movement speed and draw speed like artificer from simonrim does?
You can use Ctrl+F to quickly find an item in the description. Zephyr has not been modified so it only has 30% increased draw speed, which already beats most enchantments. Adding movement speed (or agility) doesn't seem like a bad idea though, I'll look it over when I make the next update.
Just wanted to say that I've been switching back and forth between RoM and Artificer for a long time now, and I could never settle on either of them. RoM is too overpowered, whereas Artificer is a little too dull. I find that this mod is a great middle-ground - it makes the unique weapons actually feel unique without going stupidly overboard with the abilities. Well done.
Hi, I was looking for a mod improving uniques/artifacts and I really like the changes made by this mod and I wanna try it but I have a couple questions: I have Skyrim Special Edition 1.6.1170, VAE2 and a higher jumping mod. From the requirements I have USSEP only.
1.) Do I download the Anniversary Edition because v1.6+ is considered AE!? What does "Requires most of the unique weapon and unique armor Creations from the Anniversary Upgrade, see here." mean? Are those "Creations" mods from the creation club, added by a nexus mod or added from bethesda in the update v1.6+? I looked "here" but dont quite understand.
2.) Is this compatible with "Vokrii - Minimalistic Perks" of Skyrim? I saw a patch for ordinator which overhauls the perk system too but in a more drastic way so I was wondering. Vokrii seems to only have changed the name of the "Steel smithing" perk to "Basic smithing". All other names (glass, daedric etc) in the smithing tree stay glass, draedric etc. https://www.nexusmods.com/skyrimspecialedition/mods/26176
3.) So I am only downloading one of the main versions, the patch for VAE2 and I am done? (No jumping changes needed on my side.) 3a.) Can I skip the VAE2 patch and just decide by myself which mod to load last? I suppose there are only visual effect changes which shouldnt break anything but I dont know.
Before installing the mod I will unequip any uniques. I read all of the description and some of the comments and I am still confused. I want that cheese.
The Anniversary Edition is for those who have all the Creation Club content from the paid Anniversary Upgrade on Steam. If you don't have those things then you should use the standard version which only covers the base game and the free content from 1.6.
Vokrii is compatible without a patch.
You should not skip the VAE 2 patch because then some items from this mod will either not work or they won't have the visual effects from VAE 2.
Thanks :) Played for a while and everything seems to work fine. Though I forgot to unequip my novice?/adept? mage robe and mage helmet on one of my characters, noticed to late and before I try my luck with resurrect/recycle-console commands I just roll back to an older save. Those -50 magicka hurt :'D
943 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.
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.
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.
I kinda forgot that the author already has a patch for AA, but at least this one makes things easier.
Took a quick look at one unique ring/dagger. Everything seems fine.
Thanks in advance.
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.
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
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…
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.
Can FatalIllusion upload it, if not you, to Xbox? Thanks.
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.
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.
Other than this, thanks for the updates and help.
You too, @FatalIllusion.
But yeah, this will do for me. Thanks.
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
Are you really sure that you didn't touch them, let alone delete them? https://imgur.com/a/wnaLpLK
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.
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?
TL;DR - is it possible to use this mod with 1.5.97 directly, instead of having to upgrade to AE just to then downgrade again? The post and description heavily imply this but I figured there's no harm in making absolutely sure.
Related question, but at this point should I just upgrade to Anniversary Edition anyways? Or is there still good reason to stay on 1.5.97 (like more mod availability, better compatibility, issues with AE itself when it comes to modding, etc.)? My modlist is built on 1.5.97 so I'd prefer to avoid upgrading unless there is literally no reason not to and I'm just making things more difficult for myself for no reason.
Thanks for taking time out of your day, even if it's just to read this. It is genuinely appreciated <3
At this point there is no reason to stay on 1.5.97 unless you don't want to deal with updating your mods (e.g. because you have merged mods and personal patches that you would have to recreate due to mod updates, and you don't have the time.)
Bear in mind that Anniversary Edition refers to the paid Anniversary Upgrade from Steam which includes a ton of DLC, and is not the same as version 1.6+ which comes with some free DLC.
I probably will upgrade to 1.6+ in that case, and then back-patch afterwards if it's needed for some 1.5.97 mod that I really can't do without. And if worst comes to worst, I can always just reinstall 1.5.97 from steam archives if I really need to for whatever reason.
Gave kudos (though I have no idea what it does) and would give a couple bucks for a coffee if I had a paypal account as a token of appreciation :)
Does zephyr increase movement speed and draw speed like artificer from simonrim does?
I have Skyrim Special Edition 1.6.1170, VAE2 and a higher jumping mod. From the requirements I have USSEP only.
1.) Do I download the Anniversary Edition because v1.6+ is considered AE!?
What does "Requires most of the unique weapon and unique armor Creations from the Anniversary Upgrade, see here." mean?
Are those "Creations" mods from the creation club, added by a nexus mod or added from bethesda in the update v1.6+?
I looked "here" but dont quite understand.
2.) Is this compatible with "Vokrii - Minimalistic Perks" of Skyrim? I saw a patch for ordinator which overhauls the perk system too but in a more drastic way so I was wondering. Vokrii seems to only have changed the name of the "Steel smithing" perk to "Basic smithing". All other names (glass, daedric etc) in the smithing tree stay glass, draedric etc.
https://www.nexusmods.com/skyrimspecialedition/mods/26176
3.) So I am only downloading one of the main versions, the patch for VAE2 and I am done? (No jumping changes needed on my side.)
3a.) Can I skip the VAE2 patch and just decide by myself which mod to load last? I suppose there are only visual effect changes which shouldnt break anything but I dont know.
Before installing the mod I will unequip any uniques.
I read all of the description and some of the comments and I am still confused.
I want that cheese.
Thank you.
Vokrii is compatible without a patch.
You should not skip the VAE 2 patch because then some items from this mod will either not work or they won't have the visual effects from VAE 2.
Played for a while and everything seems to work fine.
Though I forgot to unequip my novice?/adept? mage robe and mage helmet on one of my characters, noticed to late and before I try my luck with resurrect/recycle-console commands I just roll back to an older save.
Those -50 magicka hurt :'D