Sorry to necro this post, but would there be a way to apply this to a different weapon? I got the Master Sword mod downloaded, and the base damage is very high, only problem is the weapon isn't able to be sharpened at a grindstone. I've been looking all over and can't find a straight answer.
To anyone interested in this mod: It isn't bugged, it just has a conflict with Cutting Room Floor and more importantly, USSEP.
Both of those mods change the base damage from 11 to 22 and crit damage from 0 to 11 (.5 of base damage as is the norm). They also change animations, sounds and weapon stats (reach/speed etc) to those a 2h weapon would have.
Users of these mods (lets face it, who doesn't use USSEP) will need to either make their own edits to the esp using SSEEdit or hope that the author is still active (last seen 3 days ago as of this comment, so he might see this) and will make a compatability patch. I personally chose to make my own edit to retain the 1h style of the sword as the author of this mod has done but keep the damage increases from USSEP.
Before installing this mod, my Ebony blade dealt 79 DMG, now, after sharpening it to EPIC the damage is 49. I guess that you didnt have as much dual handed perks as I do, so the damage was saved from your game to mine now :/ Could you patch it? Or has it already been patched?
Just letting you know in case you didn't but if you already have the blade and have killed 10 friends with it, then install the mod it resets the sword, i fixed this by reloading to a save before killing the 10 people.
Bethesda never had a reason. Sharpening a sword in real life actually doesn't increase its ability to injure your opponent that much. This is especially true when your opponent is covered in metal armor. A dull blade can still kill. The whole "sharpening" nonsense really did feel nonsensical. How does sharpening a sword allow it to deal twice as much damage as it did before? The cause of the damage is really force*acceleration. So if you wanted to improve the damage you'd have to swing faster or make the weapon heavier. Sharpening doesn't do much.
Also the whole "not even the hottest fires" bullshit means that the sword is at maximum sharpness already. So the sword should already have the same damage when you get it as you'd be able to give to an ebony two handed sword by sharpening it with 100 smithing and a huge smithing bonus. Since the blade does not have that damage when you get it then that means Bethesda fucked up, which they did.
So Bethesda screwed up twice. Once during the implementation by making the blade unsharpenable because it is supposed to be at maximum sharpness meaning that the weapon should already be doing as much damage as it would have been able to do if you could sharpen, even though you can't, and again when they implemented the "sharpening" weapon upgrading system that is bullshit because sharpening won't make a sword deal double damage to an opponent in metal armor.
Hell Bethesda already screwed up by having leather armor made of thin soft leather instead of a thick gambison, and classifying armor made from malachite as light armor when it would be heavier than steel plate mail because it is made from stone instead of metal and so needs to be thicker to provide any protection. Ebony armor should be nigh impervious as steel plate armor was already being made nigh impervious unless you could find a joint. Dragon bone armor should be even a step above that as dragon bones are supposed to be almost completely indestructible.
What Bethesda should have done is gone the plate mail verse chain mail route which would actually make some sense even if not much sense. But what they chose is complete nonsense and bears no semblance to any kind of reality.
update: I read somewhere that it used to use one-handed perks, but they fixed it on skyrim patch 1.9. But when i play skyrim special edition, it doesn't get effected by two-handed perks, only one handed. Not sure why they would have fixed this in normal skyrim and not in skyrim special edition? does your mod effect it in any way?
Actually, I believe it's still fixed in Special Edition. At Two Handed skill 60 and One Handed skill 37, my Ebony Blade does 14 damage. When I upped my Two Handed to 100, it does 17 damage. But when I upped my One Handed to 100, it maintained 14 damage.
But then... I tested the perks using the damage increase perks for Two Handed and One Handed and you're right. Very weird. I'll look into if I can fix this, but no promises.
The in-ability to sharpen is lore based. You can only "sharpen" or boost the blade by the method described all over the internet (look it up if you don't know.).
But! That aside, I love mods that short-circuit that. By-chance have you considered improvising the boosting that happens to the blade? Only make it "friendlier?"
I can see what you mean, I read the Admonition Against Ebony book, "not even the hottest fires of the Skyforge could melt it; indeed the coals themselves seemed to cool when it was placed within." But it's still a sword and I figure it's not too far-fetched to think you could make it do more physical damage somehow via grindstone and ebony even if you can't heat the metal. Oh well, that's why it's my modification to the game.
I'm also aware of upgrading the sword by betrayal. But that's an upgrade to its lifesteal/daedric power, which I already like how that part of the sword works. I didn't want to make it over powered or less demonic. However, I'm pretty sure there's another mod on the Nexus that makes the Ebony Blade "friendlier". The mod you want might have just been for the original Skyrim, so hopefully the author ports it to special edition or gives someone permission to port it.
Good point my friend, that's why the Arcane Blacksmith perk is necessary.
In fact, all the other Daedric Artifacts require the Arcane Blacksmith perk to be upgraded at the grindstone. Meridia's Dawnbreaker, Boethiah's Ebony Mail, the Mace of Molag Bal, Mehrunes' Razor, Hircine's Savior's Hide, Peryite's Spellbreaker, and Malacath's Volendrung all require the Arcane Blacksmith perk to be upgraded.
It isn't lore based. If you can't sharpen the blade then that means the blade is indestructible and unchangeable. If that is the case then the blade should already be at maximum sharpness and so the weapon should already be dealing the damage it would have dealt if you could sharpen it even though you can't. Also it is impossible for the blade to be impervious to MAGICAL means of sharpening because it is magic that is making the blade super strong in the first place. What magic makes possible magic can also undo.
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Both of those mods change the base damage from 11 to 22 and crit damage from 0 to 11 (.5 of base damage as is the norm). They also change animations, sounds and weapon stats (reach/speed etc) to those a 2h weapon would have.
Users of these mods (lets face it, who doesn't use USSEP) will need to either make their own edits to the esp using SSEEdit or hope that the author is still active (last seen 3 days ago as of this comment, so he might see this) and will make a compatability patch. I personally chose to make my own edit to retain the 1h style of the sword as the author of this mod has done but keep the damage increases from USSEP.
Could you patch it? Or has it already been patched?
Also the whole "not even the hottest fires" bullshit means that the sword is at maximum sharpness already. So the sword should already have the same damage when you get it as you'd be able to give to an ebony two handed sword by sharpening it with 100 smithing and a huge smithing bonus. Since the blade does not have that damage when you get it then that means Bethesda fucked up, which they did.
So Bethesda screwed up twice. Once during the implementation by making the blade unsharpenable because it is supposed to be at maximum sharpness meaning that the weapon should already be doing as much damage as it would have been able to do if you could sharpen, even though you can't, and again when they implemented the "sharpening" weapon upgrading system that is bullshit because sharpening won't make a sword deal double damage to an opponent in metal armor.
Hell Bethesda already screwed up by having leather armor made of thin soft leather instead of a thick gambison, and classifying armor made from malachite as light armor when it would be heavier than steel plate mail because it is made from stone instead of metal and so needs to be thicker to provide any protection. Ebony armor should be nigh impervious as steel plate armor was already being made nigh impervious unless you could find a joint. Dragon bone armor should be even a step above that as dragon bones are supposed to be almost completely indestructible.
What Bethesda should have done is gone the plate mail verse chain mail route which would actually make some sense even if not much sense. But what they chose is complete nonsense and bears no semblance to any kind of reality.
Actually, I believe it's still fixed in Special Edition. At Two Handed skill 60 and One Handed skill 37, my Ebony Blade does 14 damage. When I upped my Two Handed to 100, it does 17 damage. But when I upped my One Handed to 100, it maintained 14 damage.
But then... I tested the perks using the damage increase perks for Two Handed and One Handed and you're right. Very weird. I'll look into if I can fix this, but no promises.
But! That aside, I love mods that short-circuit that. By-chance have you considered improvising the boosting that happens to the blade? Only make it "friendlier?"
I'm also aware of upgrading the sword by betrayal. But that's an upgrade to its lifesteal/daedric power, which I already like how that part of the sword works.
I didn't want to make it over powered or less demonic. However, I'm pretty sure there's another mod on the Nexus that makes the Ebony Blade "friendlier". The mod you want might have just been for the original Skyrim, so hopefully the author ports it to special edition or gives someone permission to port it.
In fact, all the other Daedric Artifacts require the Arcane Blacksmith perk to be upgraded at the grindstone.
Meridia's Dawnbreaker, Boethiah's Ebony Mail, the Mace of Molag Bal, Mehrunes' Razor, Hircine's Savior's Hide, Peryite's Spellbreaker, and Malacath's Volendrung all require the Arcane Blacksmith perk to be upgraded.