About this mod
Please use Artificer - An Artifact Overhaul by SimonMagus instead of this mod, it is much more feature complete.
- Requirements
- Permissions and credits
- Changelogs
The objective of this mod is to give some of Skyrim's artifacts and unique items more unique enchantments that make these items more rewarding and usable. Furthermore, I have attempted to stay as true to vanilla design where possible, this mod isn't meant to make every special item in Skyrim a "Super-Powerful-God-Item" but rather improve upon them, and remove some of vanilla's monotony. For enchantment values and additional information please see the Docs Tab and the enclosed Readme.
The Archmage's Robes and other various accessories received or found during the The College of Winterhold questline are fairly dull and uninteresting. They can be easily described as "Worse Master Mage Robes" and "Magicka Stat Sticks". To remedy this the enchantments on the robes and boosts have been buffed, and gloves and boots have been added to complete the set. This allows the now complete set to easily function as endgame gear for mage characters. As for the accessories like the Saarthal Amulet and the Diadem of the Savant, they have been changed from simple "Stat Sticks" to "Stat Sticks with flavor and usefulness". The additional Arch-Mage items along with extra robes can be found in the investigator's chest found in the Arcanaeum which is now locked with the Arch-Mage's Quarters Key (to prevent abuse).
- Greatly fortifies Magicka reserves.
Arch-Mage's Robes
- All spells cost less Magicka to cast. Increases base Magicka regeneration by a small amount for each Arch-Mage item worn.
Arch-Mage's Gloves
- All spells have either their magnitude amplified, or their effects extended.
Arch-Mage's Boots
- Provides substantial protection against Magical attacks.
- Magnus' Will absorbs 60 points of Magicka per second. If the target is out of Magicka, absorbs 40 points of Health instead. Deals immense damage to Magical Anomalies and grants Magnus' Wisdom* while equipped.
Saarthal Amulet
- A strange amulet found during the Saarthal excavation. Reduces the cost of all spells and slightly increases Physical damage resistance.
Mage's Circlet
- A simple mage circlet. Fortifies Magicka and siphons Magicka from nearby enemies.
Savos Aren's Amulet
- Personal amulet of Savos Aren, Arch-Mage. Fortifies Magicka and allows Novice spells to be cast without spending Magicka.
Diadem of the Savant
- Reward for completing Shalidor's Maze. Fortifies either the strength or duration of all spells. Increases Magicka regeneration by a small amount.
The Dark Brotherhood
The armor sets obtained during the course of The Dark Brotherhood questline serve little use to the Dragonborn outside of the early game (maybe with the exception of the infamous double sneak attack gloves). The changes to these armor sets seek to both balance them and make them useful throughout a playthrough and can even be easily used as end game gear. Key changes include separate enchantments for the masked and maskless version of the Dark Brotherhood Cowl along with the addition of an Ancient Dark Brotherhood Clothes set (which can be found during the Locate the Assassin of Old quest).
- Illusion spells are amplified and Barter skill is improved.
Jester's Garment
- One-Handed skill is improved and Movement Speed is increased.
Jester's Gloves
- Attack damage fluctuates between x1/5 and x5 damage. Sneak Attacks are more effective.
Jester's Boots
- Movement is Muffled and Sneak skill is improved.
Cicero's Attire
- Illusion spells are greatly amplified and Barter skill is significantly improved.
Cicero's Garment
- One-Handed skill is significantly improved and Movement Speed is greatly increased.
Cicero's Gloves
- Attack damage fluctuates between x1/5 and x5 damage. Sneak Attacks are significantly more effective.
Cicero's Boots
- Movement is completely Muffled and Sneak skill is greatly improved.
Shrouded Armor
- Bows and Crossbows deal more damage and Poisons applied to weapons last longer.
Shrouded Cowl
- Created Potions and Poisons are more powerful, and Potions last longer.
Shrouded Leathers
- Increases Movement Speed and Physical resistance.
Shrouded Gloves
- One-handed skill is improved and Sneak Attacks are more effective.
Shrouded Boots
- Movement is Muffled and Sneak skill is improved.
Shrouded Armor Set Bonus
- Partially protects against Poisons.
Ancient Shrouded Armor
- Bows and Crossbows deal significantly more damage and Poisons applied to weapons last substantially longer.
Ancient Shrouded Cowl
- Created Potions and Poisons are significantly more powerful, and Potions last substantially longer.
Ancient Shrouded Leathers
- Significantly increases Movement Speed and Physical resistance.
Ancient Shrouded Gloves
- One-handed skill is greatly improved and Sneak Attacks are significantly more effective.
Ancient Shrouded Boots
- Movement is completely Muffled and Sneak skill is greatly improved.
Ancient Shrouded Armor Set Bonus
- Completely protects against Poisons.
Shrouded Clothes
- Magicka is increased and Magicka is absorbed from nearby deaths.
Shrouded Robes
- Destruction spells are amplified and cost less Magicka to cast.
Shrouded Hand Wraps
- One-handed skill is improved and Sneak Attacks are more effective.
Shrouded Shoes
- Movement is Muffled and Sneak skill is improved.
Ancient Shrouded Clothes
- Magicka is significantly increased and Magicka is absorbed from deaths in the vicinity.
Ancient Shrouded Robes
- Destruction spells are greatly amplified and cost significantly less Magicka to cast.
Ancient Shrouded Hand Wraps
- One-handed skill is greatly improved and Sneak Attacks are significantly more effective.
Ancient Shrouded Shoes
- Movement is completely Muffled and Sneak skill is greatly improved.
Brotherhood Armor and Accessories
- A gift from Delvin to the Listener. Fortifies Lockpicking, Pickpocket and Sneak Attacks.
Nightweavers Band
- Destruction spells are amplified and Sneak Attacks are more effective.
Muiri's Ring
- A symbol of Muiri's dark gratitude. Created Potions and Poisons are stronger and Potions last longer.
Brotherhood Weapons
- Daedra, Creatures, People, and Undead up to level 20 flee from combat for 20 seconds. Absorbs 35 points of the target's Health and Magicka, and damages their Magicka Regeneration by 35% for 20 seconds.
Firiniel's End
- Freezes the target for 25 points of unresistable Frost damage to Health and Stamina. Sneaking is twice as effective against the target for 10 seconds.
Aegisbane
- Freezes the target for 10 points of unresistable Frost damage to Health and Stamina.
The Thieves Guild
When comparing the various faction armors sets in Skyrim, the thieves guild sets by far make the most sense. These sets are thematically very well designed and each enchantment benefits the aspiring thief in some way. The exception to this is the Nightingale armor set which not only lacks thief related enchantments, but also has enchantments which make little sense given in the in-game descriptions of Nightingales. With regards to the thieves guild sets, thematically appropriate changes and additions have been made, and regarding the Nightingale set, the existing enchantments have been expanded upon while still keeping the vanilla theme, and thief related enchantments have been added.
- Barter skill is improved.
Thieves Guild Leathers
- Carrying Capacity is increased.
Thieves Guild Gauntlets
- Lockpicking skill is improved.
Thieves Guild Boots
- Pickpocket skill is improved.
Improved Thieves Guild Armor
- Barter skill is improved. Alerts the wearer when enemies cross a threathold.
Improved Thieves Guild Leathers
- Carrying Capacity is increased and Movement Speed is improved.
Improved Thieves Guild Gauntlets
- Lockpicking skill is improved. Increases the chance of finding magical items on corpses.
Improved Thieves Guild Boots
- Pickpocket skill is improved and Sneak proficiency is increased.
Blackguard Armor
- Barter skill is significantly improved. Alerts the wearer when enemies cross a threathold.
Blackguard Leathers
- Carrying Capacity is greatly increased and Movement Speed is improved.
Blackguard Gauntlets
- Lockpicking skill is significantly improved. Increases the chance of finding magical items on corpses.
Blackguard Boots
- Pickpocket skill is significantly improved and Sneak proficiency is increased.
Guild Master's Armor
- Barter skill is considerably improved. Alerts the wearer when enemies cross a large threathold.
Guild Master's Leathers
- Carrying Capacity is substantially increased and Movement Speed is considerably improved.
Guild Master's Gauntlets
- Lockpicking skill is considerably improved. Greatly increases the chance of finding magical items on corpses.
Guild Master's Boots
- Pickpocket skill is considerably improved and Sneak proficiency is substantially increased.
Linwe's Armor
- Fortifies damage done with Bows and Crossbows. Barter skill is significantly improved.
Linwe's Leathers
- Increases Stamina and Sneak Attack damage. Wearing all of Linwe's gear improves Arrow Recovery.
Linwe's Gauntlets
- Fortifies damage done with One-Handed weapons. Increases the chance of finding magical items on corpses.
Linwe's Boots
- Increases Sneak proficiency and Movement Speed.
Linwe Set Bonus
- Increased chance to recover arrows from corpses. This effect is doubled with the Hunter's Discipline perk.
Nightingale Armor
- Illusion spells cost less Magicka to cast. Destruction and Illusion spells are stronger while sneaking and undetected.
Nighingale Leathers
- Increases base Frost resistance and Stamina regeneration. When a full set of Nightingale armor is worn, grants Nightingale's Vision.
Nightingale Gloves
- Fortifies damage done with Bows, Crossbows, and One-Handed weapons. Increases the damage of Sneak Attacks while invisible.
Nightingale Boots
- Increases Sneak proficiency and Movement Speed.
Nightingale Set Bonus
- Nightingale's Vision: Sends out a pulse that briefly reveals the essence of the living, dead, and undead.
Thieves Guild Accessories
- An amulet given to the leadership of the Thieves Guild. Blessed by Nocturnal, this amulet provides the wearer with a Trinity* of useful enhancements for those who walk with the shadows.
*Trinity Effects
- Trinity Alchemist: Potions last significantly longer.
- Trinity Illusionist: Illusion spells last substantially longer.
- Trinity Combatant: Power attacks with Daggers deal much more damage.
Thieves Guild Weapons
- Freezes and Shocks the target, dealing 15 twice to Health, and once to Magicka and Stamina. Absorbs 10 points of Essence*.
Nightingale Sword
- Freezes and Shocks the target, dealing 15 twice to Health, and once to Magicka and Stamina. Absorbs 10 points of Essence*.
*Essence: A combination of Health, Magicka, and Stamina.
Chillrend
- Target takes 25 points of Frost damage and lowers their Frost Resistance by 25% for 20 seconds. Small chance to Freeze the target for 1 second.
The dragon priest of Skyrim were feared leaders of the dragon cult said to possess masks of great power. In reality these masks are no better than what can be created with the vanilla enchanting perk tree (not to mention modded enchanting perk trees). The changes made seek to make these masks both more viable in general and more appropriate for a variety of builds. Furthermore, Konahrik now has light armor and cloth variants that can be swapped between at any smelter.
- Fortifies proficiency with Shields and One-Handed weapons. Health is significantly increased.
Krosis
- Fortifies proficiency with Light Armor, Bows, and Crossbows. Significantly increases Stamina regeneration.
Morokei
- Substantially increases Magicka regeneration and extends the duration of Alteration effects.
Nahkriin
- Amplifies the magnitude of Destruction and Restoration spells. Magicka is significantly increased.
Otar
- Fortifies the Magical and Physical resistances. Significantly increases Health regeneration.
Rahgot
- Fortifies proficiency with Heavy Armor and Two-Handed weapons. Stamina is significantly increased.
Vokun
- Fortifies Sneak proficiency and Pickpocket skill. Substantially increases Carry Weight.
Volsung
- Amplifies the magnitude of Illusion spells and extends the effects of Conjuration spells. Fortifies the potency of alchemical creations.
The One
- Mask of Konahrik, warlord leader of the Dragon Priests. Bestows the wearer with Konahrik's Wisdom, Ferocity, and Endurance
The Forgotten
- This old mask hums with a familiar energy. Increases the rate at which all skills are learned.
The Acolytes
- Grants Ahzidal's Rage* and greatly increases Fire resistance.
*Ahzidal's Rage: Increases the potency of Fire spells and allows the wearer to summon an additional Flame Atronach.
Dukaan
- Grants Dukaan's Fury* and greatly increases Frost resistance.
*Dukaan's Fury: Increases the potency of Frost spells and allows the wearer to summon an additional Frost Atronach.
Zahkriisos
- Grants Zahkriisos' Ire* and greatly increases Shock resistance.
*Zahkriisos' Ire: Increases the potency of Shock spells and allows the wearer to summon an additional Storm Atronach.
Nordic Legends
Skyrim is home to numerous Nordic ruins that dot its landscape. Many of these ruins contain not only the stories and secrets of those that inhabited them in the past but also house artifacts locked away in their depths. However, most of these artifacts boast, often boring of completely useless enchantments which are easily outclasses by those that can be found on randomly generated loot. To this end, the enchantments of each of the following items have been improved upon, making them useful and powerful options for the Dragonborn, while still following their vanilla themes.
- Shield of the mighty Ysgramor. Fortfies Health and Magic resistance, and grants Ysgramor's Bulwark, reducing damage taken from Elven races.
Wuuthrad
- Atmora's frozen wrath deals 20 points of Frost damage to Elven races. Grants Ysgramor's Strength* while equipped.
*Ysgramor's Strength: Ysgramor lends his strength causing Power Attacks to deal 20% more damage while wielding Wuuthrad.
The Gauldur Legend
- Mikrul's firey rage burns the target for 5 points of unresistable Fire damage per second until combat ends and absorbs 25 Health with each strike.
Gauldur Blackbow
- Sigdis' frozen hatred damages the target for 25 points of unresistable Frost damage and absorbs 25 points of Stamina with each shot.
Staff of Jyrik Gauldurson
- Jyrik's voltaic wrath electrocutes the target for 25 points of unresistable Shock damage and absorbs 15 points of Magicka with each blast. Grants Jyrik's Blessing* while equiped.
*Jyrik's Blessing: Grants 30 Magicka and 50% Magicka regeneration while wielding the Staff of Jyrik Gauldurson.
Nordic Weapons
- Target takes 20 points of Frost damage to Health and Stamina. When wielded with Eduj, freezes the ground underneath the target, dealing 2 damage for 2 seconds.
Eduj
- Target takes 20 points of Frost damage to Health and Stamina. When wielded with Okin, freezes the ground underneath the target, dealing 2 damage for 2 seconds.
Ghostblade
- Target takes 10 points of unresistable damage.
The Pale Blade
- Creatures, People and Undead up to level 15 flee from combat for 20 seconds. Freezes the target's soul dealing 30 points of Frost damage to Health and Stamina. If the target dies within 8 seconds, fills a soul gem.
Nordic Armor and Accessories
- Helmet of Yngol, son of Ysgramor. Increases base Frost resistance.
Kyne's Token
- Given to those who pass Kyne's Sacred Trials. Grants Kyne's Blessing* and increases damage done with Bows and Crossbows.
*Kyne's Blessing: Reduces damage taken from Animals and Creatures and increaes damage done to Animals and Creatures
The forsworn of Skyrim are viewed as a vicious and tribal group. While they may be largely misunderstood, they are most certainly not to be trifled with. However, their sacred items and artifacts definitely leave one wanting. Possibly the worst case of this is the Armor of the Old Gods armor set. When Madanach presents the set to the Dragonborn, he does so out of respect saying that it is "blessed with the old magicks" which in the vanilla game means "bottom tier generic enchantments". Needless to say, the enchantments on the armor set have been enhanced to better match Madanach's description.
- Amplifies Destruction spells and increases the damage of Bows and Crossbows.
Forsworn Hides of the Old Gods
- Significantly increases Magicka and reduces the cost of Destruction spells.
Forsworn Wristwraps of the Old Gods
- Increases Power Attacks damage and stagger from power attacks and bashes is much more effective.
Forsworn Boots of the Old Gods
- Increases Movement Speed and reduces damage taken casting spells.
Additional Forsworn Armor
- Fortifies base Stamina regeneration and Muffles movement.
Forsworn Weapons
- The Red Eagle's fury consumes this blade, burning targets struck for 25 points of unresistable Fire damage.
Red Eagle's Bane
- Undead up to level 15 are set on fire and flee for 20 seconds. Scorches for 7 points of Sun damage. Undead burn for 14 points of additional Sun damage.
Nettlebane
- Spriggans take 15 points of additional damage.
Bloodthorn
- Absorbs 10 points of Health from the target. If the target dies within 10 seconds their soul is absorbed as well, filling a soul gem.
The Blades
After the Great War, the order of The Blades was left in ruins, and the subsequent signing of the White-Gold Concordat left the Empire with no choice but to officially disband the organization. In Skyrim, the Dragonborn is assisted by the former Blades Delphine and Esbern and as a group they eventually rediscover Sky Haven Temple where the Dragonborn uncovers the Blade artifact Dragonbane along with potentially one of the last surviving sets of Blades armor. Additionally, when investigating Bloated Man's Grotto, the Dragonborn may come across the resting place of Bolar's Oath Blade. In the base game both of these artifacts are significant to the history of The Blades, but mechanically they are quite lackluster. As such, both have been adjusted to better match what would be expected of these lost relics.
- Deals 20 Shock damage to Health and twice as much to Magicka. Dragons take 40 points of unresistable Shock damage that lingers dealing 5 damage per second until combat ends.
Bolar's Oathblade
- Creatures, People and Undead up to level 15 flee from combat for 20 seconds. Does 35 points of Stamina damage and absorbs 10% Movement Speed from the target for 5 seconds.
Thane Weapons
In Skyrim the Dragonborn has the opportunity to become the Thane of the nine holds. While the main reward is usually a house and housecarl, the Dragonborn also receives a prized weapon of the hold. In vanilla these weapons are randomly generated from leveled lists and do not have any special attributes. The thane weapons have been altered to make each of them have a thematically unique identity and purpose to the Dragonborn.
- Targets take 25 Frost damage to Health and Magicka, freezing their connection to Aetherius preventing Magicka regeneration for 10 seconds.
Axe of The Pale
- Targets take 25 points of Shock damage to Health and Stamina, leaving their muscles electricuted preventing Health regeneration for 10 seconds.
Mace of Haafingar
- Targets take 25 points of Fire damage. Swings from this mace smite Evil Foes, dealing 15 points of Inferno damage.
Dagger of The Rift
- Targets take 25 points of Blizzard damage to Stamina, and are infected with a poison that deals 10 points of Frost damage to Health for 5 seconds.
Greatsword of Hjaalmarch
- Targets take 25 points of Fire damage to Health, Magicka, and Stamina.
Battleaxe of Whiterun
- Targets take 25 points of Fire damage to Health and Stamina. Burning targets become further fatingued preventing Stamina regeneration for 10 seconds.
Warhammer of Eastmarch
- Targets take 25 points of Frost damage to Health and Stamina, and feels the crushing strength of Enchanted Ice causing Power Attacks to deal 25 additional damage.
Bow of Falkreath
- Targets take 25 points of Shock damage to Health and Magicka, sometimes with enough force to leave enemies Paralyzed with lightning for 5 seconds.
Crossbow of The Reach
- Targets take 25 points of Shock damage, and overloads the systems of Dwemer Conctructs dealing an additional 15 points of Storm damage.
Evil Foes: Undead/Reanimated Corpses, Daedra (Dremora, Atronachs, Seekers/Lurkers), etc.
Inferno Damage: Unresistible Fire damage.
Blizzard Damage: Unresistible Frost damage.
Storm Damage: Unresistible Shock damage.
Dragonborn
The various weapons and armor found during the Dragonborn's adventure to island of Solstheim are rich in both Nordic and Dwemer history. Most notably, the weapons and armor of Haknir Death-Brand are scattered across the island. Only the most ambitious explorers can ever hope to find his, quite frankly, underwhelming set. As is, the most interesting part of collecting the Deathbrand Armor is the rather unique final boss fight, but not the armor itself. The changes made to the Haknir's legendary set of gear aim to make it a set worthy of the legendary pirate while still taking advantage of its unique mechanics.
- Reduces Shout Cooldown by a small amount for each Deathbrand item equipped, up to 3 pieces. When wearing the full set, grants the ability to breathe underwater without drowning.
Deathbrand Armor
- Increases Physical resistance by a small percentage for each Deathbrand armor piece equipped, up to 3 pieces. When wearing the full set, Magic resistance is significantly increased.
Deathbrand Gauntlets
- While Dual-Wielding, increases One-Handed damage by a small amount for each Deathbrand Item equipped, up to 3 pieces. When wearing the full set, stagger from power attacks is much more effective.
Deathbrand Boots
- Increases Stamina by small amount for each Deathbrand Item equipped up to 3 pieces. When wearing the full set, significantly increases Carrying Capacity.
Bloodscythe
- When wielded with Soulrender, absorbs 30 Health and has a chance to reduce the target's armor by 75 points*.
Soulrender
- When wielded with Bloodscythe, absorbs 30 Magicka and has a chance to dispel magical defenses*.
*Special Effects: Chance for armor reduction and dispel effects to trigger is increased
Solstheim Weapons
- Wielder receives an increasingly powerful blessing for every 20 animals killed with the bow. Animals take 25 points of additional damage.
Dwarven Black Bow of Fate
- Absorbs 28 points of Health, Magicka, and Stamina. Has a 50% chance to absorb 50% more Health, Magicka, and/or Stamina.
Stormfang
- Target takes 25 points of Shock damage to Health, and half as much Magicka damage. Shocks for 3 damage per second until combat ends.
Horksbane
- Burns Horkers for 15 points of damage.
Solstheim Armor
- Significantly increases Stamina and base Stamina regeneration. Allows wearer to release the Breath of Nchuak*.
*Breath of Nchuak: Blast your foes with deadly steam at the cost of stamina.
Dawnguard
After uncovering Harkon's sinister plot to plunge the world into darkness, the Dragonborn embarks upon a long and arduous quest across Skyrim to save the Nirn once again. During this quest the Dragonborn uncovers various unique items, though their true goal is to find Auriel's Bow, the legendary Aedric artifact. This effort is met with disappointment, as, mechanically speaking, this might weapon is outclassed by generic loot. With the changes made to Auriel's Bow, it should now truly feel like the weapon of a god while still adhering to its intended design.
- Scorches for 20 points of Sun damage. Undead burn for 40 points of additional Sun damage. Auriel's Golden Flames burn Undead for 5 points of Sun damage until combat ends.
Auriel's Shield
- Shield of the Elven god Auriel. Blocking reflects a portion of Physical damage and deflects arrows, and bashing does additional damage. Grants the wearer the ability to cast Auriel's Brilliance*.
*Auriel's Brilliance: Summons an aura of pure sunlight around the player, dealing significant damage to all undead within it.
Vampire Weapons
- Freezes the target for 30 points of unresistable Frost damage to Health and Stamina. Absorbs 30 points of Health, Magicka, and Stamina if wielded by a vampire.
Additional Accessories
- Locket of the fearless Saint Jiub, Eradicator of the Winged Menace. Fortifies Carry Weight and Stamina, and siphons stamina from nearby enemies.
Additional Items
Not all artifacts and unique items fall into clear cut categories or can be recognised by a guild association. The following items still deserve some tender loving care (or as much as you can give to an evil amulet of death magic). They have all been enhanced but still thematically follow their initial designs, even if the vanilla item does not normally have an enchantment.
- The reduced weight of Rahd's Hammer allows it to be swung more quickly, causing Power Attacks to deal 20 points of additional damage.
Blade of Sacrifice
- If the target dies within 8 seconds, fills a soul gem.
Angi's Bow
- Prevents Magicka and Stamina regeneration for 10 seconds.
Bow of the Hunt
- Animals take 15 points of additional damage.
Poacher's Axe
- Animals take 15 points of additional damage.
The Woodsman's Friend
- Animals take 15 points of additional damage.
Armors and Accessories
- Profaned amulet of Manimarco. Amplifies Conjuration spells, and fortifies Magicka and Health, but at the cost of Health Regeneration. Grants Manimarco's Army, allowing the wearer to summon an additional Undead Minion.
Targe of the Blooded
- A strange spiked shield. Bashing does increased damage and inflicts bleed upon the target.
Shield of Solitude
- Reward for banishing Potema from Nirn. Protects the wielder against Magical and Physical attacks and further reduces damage taken from Evil foes*.
*Evil Foes: Undead/Reanimated Corpses, Daedra (Dremora, Atronachs, Seekers/Lurkers), etc.
The Bond of Matrimony
- A symbol of your undying love. Restoration spells are stronger and cost less Magicka to cast.
Movarth's Boots
- Boots of the legendary vampire Movarth. Fortifies Sneak and increases Movement Speed.
Compatibility
- FAUI makes changes to all of the weapons, armors, and accessories listed above. Naturally any mod that also makes changes to these records is incompatible.
- Multiple patches are available in the FOMOD installer. This is not a complete collection of patches as there are many mods that are bound to be incompatible with FAUI. If there is a mod that you would like to me to make a patch for go ahead leave a comment and I'll get around to it when/if I can.
- There are a few mods that I will not make compatibility patches for. At the moment this is a short list and only includes MorrowLoot Ultimate, Weapons Armor Clothing and Clutter Fixes/Complete Crafting Overhaul Remastered, and Legacy of the Dragonborn. I don't use these mods and don't care to make patches for them.
- If you want to make your own patches for FAUI, SSEEdit is recommended to resolve most conflicts. Just make sure to forward all of the relevant FAUI changes.
Installation
Download and activate with your favorite mod manager. I will not support those who have issues with manual installation.
Uninstallation
Deactivate the mod in your mod manager, make sure to disable any patches used as well.
Credits
- Arthmoor/Nuukem/SimonRim Discord - For helping me realize that I do dumb things
- Bethesda Game Studios - For creating such an incredibly moddable game.
- Bethesda Softworks, Sparkypants Studios/Dire Wolf Digital, Zenimax Media/Nuare Studio, and their Artists - For creating the beautiful card art used in Elder Scrolls Legends