Thanks for your patience on this mod, and please feel free to let me know about any bugs or issues that you find. This is a pretty big mod with a lot of moving parts so I am sure there are some things I missed, especially given the interrupted development cycle.
One thing I wanted to mention is that Vampire and Werewolf artifacts are missing from Artificer right now, because after looking at the way they work, I felt like it was a better idea to implement them in Scion and Manbeast directly. I will do my best to get those updates out next week, but after that I need a bit more time away from modding.
Thanks to Oreo and Delta for an enormous amount of help with this mod. It wouldn’t exist without them.
The 1.0.9 update accidentally ate any new/unique artifacts added by Artificer that were in your inventory. If you updated to 1.0.9 and got an artifact eaten, the cleanest solution is to update to 1.0.10, roll back to a save where you had 1.0.6 (which is the update you likely had before 1.0.9, don't let the numbers fool you), and play from there. If you can't do that, you can re-acquire any missing artifacts in the console and play from there. To find an artifact in the console, open the console and type something like this:
help "Armor of Yngol" The console will spit out something like this:
ARMO: (FE0368e0) 'Armor of Yngol' Then you type this into the console:
player.additem FE0368e0 1 You'll replace the eight digit code with whatever the console gives you for the artifact that you're searching for. Try to look for ARMO or WEAP records, since weapon enchantment records will sometimes share the name of their weapon. This is a really simple process, but if any of it mega-confuses you, just join my Discord and ping me and I'll help you find your missing weapon.
Can you Make a patch for "Simply Realistic Armor and Weapons (Custom NordwarUA Edition)" the ebony warrior ends up looking like a scrambled mess no matter what i do. i even tried manually editing it but it has no esp so i cant forward the changes manually.
First of all, your work is amazing, I use several of your mods. I added the nightgale armor through the console, but it doesn't have the enchantment changes. Do I need to download any additional content? Or is only the one given by the quest changed?
I can't disenchant the Silver-Blood Family Ring, which is the one that gives the attack speed enchantment. The ring has a 10% attack speed increase and a 50% stamina regeneration increase. I acquired it at level 37 while also getting the Armor of the Old Gods by betraying Madanach, I have no idea if acquiring both stuff has something to do.
Edit: Just checked with other characters. It seems like level nor killing Madanach has nothing to do with it. Tested it with level 10 and 24 characters, got the ring, still unable to disenchant it.
My goodness, I'm blind. I've just noticed that I was trying to disenchant the wrong item. Shame on me for not reading.
This might be kind of stupid sounding, but uh where's the armor of Yngol? I assumed its with the helm but it isn't there for me and I don't know where else it might be.
Edit: I'm a dumbass who didn't notice that you actually put it in the description of the mod so please ignore the comment lol.
Would you mind removing Deathbrand's damage reflect effect? While it was indeed hilarious to lose 400 of my HP when I struck him with my sword once during his fight, I feel like it might not be particularly fair to make him straight up unfightable in melee.
Any chance to replace the 50 Stamina bonus in the Locket of Saint Jiub with a 20% Better Prices bonus? Since the max amount of carry weight a player is able to enchant a piece for is 50, that locket becomes the defacto best carry weight necklace in the game. And since there aren't really any other solid "civillian" enchantments for necklaces, a player-made 20% Better Prices necklace doesn't have any good options for the second enchantment slot to justify the inconvenience of constant swapping from one civillian necklace to another.
Adamant/Mysticism/Pilgrim adjacent, but any chances for more love for summon conjurers? Necromancers get permanent thralls, an amulet for an extra thrall and even a prayer for another extra thrall, but summonners only get very costly and short duration summons many of which get in the way or get stuck due to their size and no real extra bonuses gear wise to speak of, not to mention prayers. That's assuming the ritual stone does anything at all to the permanent thrall duration, because if not - that's basically just a free extra summon with no downside for necromancers.
This is not feedback, but moreso just a request for help to anyone listening: Does anyone know of a way to swap the bonuses of the Black Star and the Azura Star? I really want to do the roleplay option of the black star on some of my more "independent" characters, and these characters just so happen to be so independent that they don't even like using enchanted weapons at all, so I really want that (actually extremely helpful) 10% magicka cost reduction on them.
The 20% better prices enchantment is actually a fairly common learnable enchantment that I have on a crafted amulet. I just thought that lugging around 2 non-combat amulets, with each having one useless enchantment that doesn't complement their primary purpose (nothing else to put on a merhcant amulet as far as I saw it) is an unnecessary inconvenience that doesn't really enhance the game experience in any way. I can see a separate non-combat amulet being an interesting addition to encourage "specialized" enchanting and crafting, but I just don't see why having two amulets to swap between outside of combat is beneficial. Perhaps it's just me.
I wish I knew what it is about thralls that makes them that much worse than summons outside of the minor inconvenience of having to headhunt worthy candidates and literal bugs making you lose them during map transitions. Is it the 50% damage bonus? I'm not being sarcastic in case there's room for interpretation, I'm an ex-summoner who wouldn't mind a good excuse to go back instead of sticking to my current entourage of 4 permathralls (each of whom summons a lesser atronach for fun) that use my masterfully smithed gear, don't impact my mana consumption, and haul entire smithies worth of loot on their backs for me.
572 comments
Thanks for your patience on this mod, and please feel free to let me know about any bugs or issues that you find. This is a pretty big mod with a lot of moving parts so I am sure there are some things I missed, especially given the interrupted development cycle.
One thing I wanted to mention is that Vampire and Werewolf artifacts are missing from Artificer right now, because after looking at the way they work, I felt like it was a better idea to implement them in Scion and Manbeast directly. I will do my best to get those updates out next week, but after that I need a bit more time away from modding.
Thanks to Oreo and Delta for an enormous amount of help with this mod. It wouldn’t exist without them.
help "Armor of Yngol"
The console will spit out something like this:
ARMO: (FE0368e0) 'Armor of Yngol'
Then you type this into the console:
player.additem FE0368e0 1
You'll replace the eight digit code with whatever the console gives you for the artifact that you're searching for. Try to look for ARMO or WEAP records, since weapon enchantment records will sometimes share the name of their weapon. This is a really simple process, but if any of it mega-confuses you, just join my Discord and ping me and I'll help you find your missing weapon.
My goodness, I'm blind. I've just noticed that I was trying to disenchant the wrong item. Shame on me for not reading.I can't disenchant the Silver-Blood Family Ring, which is the one that gives the attack speed enchantment. The ring has a 10% attack speed increase and a 50% stamina regeneration increase. I acquired it at level 37 while also getting the Armor of the Old Gods by betraying Madanach, I have no idea if acquiring both stuff has something to do.
Edit: Just checked with other characters. It seems like level nor killing Madanach has nothing to do with it. Tested it with level 10 and 24 characters, got the ring, still unable to disenchant it.
Edit: I'm a dumbass who didn't notice that you actually put it in the description of the mod so please ignore the comment lol.
Would you mind removing Deathbrand's damage reflect effect? While it was indeed hilarious to lose 400 of my HP when I struck him with my sword once during his fight, I feel like it might not be particularly fair to make him straight up unfightable in melee.
Any chance to replace the 50 Stamina bonus in the Locket of Saint Jiub with a 20% Better Prices bonus? Since the max amount of carry weight a player is able to enchant a piece for is 50, that locket becomes the defacto best carry weight necklace in the game. And since there aren't really any other solid "civillian" enchantments for necklaces, a player-made 20% Better Prices necklace doesn't have any good options for the second enchantment slot to justify the inconvenience of constant swapping from one civillian necklace to another.
Adamant/Mysticism/Pilgrim adjacent, but any chances for more love for summon conjurers? Necromancers get permanent thralls, an amulet for an extra thrall and even a prayer for another extra thrall, but summonners only get very costly and short duration summons many of which get in the way or get stuck due to their size and no real extra bonuses gear wise to speak of, not to mention prayers. That's assuming the ritual stone does anything at all to the permanent thrall duration, because if not - that's basically just a free extra summon with no downside for necromancers.
This is not feedback, but moreso just a request for help to anyone listening: Does anyone know of a way to swap the bonuses of the Black Star and the Azura Star? I really want to do the roleplay option of the black star on some of my more "independent" characters, and these characters just so happen to be so independent that they don't even like using enchanted weapons at all, so I really want that (actually extremely helpful) 10% magicka cost reduction on them.
I am going to put something else on St Jiub's locket. I believe the Amulet of Articulation has the enchantment you're asking from.
The love that Summon Conjurers get is that they're allowed to have three Dremora Lords that they can pull out of their ass whenever they want.
I wish I knew what it is about thralls that makes them that much worse than summons outside of the minor inconvenience of having to headhunt worthy candidates and literal bugs making you lose them during map transitions. Is it the 50% damage bonus? I'm not being sarcastic in case there's room for interpretation, I'm an ex-summoner who wouldn't mind a good excuse to go back instead of sticking to my current entourage of 4 permathralls (each of whom summons a lesser atronach for fun) that use my masterfully smithed gear, don't impact my mana consumption, and haul entire smithies worth of loot on their backs for me.