Skyrim

Artifacts Rebalance for Mighty Magick Skyrim
Required Mod Version 4.0
SKSE Required: YES
SkyUI Required: NO
Author: Damar Stiehl
Version: 1.0

OVERVIEW:

This module changes the artifacts you encounter in Skyrim to have more powerful, unique and useful enchantments.

COMPATIBILITY:

This mod will conflict with other mods that alter enchantments on artifacts, as well as artifacts themselves. The most egregious conflicts will happen with mods that change Dragon Priest masks. I tried to minimize editing of Armor and Weapon records, but in some cases this was unavoidable.

INSTALLATION:

1. You must have Mighty Magick 4.0 or higher installed before installing this module.

2. Before installing the module, be sure to park your character somewhere safe, strip him naked, and use the console command "player.dispelallspells" to dispel all active magic effects. Afterwards, save the game in a new slot (because if you are under the effects of an enchantment that I changed, upon load it might mess with the base values of your character).

FAILURE TO DO SO MAY PERMANENTLY DAMAGE YOUR CHARACTER'S ATTRIBUTES.

3. Activate the module, load the game and continue playing.

UNINSTALLATION:

1. Before uninstalling the module, be sure to park your character somewhere safe, strip him naked, and use the console command "player.dispelallspells" to dispel all active magic effects. Afterwards, save the game in a new slot.

FAILURE TO DO SO MAY PERMANENTLY DAMAGE YOUR CHARACTER'S ATTRIBUTES.

2. Disable the module, load Skyrim and continue playing.

DETAILED DESCRIPTION:

Almost all artifacts and unique named items have been changed.

- At the very least, a unique item's enchantment will stack with other enchantments, even if normally the effect is not allowed to stack. For example, you can wear Silver-Blood Family Ring with another Fortify Smithing item, and you'll receive both bonuses.

- Dragon Priest masks have been overhauled significantly, because let's face it, they sucked. Enchantments have been changed to be in line with the meanings of the names of the Dragon Priests, or at least somewhat thematic.
  * Morokei (splendid) grants <100> additional Magicka, increases Magicka regeneration by <100%>, and absorbs <30%> of hostile spells directed at the wearer.
  * Krosis (sorrow, lament) reducesn the costs of Conjuration and Alteration spells by <25%>, and grants an additional <50> Magicka.
  * Volsung (air terror) empowers speech, making Shouts more powerful and less taxing, and improving the ability to barter.
  * Nahkriin (vengeance) reduces the costs of Destruction and Restoration spells by <25%>, and grants an additional <50> Magicka.
  * Henvoraak (brutal) grants an additional <100> Health, Magicka and Stamina.
  * Rahgot (rage) improves damage dealt with any weapon by <50%>, and doubles Stamina and Health regeneration speed.
  * Vokun (shadow) allows to bypass locks more easily, makes one <25%> more difficult to detect and reduces the cost of Illusion spells by <25%>.
  * Otar (overlord) grants <30%> resistance to all damage, and immunity to all Diseases and Poisons.
  * Konahrik (the ultimate) grants an ability to control <5> more summoned creatures, and call upon <Dragon Priests> and <Draugar> to aid you in battle. When you are injured, additional effects may also manifest.
 
- Daedric Artifact weapons (such as Molag Bal's Mace) no longer need to be recharged.

- Daedric artifacts have been buffed somewhat overall.

- Religious amulets are a lot more useful now.

- The "crown jewel" of all vanilla artifacts is probably the Staff of Magnus. Besides a much more powerful absorb effect, as long as it is in your hand, all your spells are twice as powerful, cost half the magicka they normally do, you resist 25% of hostile magic and absorb 25 points of incoming hostile spells. I think this is appropriate for something associated with the Architect of Mundus and Father of All Magick. Naturally, while holding the Staff, you are restricted to one-hand casting and can't employ the most powerful spells that require both hands.

- Many, many more changes you will discover on your own.

FAQ:

Q: What constitutes an artifact?
A: An item that is unique in its name or in its appearance, which you obtain through a task or a quest or by sheer luck or by going someplace WAY out of the way.

Q: I'm scared, there's not enough detail in the readme and maybe I'll hate this mod.
A: This module is very safe to uninstall, so if you hate it, throw it away. Just be sure to follow uninstall instructions.

Q: Artifacts are very powerful, why?
A: Because they are unique and they should be "best in slot" in a way.

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DamarStiehl

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