Skyrim

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JSBrayker

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JSBrayker

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  1. deleted45485787
    deleted45485787
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    No SSE version I guess?
  2. DaedricSaber1701
    DaedricSaber1701
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    I LOVE this mod; I think I started drooling when I saw it, but I was a little confused at first about what weapons are available, what's enchantable, etc. I did a bunch of testing and took a bunch of notes, and figured I'd post what I found in case it helps anyone else (yes, some of these notes just repeat what the mod author said in their description). I do NOT yet have the Twin Enchants perk, but I DO have Daedric Smithing and Arcane Enchanter, so...your results may vary if you've got a different set of perks than me.

    First, NONE of this mod's recipes will show up if you don't have the required materials. To browse all the weapon recipes, you'll need the following in your inventory:

    1 Grand Soul Gem, Empty or Filled
    1 Filled Black Soul Gem
    1 Daedra Heart
    1 Human Heart
    5 Fire Salt
    5 Frost Salt
    5 Void Salt
    1 Daedric Bow

    Keep in mind that if you craft a spectral weapon, and thus use up some of your materials, some of the recipes will become invisible again! Go restock your materials to see all the recipes again.


    "Clean" Spectral Weapons:
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    The mod adds three basic classes of new weapons:

    1) Spectral
    - Daedric models, transparent lavender, no animated effects. Sort of like if you carved the weapons from purple ice.
    - Weapons remain visible when sheathed.
    - Since this class is based on the standard Daedric models, all the major weapon types are available: Battleaxe, Bow, Dagger, Greatsword, Mace, War Axe, Warhammer
    - To find these in the console, look for "Spectral Bow", "Spectral Battleaxe", etc.

    2) Elite Spectral
    - Identical to the vanilla Bound weapons: Daedric models, swirling lavender and white.
    - The bow and battleaxe disappear when sheathed; the bow remains visible.
    - Since this class uses the Bound models, we're limited to the vanilla bound weapon types: Battleaxe, Bow, Sword. (There's no such thing as a Bound War Axe, Bound Dagger, Bound Warhammer, etc, so there's no way we can have an Elite Spectral version short of the mod author creating the model and effect from scratch.)
    - To find these in the console, look for "Elite Spectral Bow", "Elite Spectral Sword", etc.

    3) Ancient Spectral
    - Just like Spectral, only with Nordic models instead of Daedric: transparent lavender, no animated effects. They're like the vanilla ghost weapons, only in lavender instead of blue.
    - Weapons remain visible when sheathed.
    - This class is based on standard Ancient Nord/Nordic Hero models, so we're limited to: Battleaxe, Blade (1H sword), Bow, Greatsword. (There's no such thing as a Nordic Dagger model, so no Ancient Spectral Dagger.)
    - To find these in the console, look for "Ancient Spectral Greatsword", etc.

    ALL of these weapons...
    - Have the same damage as Daedric weapons, or slightly more
    - Are crafted with the same ingredients: 1 Filled Black Soul Gem + 1 Daedra Heart
    - Are crafted at any forge (you don't need a Skyforge)
    - Can be tempered at a Grinding Stone with 1 Empty Grand Soul Gem, and follow the rules of the Daedric perk
    - Will not appear in your recipe book unless you have the materials
    - Cannot be enchanted at an Arcane Enchanter

    - The bows can fire either regular arrows or spectral arrows, whatever you have equipped.
    - Yes, the 1H weapons can be dual-wielded. (tbh, I only tested the Elite Spectral Swords)


    "Enchanted" Spectral Weapons:
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    NONE of the above weapons are enchantable via the enchanting table because the nifty visual effects count as an enchant, so the game won't allow you to apply a new enchant on top of the old. BUT, the mod author has included a way for you to "enchant" these weapons at the FORGE: Take any of the above weapons to a forge along with some alchemical ingredients, and you'll be able to turn them into a new weapon, one that has both the spectral visual effects PLUS a practical enchant PLUS some additional visual effects. There are 5 available enchants:

    Flaming (fire damage): Requires the original weapon + 5 Fire Salt
    Freezing (frost + stamina damage): Requires the original weapon + 5 Frost Salt
    Shocking (shock + magicka damage): Requires the original weapon + 5 Void Salt
    Reaver (spectral damage): Requires the original weapon + 1 Human Heart
    Terror (fear): Requires the original weapon + 1 Daedra Heart

    So, for example, if you want a bow that looks like a vanilla Bound bow and has a Shock enchant, you'd go to the forge and first craft an Elite Spectral Bow (1 Filled Black Soul Gem + 1 Daedra Heart). Then go back to the forge with the Elite Spectral Bow + 5 Void Salt, and craft an Elite Shocking Bow.

    1) Spectral Weapons become Spectral Flaming, Spectral Freezing, etc.
    (So if you want to find the fully enchanted shocking bow in the console, you'd be looking for "Spectral Shocking Bow".)
    When enchanted, Spectral weapons gain a new animated, swirly aura, and a faint glow in a color appropriate to the enchant (fire glows orange). The effect is more subtle than the vanilla Bound weapon effect (less flashy, but also less distracting), and the color is faint. This effect disappears when the weapon is sheathed: it will go back to un-animated transparent lavender.

    2) Elite Spectral -> Elite Flaming, Elite Freezing, etc.
    (So if you want to find the fully enchanted fear sword in the console, you'd be looking for "Elite Terror Sword".)
    When enchanted, Elite Spectral weapons keep the vanilla Bound weapon visual, but the translucent weapon at the core changes color: an Elite Flaming Spectral Bow is translucent orange with bright, animated lavender/white swirls. The battleaxe and sword still disappear completely when sheathed; the bow keeps both the Bound effect and the new color when sheathed.

    3) Ancient Spectral -> Ancient Flaming, Ancient Freezing, etc.
    Same as Spectral.

    - All of these weapons can still be tempered with an empty Grand Soul Gem even after being "enchanted".
    - If you want to temper AND enchant your weapon, do the enchant FIRST, THEN go temper it! (Remember, these enchants aren't true enchants: you're technically destroying the old weapon and making a new one, so any tempering will be lost. Tempering is true tempering, though; it won't destroy your enchant.)
    - These enchants have infinite charges.
    - No, there is no way (short of modding yourself) to apply a vanilla enchant to either the clean or the enchanted weapons from this mod.


    Clean Spectral Bow:
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    I thought the Clean Spectral Bow was supposed to be enchantable at an Arcane Enchanter, but it's not working for me. For all practical purposes, it's 100% identical to the Elite Spectral Bow.

    I can see why it's SUPPOSED to be enchantable: the other spectral weapons have a little lightning bolt symbol next to them in my inventory indicating that they're already enchanted, and therefore can't take another enchantment. The Clean Spectral Bow has no such symbol, so it SHOULD be enchantable. Perhaps it's missing a keyword or something to add it to the right enchanting category?


    New Enchants for Vanilla Weapons:
    Spoiler:  
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    This mod also adds a set of new enchants that can be used on vanilla weapons. These enchants just duplicate all of the standard vanilla enchants, but with new visual effects.

    THESE ENCHANTS -CANNOT- BE USED ON SPECTRAL WEAPONS.
    THESE ENCHANTS WILL -NOT- MAKE VANILLA WEAPONS LOOK LIKE THE SPECTRAL OR BOUND WEAPONS.

    ...but they do make vanilla weapons look neat

    No transparency, no lavender color, no Bound weapon effect. Instead, these enchants add the same subtle swirl effect that the enchanted Spectral and Ancient Spectral weapons have, on TOP of the vanilla weapon's ordinary model and textures. So, a Daedric Bow enchanted with Fire Spectral will NOT look exactly like a Spectral Flaming Bow; it will look like an opaque black/red Daedric Bow with orange and white swirls around it. The enchant's visual effect will disappear when the weapon is sheathed.

    To obtain these enchants, craft the "Spectral FX" weapons at a forge--these are just steel swords with the new enchants--and disenchant them at an enchanting table. The Spectral FX swords can be crafted with 1 Grand Soul Gem, either empty or filled. (I recommend stashing your filled gems in a container before doing this, to make sure you don't accidentally use them.) They work just like vanilla enchants: you apply them at the Arcane Enchanter, and they require soul gems to stay charged (they don't have infinite charges).

    They will work on at least some modded weapons.


    Other Mod Features:
    Spoiler:  
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    Spectral Arrows: Craft these at a forge using 50 Ancient Nord Arrows, OR 50 Iron Arrows, OR 50 Steel Arrows + 1 Filled Black Soul gem. The resulting spectral arrows are identical regardless of which type of arrow you used to craft them. Spectral arrows do 25 damage, 1 more than vanilla Daedric Arrows.

    Spectral Elixir: Craft at a cookpot, NOT an alchemy table. The visual effect is identical to the vanilla Philter of the Phantom, but the Spectral Elixir isn't just for aesthetic fun: it lasts 10x longer than Philter of the Phantom and improves your stealth.

    Upgrade/Downgrade empty soul gems at a Smelter (not a forge). Combine Greater soul gems into Grand, split Common soul gems into Lesser, etc.

    This mod will also alter the appearance of vanilla enchants: the new effect is brighter/easier to see than the vanilla enchants, though I do find it a little distracting. If you're experienced with the CK, you can revert to the vanilla enchant effects (yet keep the rest of the mod's gorgeous goodies, including the new spectral enchants) by excising all of the changes to 13 files: EnchAbsortHealthFFContact, EnchFireDamageFFContact, etc; all the files that end in "FFContact" and don't include the word "Spectral".
  3. cplcoolhand
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    i dont suppose you would wanna work with http://skyrim.nexusmods.com/mods/17539 to make a spectral teddy bear back pack or even that tomb raider backpack. i would think many people would like that
  4. jacksonfamily1980
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    hi i love your mod but it has bugs with other mods, i have a problem when forging the weapons. i forge a weapon and more show up in my forge then i forge other weapon and some disappear. then i forge 3rd weapon and they all disappear and i can't make the rest of the weapons. so i try uninstalling other mods to fix and still no change even clean my save file to see if that would fix it and no change. so i was wandering if you could make a stand alone file and move the weapons to its own forge menu and not change already existing in game file so it has more compatibility with other mods would be great other mods like yours are standalone and work great with out conflicting with other mods. thanks again greet mode but i can use it with other mods i have. if you could help it would be great thanks again.
    your fan......
  5. Dizzy_xc
    Dizzy_xc
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    I was NOT able to freely enchant the clean version of the spectral bow. I also made several Ancient bows, of which none would disenchant. Not happy.
  6. nosideph
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    I'm not sure how to add the effects to the one's I equip.
    Still, its one of the coolest and my personal favorite weapon mod in Skyrim
  7. Greylordacdc
    Greylordacdc
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    awesome mod,the new enchant animations revert back to vanilla animations with this mod and everlasting enchant mod (http://skyrim.nexusmods.com/downloads/file.php?id=8987) pls do something about it, i like both the mods very much
  8. djgmbl
    djgmbl
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    This seems like a really awesome mod and I'm very interested in it. However, I installed it with the NMM, and it installed fine. However, any blacksmith I got to, the spectral weapons do not show up where you said they would be. Is there anyway I could fix this?
  9. cryptonite1
    cryptonite1
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    sorry, my bad...problem fixed..
  10. JSBrayker
    JSBrayker
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    I do have a few ideas I want to try out, but I'm in the process of putting the finishing touches on a large update for my other mod, so I don't have a timeline at the moment. Using an archive just seemed like a more convenient option, but if needed I don't have a problem including a manual version next time I do an update. Glad you're enjoying the mod tho.