Skyrim

File information

Last updated

Original upload

Created by

Aberation

Uploaded by

aberation

Virus scan

Safe to use

About this mod

This is an lore friendly version of Magicka Sabers Crystal. These weapons are designed with Mages in mind. Non mages can use them but will find it hard to both craft them and use them to their full potential.

Requirements
Permissions and credits
I am no longer updating this mod.  Check out http://www.nexusmods.com/skyrim/mods/64807 instead.
Aetherium Sabers 3.3
 
3.3 Fixed some recipes pointing to the wrong item.
3.1 Added novice SW hilts.  Also modified many enchantments.  Fire/Frost/Shock will now add 25% resistance.  Health/Magicka/Stamina will add 50% fortify rate.  Fear/Turn Undead I added a light effect to the target so you have some idea which mobs are affected or not. 
3.0 Lite - Same as 3.0 but all leveled lists are reset to Vanilla which means that no NPC's will have them.  Also, all followers created for this mod have been removed.  Basicly, this is reverted to a crafting only mod.  Cleaned with Tesedit.
3.0 Big update!  Finally moved the Aetherial prototypes to the Aetherium Forge along with the Aetherial Crystal / Firewood recipes.  Added in the SW hilts to the main file.  Only Master tier is done for now.  Greatly reduced the loot on the hostile Khajiit in Bleakfall Barrow.  Reduced the base damage of all weapons to be more in line with other greatswords / swords.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2.52 Altered Aetherial enchantments to only check for the proper skill level, instead of the perks themselves.  This was done to account for other mods that alter or remove perks.  Also added an evidence chest to the Helgen starter dungeon in the torture room which has a random training shoto.  The chest also contains unenchanted gloves and boots to go along with the robes and hood on the dead prisoner nearby.  It also contains a full set of Hide and Iron armors along with 1 of each iron weapon for those that don't want to wear Imperial / Stormcloak gear (like me) .  
2.51 Added a Dawnbreaker enchantment under Daedric, requires a Daedric Heart and an Apprentice level perk.  Also, a few fixes to recipes.
2.5 Completely redid all enchantments to fully fix the cost per charge ratio.  ALL enchantments now have the auto box checked.  Also added a description for training weapons.  Also added a new description for Aetherial and hid the rest of its effects for easier viewing as only the Shock effect is actually able to be modified.
2.43 Renamed Light enchantment to Training as many folks were confused by the name.  Adjusted NPC weapon level lists so that the Training weapons are the most common.  To adjust for this I have added 'upgrade' recipes that will upgrade the training weapons into novice shotos.
2.42 Minor fixes to recipes.
2.41 Fixed the Soul Trap recipes, they were using the 'Light' weapons by mistake.  Fixed the conditions for the Amethyst Flame Shoto.
2.4 Followers fixed!  Put them all in the College Library.
2.3 Adds followers to the Winterhold area.  Also, added Aetherial Nightblades / Spellswords to Imperial, Stormcloak, Warlock, and a few other level lists.  Also added one inside Bleakfalls Barrow that once you take him out, will get you started on crafting your own weapons.
2.2 Requires new Core 2.0 files!  Added an Aetherial enchantment that can be disenchanted in preparation of movie hilts add on.
2.1 Added missing Apprentice thru Master hilts to Dragon tier.  Also, all other recipes now require any of the Mage novice - Expert perks (including Enchanting).  Banish and Paralyze require Expert, Chaos and Drain require Adept, all Absorbs require Apprentice, and all others are considered Novice.  The Light enchantment under Wood is still perk free. 
2.0 See below.
1.5 Reduced light Fade by 40%
1.4 Greatly increased the light brightness
1.3 Fixed Adept recipes
1.2 Replaced Torch with Crystal.  Increased light radius.  Added screenshots.
1.1 Requires Dawnguard. Added book near forge. Adjusted pricing for torch and firewood. Removed test chest.
1.0 Initial release.

Aetherium Sabers SW 1.0

1.0 Initial Release.  Requires new Core 2.0 files.  Adds SW hilts to Skyforge.  Novice tier only for now.

Aetherium Saber SW Naming 1.0

1.0 Initial Release.  Renames some Shouts and Spells to SW terms.  Text changes only.
_________________________________________________________________________________
2.0 Added all 14 standard enchantments.  This is Absorb Health, Banish, etc...  The 'Prototypes' are found under different weapon categories.  Also the enchantments are now the same for one and two handed weapons, YAY!!!  Each require the perk that is needed to 'unlock' its effect in the Aetherium Saber/Shoto to craft at the Skyforge. This means the Regeneration perk for Absorb Health, Necromancy for Turn Undead, etc...  I also added Magicka Damage (Recovery 30 perk) and Stamina Damage (Physician perk) which are not found in the Aetherium weapons (kind of redundant with the absorb effects already present.)  I also added a Drain enchantment (all 3 absorb effects at once.)  The last enchantment I added I just called Light, all this does is add the effect of the saber/shoto blades for those that don't want any other effects on the weapons.  (Several folks asked for this)  Also, the Aetherium weapons are now considered Dwarven.  The unenchanted hilts to use with the new enchantments are found under Dragon.  All the weapons are now found only at the Skyforge.  The apprentice-Master upgrades can be done at any forge/anvil.

Note - you don't need the perk to actually use the weapons, unlike with the Aetherium tier, this was done partially for companions.  Also, this is more closely to the way it worked with Magicka Saber Crystal.  This allows folks to use the mod in a more piecmeal way without having to go all in.

Wood - Light, Iron - Soul Trap, Steel - Fear, Imperial - Frost, Draugr - Magicka Damage, Silver - Turn Undead, Orc - Shock, Dwemer - Aetherium, Falmer - Stamina Damage, Elven - Absorb Health, Dragr Honed - Absorb Magicka, Nordic - Drain, Glass - Fire, Falmer Honed - Absorb Stamina, Ebony - Paralyze, Stalhrim - Chaos, Daedric - Banish, and Dragon - All unenchanted Hilts.

Note - this mod was created from scratch, so it can be run along side Magicka Sabers Crystal if you want.  (Like if you want NPC's to wield them.)  I actually used Lord Huan's mod as my base, so if you have that installed all you need is my .esp file.  Hopefully, this will address those that have double sound issues with my other mod.

This is my attempt to make a 'Lore Friendly' version of Magicka Sabers Crystal.  I was originally going to call these 'Plasma' but Aetherium seemed more lore friendly. Also, GreatSabers are now just Sabers and one handed weapons are now Shoto.  Since Katana and Dai Katana are in Elder Scrolls lore, I figured Shoto wasn't too much of a stretch.  Two handed weapons will now NOT show on your back but will disappear when sheathed.  The only solution to this 'sheathed in mid air behind neck' problem would involve downloading different skeleton mods and altering all two handed swords to go on the hip.  Simply checking the 'hide backpack' check box seemed the simplest solution. 

In this mod you won't find any reference to 'any' movie, tv show, or any game outside of the Elder Scrolls cannon.  Also, I came up with a new way to deal with the enchantments and this seemed like a good way to do it.  Also, these weapons were always envisioned as Mage only weapons.  Well, now I really took this to heart.  In order to craft any of these weapons you will need various Mage perks both to craft and to use the weapons to their full potential.  Each enchantment effect has been assigned a perk needed for that effect to 'unlock'. This is an expansion to how the bound weapons work with their extra effects.  (Note - Banish, Soul Trap, and Turn Undead use different perks than bound weapons do.)  Obviously this may not work with any perk overhaul mod that changes the mage perks.  

Note - Each effect checks if the Player has the perk, not the wielder.  So If you give one to a follower, the effect should 'proc' as long as you have the right perks.  I haven't added these to any NPC's yet, but if/when I do the same will apply.

I also created my own Saberlight effects that are embedded into the weapons themselves.  When you equip any of these weapons, you will gain an ability which is a torch like effect in the color of the weapon you have equiped.  For those that dual wield different colors, the color that is first alpabetically will be the one that shows.  This is a game engine limitation, not the mod.

To craft any of the novice weapons you will need at least one Novice perk of either Alteration, Conjuration, Destruction, Illusion, or Restoration.  For the Apprentice tier you will need one apprentice perk, and so on...  The recipes only need one perk to unlock, so players that only specialize in one Mage school will be fine (even non mages tend to dabble in Restoration).  There are only five tiers Novice - Master.

The enchantments work like bound weapons do.  Each effect requires a different perk to 'unlock'.  See the chart below for details.  The enchantment is the same for all tiers, the only change to weapons per tier is higher base damage and a higher charge pool.  The base weapon damage is roughly equivalent to a tiered sword/greatsword + dagger.  I made all of the weapons under Falmer.  This is because they really arn't Daedric (they were not created by or created to be used against Daedra) and no other category outside of Dwemer seemed to fit.  As there are a thousand mods which add Dwemer items, Falmer seemed the logical choice.

Because of the amount of components used for these recipes I had to invent two intermediate components, Aetherium Treated Firewood and Aetherium Enchanted   Torch. (I tried not to do this but because of all the ingredients involved the text was just too small in the anvil/forge menu.)  Both will be found under Misc. and neither require any perks to craft.

Note - I renamed the Pink color to Tourmaline.

Aetherium Treated Firewood - Daedra Heart, Dwarven Centurion Dynamo, Dwarven Cog, Dwarven Gear, Dwarven Gyro, Dwarven Oil, Firewood
Aetherium Enchanted Torch - Large Antlers, Bone Meal, Briar Heart, Canis Root, Fire Salts, Frost Salts, Lavender, Torch, Void Salts, Vampire Dust
Requires one Mage 'Novice' Perk to unlock

Novice Saber/Shoto - Gemstone, Filled Petty Soul Gem, Empty Petty Soul Gem, Gold Ingot, Quicksilver Ingot, Silver Ingot, Leather Strip, Aetherium Treated Firewood, Aetherium Enchanted Torch 

Apprentice - Master upgrades = Previous tier weapon, plus both an empty and filled leveled soul gem.  

Temporing - the Arcane Blacksmith perk is needed as these are enchanted right from the start.  Temporing needs one tiered filled soul gem.

You won't need to visit the Enchanting Alter ever for these weapons.  

Effect/Magnitude/Duration/Perk Needed
Absorb Health/10/1/Regeneration (Res 20)
Absorb Magicka/20/1/Ward Absorb (Res 60)
Absorb Stamina/15/1/Respite (Res 40)
Banish/36/-/Atromancy (Con 40)
Fire Damage/15/1/Intense Flames (Des 50)
Fear/20/30/Aspect of Terror (Ill 50)
Frost Damage/20/1/Deep Freeze (Des 60)
Frost Slow/50/3/Deep Freeze (Des 60)
Paralysis/-/3/Stability (Alt 70)
Shock Damage/25/1/Disintegrate (Des 70)
Soul Trap/-/5/Soul Siphon (Enc 40)
Turn Undead/40/30/Necromancy (Con 40)

Note - this chart looks fine when I edit, but when I look at it in the description it looses its spacing, so I added the /'s.

Recommended mods 

Armored Robes 
http://skyrim.nexusmods.com/downloads/file.php?id=50069

Recommended mods (For those that don't mind less 'lore friendly' mods)

Magicka Sabers Crystal
http://skyrim.nexusmods.com/downloads/file.php?id=10517
Star Wars Planets Moon Replacers
http://skyrim.nexusmods.com/downloads/file.php?id=10903
Jedi of Skyrim
http://skyrim.nexusmods.com/downloads/file.php?id=52152
Way of the Force
http://skyrim.nexusmods.com/downloads/file.php?id=24585
Sky Wars
http://skyrim.nexusmods.com/downloads/file.php?id=49402
Zabrak Race
http://skyrim.nexusmods.com/downloads/file.php?id=18310
Sith Pureblood Race
http://skyrim.nexusmods.com/downloads/file.php?id=24391
SW Armors
http://skyrim.nexusmods.com/downloads/file.php?id=48183
Darth Vader's Armor
http://skyrim.nexusmods.com/downloads/file.php?id=50499
Five Tenets to Sith Code
http://skyrim.nexusmods.com/downloads/file.php?id=6602
Dark Brotherhood Door and Banner to Sith
http://skyrim.nexusmods.com/downloads/file.php?id=6616
Higher Jumping by Volek - basically force jump
http://skyrim.nexusmods.com/downloads/file.php?id=164
Star Wars Galactic Credit Gold Coin Re-texture by avenger86
http://skyrim.nexusmods.com/downloads/file.php?id=7056
College of Winterhold to Star Wars Jedi Temple WIP by avenger86
http://skyrim.nexusmods.com/downloads/file.php?id=7871
College of Winterhold to Star Wars Sith Temple WIP by avenger86
http://skyrim.nexusmods.com/downloads/file.php?id=8010

Permisions
Lord Haun may use any of this in future versions of his mod if he wishes.
Original mod
Magicka Sabers by Lord Haun http://skyrim.nexusmods.com/downloads/file.php?id=3174