If you want something fixed or added leave a comment Feel free to translate the mod too!
Latest changes: The 2.2 light brightness/radius has been cut in half, with fewer elements and more unique effects. Each sword now only staggers undead with a decreased magnitude and does well balanced damage again. The enchantment can be made stronger on other weapons if you have invested in certain enchanting perks.
If you don't want the occasional bane undead explosion to disturb small objects or send them flying, check out Ekseth's 'Peaceful Explosion' "Peaceful Explosion" by Ekseth - http://skyrim.nexusmods.com/mods/22610
My files are fully compatible with the 'Two-Handed Dawnbreaker' by gaijune (place his .esp above/before my mod in the load order) "Two-Handed Dawnbreaker" by Gaijune - http://skyrim.nexusmods.com/mods/11691
If you want to be able to disenchant the one-handed Dawnbreaker, place the Master Enchanter.esp above/before my mod in the load order: "Master Enchanter" by Gid2525 - http://www.nexusmods.com/skyrim/mods/4735
EzE's Artifact Disenchanting works too http://www.nexusmods.com/skyrim/mods/8157
My only complaint is that I cannot temper this weapon. It tells me I need the Arcane Blacksmith Perk, when I am in fact having the Arcane Blacksmith perk. Odd.
EDIT: Apparently (According to TESV Edit) what I really needed was the Daedric Smithing perk
Man, I can't thank you enough for your Dawnbreaker upgrade and pointing out the Better Shaped Weapons mod. These two together make Dawnbreaker a true reward! Kudos my friend & I'm downloading early just to get this endorsement to you.
Is this compatible with Meridia's Secret Weapon - Two Handed Dawnbreaker by DarkWolfModding? I've got a greatsword wielding Paladin character that I'd love to see with a giant, illuminating, undead exploding greatsword
As with the other two handed dawnbreaker by gaijune, if you apply my mod after the two handed mod, my enchantment will be put on it. If they have changed the enchantment in any way, loading their mod after mine will probably cancel out my effect additions.
TLDR; put my mod last in the load order, after any two handed mods, and see if it works
Great mod! I was just about to say the light source from it overwrites the light source provided by my candlelight (I am using Improved Candlelight and Magelight by kwac8, but then I saw there is a no light version. I will try it out. Sunburst is my favorite, it looks great!
Thanks yeah the idea is to replace the necessity of candlelight, which sometimes adds too much darkness as well when using certain lighting mods. Enjoy the nolight version and let me know how you enjoy the enchantment later in the game!
I really like the visual effect of it, and the stats are nice, but is it possible to remove the staggering undead part? I think it makes sense ( a holy light exploding near them), but it's pretty overpowered. I can stun lock undead all day with it just by swinging. I want the sword to shine (no pun intended) in its stats and extra burn damage to undead, not as an infinite stagger bot.
Well that was one of the points of messing with the otherwise overpowering undead enemies who either spam stagger shouts or cast drain life spells while soaking up all your hits. I was originally planning to only have the true dawnbreaker weapon stagger undead, while a disenchanted one wouldn't. But since there are already so many versions now, I'd have to double the amount of files. You can get the creation kit, open my .esp and search for dawnbreaker and go into the enchantment itself and remove the stagger undead affix, or lower it to 1-4 for light stagger, 4-9 for medium and 10 or above for high i think it was.
Oh alright. And yeah draugr can be somewhat ridiculous but I don't think a permanent stun on them is the answer. I've never messed with the creation kit, but now might be a good time! Yeah, asking you to double the amount amount of files for a small change would be rather tedious on your part I'd imagine. I shall try to edit it via creation kit.
Edit: I couldn't get creation kit to work. It would load up my ESMs but not my mods and other plugins. I booted up TES5Edit though, and I applied the filter for this mod. Under magic Effect, I see the sun damage, the fire damage, and a magic effect called StaggerAttackFFContactUndead with an ID of 030034FD. Should I right click this and remove it? It pops up and says "you're about to edit a modular file, are you absolutely sure?" If I remove this will it cause any errors with my game? I don't believe it will, but I just wanted clarification before I went ahead with it. Thanks for the help!
Success! It worked. Just removed that effect in tes5edit, hopped into game and spawned 3 draugr on me and fought them. Still got the awesome visual effect but no stagger. Thanks again!
Could you also add only the re-texture version of the mod? I like the textures, but I feel like cheating playing this improved version of Dawnbreaker: )
I generally play on expert, the weapon does less elemental damage than most dual enchant weapons, but it has added utility and decent damage vs undead. So if you run a no-enchanting character you'll still be able to put up a fight against Draugr deathlords. By the time you find it you wont be able to sharpen it that well
If you do have a dual enchanter, you can disenchant the dawnbreaker and dual enchant it with competitive life steal/chaos damage as well. Basically... it is strong enough to be attractive for any character (for light utility and undeads), and weak enough to not replace crafts, which are more effective vs living things
99 comments
Latest changes: The 2.2 light brightness/radius has been cut in half, with fewer elements and more unique effects.
Each sword now only staggers undead with a decreased magnitude and does well balanced damage again.
The enchantment can be made stronger on other weapons if you have invested in certain enchanting perks.
If you don't want the occasional bane undead explosion to disturb small objects or send them flying, check out Ekseth's 'Peaceful Explosion'
"Peaceful Explosion" by Ekseth - http://skyrim.nexusmods.com/mods/22610
My files are fully compatible with the 'Two-Handed Dawnbreaker' by gaijune (place his .esp above/before my mod in the load order)
"Two-Handed Dawnbreaker" by Gaijune - http://skyrim.nexusmods.com/mods/11691
If you want to be able to disenchant the one-handed Dawnbreaker, place the Master Enchanter.esp above/before my mod in the load order:
"Master Enchanter" by Gid2525 - http://www.nexusmods.com/skyrim/mods/4735
EzE's Artifact Disenchanting works too
http://www.nexusmods.com/skyrim/mods/8157
EDIT: Apparently (According to TESV Edit) what I really needed was the Daedric Smithing perk
see the pictures in http://www.nexusmods.com/skyrim/mods/39870/?
Man, I can't thank you enough for your Dawnbreaker upgrade and pointing out the Better Shaped Weapons mod. These two together make Dawnbreaker a true reward! Kudos my friend & I'm downloading early just to get this endorsement to you.
TLDR; put my mod last in the load order, after any two handed mods, and see if it works
Edit: I couldn't get creation kit to work. It would load up my ESMs but not my mods and other plugins. I booted up TES5Edit though, and I applied the filter for this mod. Under magic Effect, I see the sun damage, the fire damage, and a magic effect called StaggerAttackFFContactUndead with an ID of 030034FD. Should I right click this and remove it? It pops up and says "you're about to edit a modular file, are you absolutely sure?" If I remove this will it cause any errors with my game? I don't believe it will, but I just wanted clarification before I went ahead with it. Thanks for the help!
If you do have a dual enchanter, you can disenchant the dawnbreaker and dual enchant it with competitive life steal/chaos damage as well. Basically... it is strong enough to be attractive for any character (for light utility and undeads), and weak enough to not replace crafts, which are more effective vs living things