Skyrim

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About this mod

Adds Sigil Stones, Enchanting Skulls, Knowledge Tomes, and various other magical artifacts to Skyrim with the intention of making Enchanting more interesting.

Requirements
Permissions and credits
Changelogs


V1.3, Requires Dragonborn

Requires a Bashed Patch to be made using Wrye Bash (http://skyrim.nexusmods.com/mods/1840/?) for maximum compatibility with other mods which change Boss Chest loot tables.


Balance feedback would be appreciated!

This is primarily a test of my own modding skills, and as a result, it isn't just about Sigil Stones; you'll also find my experiment with creating a Boss Battle, my attempt at a short dungeon, and perhaps a few special artifacts.

Is it Lore-Friendly? Not really, I suppose, but neither do I see it as terribly unfriendly.

Also Available on the Steam Workshop! This is a legitimate release using my Steam account for distribution, and will be kept updated alongside the Nexus version.


1. Summary
2. Description
3. Known Issues and Bugs
4. Disclaimer
5. Change Log
6. Installation/Updating


[size=28]1. Summary[/size]

Enchanting is such a sad, sad School of Magic. Unlike other Schools of magic, it does not have anything resembling Spell Scrolls, is a rather boring Skill, and is sometimes difficult to justify using on a primarily non-magical roleplay.

This mod aims to make Enchanting a bit more fun and accessible to non-Mages, while at the same time adding special Enchantments that will be worth a Mage's time to get. Boss Chests now have a chance to contain Knowledge Tomes and magical Enchanting Gems, and in some special locations there are even Sigil Stones, powerful magical artifacts from the realms of Oblivion.

[size=28]2. Description[/size]

The inspiration of this mod is the Sigil Stone, which in TESIV: Oblivion, could be used in the inventory to Enchant an item with a predefined Enchantment. This mod adds something similar.

SIGIL STONES
The greatest and most powerful of all Enchanting artifacts. Activate it in your misc tab and then exit your inventory to use it. This will open an Enchanting menu. You can either exit out and save the Sigil Stone, or use it to Enchant an item. Perks put into the Enchanting skill do not apply to items enchanted with a Sigil Stone, but all Sigil Stones provide a 2.5x Enchantment strength multiplier.

Unlike in Oblivion, Sigil Stones can be used to apply any Enchantment. This is a limitation of Skyrim's Enchanting system, and I can't really get around it easily.

Sigil Stones can only be found in predefined locations; they have not been added to leveled lists. Look around a certain Museum in Dawnstar for a journal that might help you find a few.

As of right now, there are a pitifully small number hidden around Skyrim, but I will add more in future versions.

ENCHANTING GEMS
Enchanting Gems are a more common, but weaker alternative to using Sigil Stones.

Enchanting with an Enchanting Gem is unaffected by Enchanting Skill perks, and the Gem will only grant a 1.35x bonus to Enchantment Strength, but each Gem will also provide an additional perk, whether it be increased strength of specific Enchantments, to multiple Enchantments, to twice as much Enchantment charge on weapons.

ENCHANTING SKULLS
These Skulls are identical to the Enchanting Gems in function, but there are only three, hidden in Ancient Nordic Ruins on Solstheim.

Both Sigil Stones and Enchanting Gems will not increase the Enchanting Skill when used to learn or place Enchantments. Your Enchanting Skill displayed when using Sigil Stones and Gems is dependent on your current Level, and will be returned to normal upon exiting the Enchanting menu. This is done so that Enchantment strength will scale with your level, to some degree.

KNOWLEDGE TOMES
Knowledge Tomes are Enchanted books. They cannot be equipped (though they will appear in your Armor or Weapons tab depending on what type of Enchantment they have) and are used to learn Enchantments without the need to destroy a piece of armor or weaponry. They can be found in Boss Chests, or bought from Urag Gro-Shub.

Most contain vanilla Enchantments, but there are some special Knowledge Tomes hidden throughout Skyrim that hold special Enchantments, which can only be applied when used with a Sigil Stone or Enchanting Gem.
Armor Enchantments of this special type will kill you when worn if applied using a normal Arcane Enchanter, and special weapon Enchantments cannot be applied with a normal Arcane Enchanter at all; however, all Knowledge Tomes, whether common or special, can be disenchanted at a normal Arcane Enchanter.

List of Special Enchantments:

Detect Life (Armor, allows user to Detect living and undead creatures) -Possibly buggy. Please report any issues you find.

Frost Shield (Armor, +90 Armor Rating, 25% Resist Frost)

Fire Shield (Armor, +90 Armor Rating, 25% Resist Fire)

Shock Shield (Armor, +90 Armor Rating, 25% Resist Shock)

Chameleon (Armor, Decrease Light Level and Movement Detection by ~25% Per piece of armor equipped, up to 90% more difficult to detect while in a lit location and moving. Is not identical to and can be used effectively without Sneaking, but augments Sneaking very well. May need balancing depending on feedback.)

All-Maker's Blessing(Jewelry, Allows All-Maker Stone Powers to be kept as abilities, but all abilities, whether used or unused, are removed on unequip)

Destroy Armor(Weapon, Decrease Target's Armor Rating dramatically for a few seconds)

Necromancy(Weapon, On kill, Men/Mer/Beastfolk killed will be disintegrated, and their Skeletons resurrected to fight for you for 5 minutes, does not affect Conjured creature cap)

MISCELLANEOUS
This mod also adds some few artifacts, and a small dungeon with a possibly difficult boss fight.

To find the dungeon, look around the north-eastern parts of the Reach; there's a Mysterious House by the side of a small road that may have something interesting in the basement.

[size=28]3. Known Issues and Bugs[/size]

This mod will conflict with any that modify the All-Maker Stone Spells or the Conjure Werebear Spell Effect, as one of my special Enchantments requires that I add a perk condition in them.

This mod also edits the leveled lists used by most Skyrim and Solstheim Boss Chests, as well as Urag Gro-Shub's vendor chest.

Please, report any bugs or problems you may encounter. If you run a heavily modded Skyrim, please make sure that any issues you are experiencing are not a result of other mods.

Known Issues:

Sigil Stones/Enchanting Gems will allow the use of Enchanting perks if using an Enchanting overhaul such as Egocarib's Enchanting Awakened. I plan on releasing an optional patch for this, but would like to wait until I get more feedback and bug reports.

Bugs:
None reported yet.

[size=28]4. Disclaimer[/size]

Download at your own risk; I cannot promise that this will not do horrible things to your saves, so back them up when installing. This is my first mod, and is somewhat script-heavy, though there are no scripts which constantly run or are attached to the Player via Quest Alias. Uninstallation should be possible, but I cannot foresee what may happen when doing so. I have had no apparent instability when using this mod myself, but I cannot foresee the unforeseen, and I am not skilled enough at modding to predict disasters yet far off.

This mod adds Enchantments, and uninstalling this mod while keeping or using items with said Enchantments shall likely, if not inevitably, cause CTDs. If you wish to remove these Enchantments, I would recommend the Enchantment Cleanser mod, by SirReality: http://skyrim.nexusmods.com/mods/9894//?

[size=28]5. Change Log[/size]
V1.3:
-Added Dagon's Flame, Vampire's Touch, and Oblivion Energies Enchantments. They are identical to the Fire, Frost and Shock base Enchantments, and are given to you when using Sigil Stones. They can only be used with Sigil Stones. They will not be given when using a Sigil Stone obtained before updating to 1.3, but any Sigil Stones collected after the update will work properly. (This is an experiment with making Sigil Stones more similar to the ones of Oblivion, and any major overhauls of this mod will make further use of it. For now, however, Sigil Stones will remain as portable, one-use Enchanting Tables)
-Fixed Chameleon Enchantment not being deadly when applied with normal Arcane Enchanters.
-Tweaked the Reconstruct Spell, which was supposed to be secret but I feel compelled to add this to the change log.
-Modifed the Detect Life Enchantment script to ensure that any objectreferences left undeleted at the end of the script are deleted when it re-starts. Please report any issues you may have.

V1.2:
-Added more Sigil Stones to the world.
-Added experimental Chameleon special Enchantment.
-Increased base Enchantment Strength multiplier on Enchanting Gems by 10%, for a total of 135% Enchanting power.
-Fixed bug causing scripted Enchantments to stay, even when all items conferring them are unequipped

V1.1:
-Reconstruct spell costs a reasonable amount of Magicka.
-Fixed bug having to do with grabbing Sigil Stones.
-Changed Enchantment Skulls into Enchantment Gems; they are identical in function, but the file size of the .BSA has been decreased. 3 special Enchanting Skulls have been left with their original models and names, and hidden in Nordic Ruin dungeons on Solstheim.

V1.0:
Released.

[size=28]6. Installation/Updating[/size]
Installation is simple, use NMM or drop all the files in the .zip into your Skyrim/Data directory.

To upgrade, unequip any items using my Enchantments, place them in a container, save, install the update, and then take your items back. This is to insure that any Scripts used by my Enchantments reset properly.



This mod's .ESP has been cleaned with TES5Edit.

Credits:
Bethesda, for the Skyrim and Dragonborn resources used and modified by me.

Exnem's RuneSkulls mod for Oblivion (http://oblivion.nexusmods.com/mods/9412/?) inspired me to create my own similar items in Skyrim.

Egocarib, for script help and inspiration.

Yoshh, for the idea to add something akin to the Rune Skulls of Exnem's mod.