SKYRIM
Adamantium by Antonio Colasurdo
Skyrim » Quests and adventures
Added: 29/07/2014 - 03:56AM
Updated: 21/09/2014 - 08:25PM

51 Endorsements

0.14 Latest version

1,085 Unique D/Ls

1,217 Total D/Ls

13,770 Total Views

Uploaded by JetSteele

Description

Last updated at 20:25, 21 Sep 2014 Uploaded at 3:56, 29 Jul 2014

--Contents--

1- Description
2- Mod Featured
3- Recent Updates
4- Crafting
5- Installation
6- FAQ
7- Uninstallation
8- Credits
9- Permissions


--Description--

A stranger to Tamriel approaches the Dragonborn and makes grand promises to have the ultimate weapon. He claims that he will forge it for you; no strings attached. Can this strange individual be telling the truth?

Wanted to adopt a new play style but the game doesn't allow you to. With this mod you become the Wolverine, you get all of his powers at your disposal:

1- Healing Factor: An increased heal rate that heals you in combat.
2- Stamina Factor: An increased stamina regeneration rate.
3- Adamantium Claws: Fully animated claws which can be drawn or sheathed.
4- Unarmed Damage: Your unarmed damage is highly increased depending on the type of gauntlets you are wearing.
5- Fury Explosion: Unleash your rage on unsuspecting people and become invincible for a short period of time.
6- Damage Negation: 25% of incoming damage is negated.
You won't require weapons anymore and with all these powers at your disposal you become the ultimate warrior, striking fear in your enemies hearts.

- One new dungeon to explore.

- One new lab to craft Adamantium weapons.

- One Fully Voiced Quest Line to get your Adamantium Claws.


***The quest will begin automatically when the player levels up and is greater than or equal to level 15.

The claws use Armor Slot 60 (this will change once I find a suitable replacement that not many mods use).


--Mod Featured--

Thank you (Make It Young) for the feature; Mod gets featured at 4:56.


Check out his channel at:
https://www.youtube.com/channel/UCP-pkBrR7uKXTTaNKjY_RvQ


--Recent Updates--

Adamantium Version 0.14

- Adamantium Claws get one final revamp: they now protect as if they were a full set of daedric armor with shield (just a little more powerful in protection)
- Adamantium Claws renamed to Adamantium Exoskeleton
- Some Additions made to Fenrir Sanctuary (Continuing its Construction)
- Adamantium Gold Textures removed (and what was gold will become silver now)
- Rekkr Island land shape re-formed
- Fixed Fury Explosion Equip to Hand Bug and changed name from Fury Explosion to Explosive Fury
- Made Explosive Fury a toggle power, to remove its effect either wait for the time to expire or activate the power a second time for it to dispel
- Made Adamantium Exoskeleton for followers. Gives the ability to create an army of wolverine followers for the player to utilize if he so desires. Create the follower Adamantium Exoskeleton at D.W.A.R.F.
- Completed the Meditate Power

***With this update Adamantium is officially out of Beta***

Adamantium Version 0.12

- Fixed Bug: Claw Damage Occurs When Claws Aren't Out
- Claws Now Use One-Handed Skill
- Basic Layout For Fenrir Sanctuary Completed (Future Player Home)
- Clothes Changed For Argent Stryker To Fit Into The Americas Lore
- An Outfit and 1 Pair of Shoes Added To The Game For The Player To Wear Once He Finds It
- Adamantium Potion Animations Added and Name Changed to Adamantium Concoction

Adamantium Version 0.11

- Minor Bug Fixes
- Fixed Bar Scene and Quest Beginning Bug
- Balanced Adamantium Razor
- Re-Balanced Adamantium Claws and Abilities
- Claw Sounds Added

***This update is released to fix bugs as well as to balance the weapons added to the game by the mod, the Adamantium Razor is finally balanced and not Over Powered. The claws got a re-balance, you are still pretty-much indestructible but you see the damage being done to you and there is a possibility of death now if the NPC's are persistent enough to attack and not stop. Also the re-balance was done to aid in the quests and world I am designing for this mod. There maybe people out their who are just like the player and the re-balance would mean that they can be killed and won't be indestructible (this is all hypothetical of course ;)***

Adamantium Version 0.09

- Fixed a visual bug that made the Storm Atronach clip through his cage if you wait 1 hour
- Added "Meditate" spell (Spell Needs To Be Consoled For Now)
- Adamantium Alchemy Book Template Created. (Doesn't trigger Next Story Arc Yet, Story Arc In Development)
- Rekkr Island Skeleton Added to Game.

***This update is a skeletal prep update. It adds in a mechanic for "crafting" new powers for your Adamantium warrior through meditation (Powers Not Yet Available), a new world called: The Americas which is being built from the ground up (Rekkr Island is going to serve as the customs check point to enter The Americas). And the book will serve as a quest starter for the second story arc which will be added to the world once the story is ready. Like I said in the beginning this is a skeletal update which sets up the framework on what is to come.***

Adamantium Version 0.08

- Fixed some visual bugs
- Adamantium Mine added to D.W.A.R.F.
- Adamantium Razor added to Game.
- Adamantium Ore Veins added to Game.
- D.W.A.R.F. cluttered and lit.
- Portal to Exit Adamantium Mine added.
- Created the Complete Adamantium Crafting System inside D.W.A.R.F.
     1- Adamantium Smelter
     2- Adamantium Forge
     3- Adamantium Lab
     4- Adamantium Workbench

Adamantium Version 0.05

- Added dialogue to Argent Stryker
- Fixed Argent Stryker's dialogue which popped up for multiple NPC's
- Fixed captions that didn't match to dialogue
- Re-Positioned the enemies of MetalSpring Cave
- Changed Warrior's Pass to Warrior's Grotto
- Added Adamantium Forge and Adamantium Lab to D.W.A.R.F.

***At the moment the forge system isn't built. I designed the basic layout but I now need to build the forging system. It will work similarly to the one in Skyrim already, however there will be extra steps involved in making the Adamantium weapons.***

Adamantium Version 0.03

- Changed Story Manager Start (Increase Level to Change Location Event)
- Changed name of Rage Power (Rage to Fury Explosion)
- Fixed some visual bugs

Removable Claws

- Optional File which allows the Adamantium Claws to be Un-Equipped


--Crafting--

To make Adamantium weapons in the wolverine comics as well as in the movies is a tedious process. I tried to reflect that in the construction of the Adamantium weapons that the player will build.

1- Adamantium Smelter: the first step to building your Adamantium weapon is to mine the ore out of Adamantium Mine and to bring it to the smelter located inside D.W.A.R.F. to make the ingots needed to proceed.

2- Adamantium Forge: the second step to building the weapon is to take it to the forge and to craft the mold with all the required materials specified.

3- Adamantium Lab: the next step is to cool the mold down to make it "indestructible". At the lab you can craft the weapon from the weapon mold and cooling agent. The cooling agent can be crafted at this workstation.

4- Adamantium Workbench: this step is the upgrading of the weapon. Bring all required materials to this station to get your upgraded version of your weapon. Your Adamantium weapon becomes a Virbranium weapon at this station. The logic behind this decision is that both metals come from the same family, also Virbranium was never specified how it was created. Wolverine's claws cannot cut through Virbranium so it is the stronger version of the metal. Because weapons are tempered in Skyrim and made stronger I decided that the Adamantium is upgraded into Virbranium when you temper your Adamantium weapon.

***The reason Adamantium weapons can only be crafted inside D.W.A.R.F. is because Adamantium is their metal and only the Dwemer had the technology to shape the Adamantium into a weapon. The workstations have been designed to look more like Dwemer technology to fit this metal into a semi-lore friendly zone.***


--Installation--

You can use a mod manager to install the mod, or you can just unpack all files to your Data folder. There will be two versions of this mod:
1- BSA Version: This version will only contain the .esp and the .bsa so if you want something that can be easily installed and uninstalled then download this version.
2- DATA Version: This version will include all the files separately and you will have to put each inside the correct folder (Data, Textures, Meshes etc.)


--FAQ--

Q: I am well above level 15 but the quest doesn't begin. Help?
A: The quest begins when the player changes location, therefore if you are above level 15 already you have to go somewhere else for the quest to begin (Inside Breezehome, walk outside).

Q: Is this a weapon or armor?
A: It is classified as armor and it uses slot 60.

Q: I have the claws equipped how do I use them (v0.11+)?
A: The claws got a re-vamp. Because of popular demand and because I thought it would be cool to add swinging sounds to the claws so it doesn't seem like your punching anymore. To activate the claws you need to be in combat with your fists raised and no weapon in your hand. To activate the sneak claws you must be outside of combat, sneaking with your fists raised without a weapon in hand. This change was done to accommodate the addition of sounds to the claws.

Q: I want to un-equip the claws. How can I do this?
A: If you are one of the people that wants the claws to be un-equippable then you would have to download the Optional File:
     1- Removable Claws v1.00 (Adamantium v0.09 and Below)
     2- Removable Claws v2.00 (Adamantium v0.11 and Above)

Q: When I brawl with an NPC, afterwards the claws are invisible. How do I fix this?
A: To fix this just equip a weapon or spell go in game, unsheathe the weapon/spell and sheath it. Then un-equip it and the claws will be visible again.

Q: I have the claws, the stats and sounds are there but they don't come out. Help!
A: The claws are animation and script heavy; the more your game is animation/script heavy the longer they will take to come out. To remedy this situation place the mod higher in your load order, preferably right under Bethesda's official files. In other words it should be the first custom content mod in your load order.

Q: The quest "The X-Gene" has started but when I click on Argent Stryker he doesn't speak...Help!
A: From time to time some people are experiencing this issue, I don't know what causes it at the moment but there is a workaround. Leave D.W.A.R.F. and go back inside. Return to Argent Stryker and speak with him, the dialogue option will work.


--Uninstallation--

The uninstallation process is dependant on which version of the mod you installed:
1- BSA Version: Delete the .esp and .bsa files.
2- DATA Version: Delete all the meshes, scripts, seq, sounds and textures which belong to this mod.


--Credits---

- Anton for allowing me to use his Adamantium Wolverine Claws in this mod
- Lump for uploading his free model of the Wolverine Claws
- JoshNZ for Female Voice FX Part of Anton's Animated Wolverine Claws Mod
- Andrew Clements and Nancy Krantz for making Blue Jeans Plus Volume 3 for Modern Clothing
- DanielCoffey for making Better Book Mesh which will be the resource I use for books I add
- Bethesda for the Game and Creation Kit


--Permissions--

Please do not upload my files to another site without asking me for permission first. If someone wants to add something to the mod, make an add on for this mod or wants to use certain assets from the mod then please ask me for permission first.

Please Report Any Bugs To Me And I'll Fix Them As Soon As Possible.