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This mod adds enchanted versions of the various Dawnguard armors and weapons to both members of the Dawnguard as well as into many loot and vendor lists. The enchantments added are base game standard ones that you'll also find on standard armors - things like Fortify Health and Frost Damage and so on.

All weapons and armor can be found most readily from the two Dawnguard affiliated merchants, Gunmar and Sorine Jurard after you've progressed somewhat in the main questline of the Dawnguard DLC. All members of the Dawnguad, either from the default game DLC or modded (such as in a mod like Immersive Patrols) have a 25% chance to have an enchanted version of one of the armor pieces or weapons instead of a unenchanted version of the item. These items can also be found very occasionally in loot or used by 'boss' humanoid enemies - mainly bandits, forsworn, and of course vampires. Not all Dawnguard patrols and hunts for vampires were looking in the right place or successful after all.

Also, this should be fairly obvious at this point but just so it's totally clear...


The Official Dawnguard DLC is required to use this mod - no exceptions.


Why This Mod Exists
-------------------

This mod was created based on a request in the mods requests forum of this site:

https://forums.nexusmods.com/index.php?/topic/4383885-pre-enchanted-dg-armors/

Saw the request by chance, seemed like a good idea and decided to make this mod - yes it can happen occasionally. I'm a big fan of integrated content so having DLC added items be "walled off" from the parent game in the way they are by default when it comes to pre-enchanted weapons and armor bothers me on some level. It's an artificial limitation due to the way the DLC system works that we thankfully don't have to live with when using mods.


Armor Enchantments - Boots (6)
------------------------------

Fortify Carry Weight
Fortify Stamina
Muffle
Resist Fire
Resist Frost
Resist Shock


Armor Enchantments - Cuirass (10)
---------------------------------

Fortify Alteration
Fortify Conjuration
Fortify Destruction
Fortify Health
Fortify Health Rate
Fortify Heavy Armor
Fortify Illusion
Fortify Light Armor
Fortify Restoration
Fortify Stamina Rate


Armor Enchantments - Gauntlets (5)
----------------------------------

Fortify Alchemy
Fortify Archery
Fortify One Handed
Fortify Smithing
Fortify Two Handed


Armor Enchantments - Helmet (10)
--------------------------------

Fortify Alchemy
Fortify Alteration
Fortify Archery
Fortify Conjuration
Fortify Destruction
Fortify Illusion
Fortify Magicka
Fortify Magicka Rate
Fortify Restoration
Waterbreathing


Weapon Enchantments - (13)
----------------------------

Absorb Health
Absorb Magicka
Absorb Stamina
Banish
Damage Magicka
Damage Stamina
Fear
Fire
Frost
Paralyze
Shock
Soul Trap
Turn Undead


44 magical effects are added by this mod to the various weapons and armors of the Dawnguard - vampires beware.


Notes
-----

For balance reasons, no enchanted armors or weapons from this mod appear before the player reaches character level 10. All items have a tiered availability after this point - as you might expect, low level versions will be available first with higher level ones available as the player levels up with all versions available no later than level 25. Enchantments in general track with mid-level items in terms of enchantment power so you won't be finding Daedric level enchantments on these items. Most are roughly equivalent to Steel Plate or Elven quality weapons and armor you'd typically find around the same level.

All scripted effects of the Dawnguard items remain in place in addition to these enchantments, making them essentially double enchanted items when it comes to fighting vampires. Be sure you are aware of this fact if you happen to be a vampire yourself and decide to take on the Dawnguard - if they get a lucky roll or three when being equipped they could be significantly more dangerous than you might otherwise expect.

The DLC added multiple visual versions of similar armor items, all variants have had enchanted versions created. These items will be randomly chosen when an enchanted item is generated so visually some pieces will look different than others.

Tempering recipes for both weapons and armors will work assuming you have the appropriate perk to improve magical items. This is the Arcane Blacksmith perk without mods that alter perks, any perk mod overhauls should work fine as long as they have an equivalent "temper magical items" perk in their Smithing tree. All items may also be dis-enchanted at an Enchanting Table if you wish to learn a magical effect from destroying one of these new items (you monster).


Future Plans
------------

One feature I hesitated about and ultimately left out of the mod is general merchant integration - that is blacksmiths and others that might sell enchanted weapons and armor do not currently sell these new items. They are instead restricted to found loot, NPC equipment, and the Dawnguard vendors. This was done intentionally as I didn't feel like just any blacksmith should have these items available for sale once some arbitrary character level was crossed but they should instead be somewhat rare and special items to find or require at least some minimal effort.

There are arguments both for and against the idea and I'm still somewhat unsure myself on this point. If you feel this aspect of the mod should be changed let me know and it may happen in a future version as it was almost included in the initial release.


Compatibility and Load Order
----------------------------

A bashed/merged patch is recommended as this mod changes numerous equipment, vendor, and loot lists related to these items. If you are unfamiliar with how to create or use or what these types of patches are used for, please go to this link:

http://wiki.step-project.com/Guide:Merging_Plugins#Automatic_Merging_of_Plugins_that_can_have_Conflicts

The items themselves are all new records so conflicts should non-existent when it comes to them and load order shouldn't matter to any great degree. Just be sure this mod loads before and is included in any bash/merge patch you decide to use. If you are using any texture replacers, the new items should use your chosen textures as long as they use the default paths.


Installation
------------

Standard install, use the mod manager of your choice to install or just drop the esp file into your Data directory manually and activate it.


Removal
-------

Deactivate the file and then delete the esp. Make sure you rebuild any merge or bash patch you created to deal with leveled list conflicts or you'll get a game crash due to a missing master file if the original patch included lists edited by this mod. Shouldn't in theory have any affect on save games, but do be aware that removing mods from an active save game is generally not a good idea - proceed at your own risk.


Version History
---------------

[06-04-2016] v1.0 - Initial Release