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Brehanin

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About this mod

If the vampires of Skyrim are developing new weapons to help them decimate the Dawnguard, what hope do the Jarls have of protecting the populace from the undead? Will you seek out these new threats and seize them before terrors are unleashed upon the mortal races, or will you try to use these new weapons yourself to conquer and destroy?

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Vampire attacks are on the rise across Skyrim and villagers are afraid to leave their homes at night. Travelers are frightened to leave the main roads and rarely venture out after the sun sets. The Dawnguard are trying to help push back the darkness and make Skyrim safer, but rumors are now spreading that the Volkihar are gathering strength and seek vengeance.

In darkened inns throughout the holds people whisper of strange disappearances. A tale unfolds about a guard who found a commoner, dressed in rags, outside of Markarth; he was half mad and suffering from frostbite, but he ranted about a
vampire torturing him and conducting hideous experiments before he died. A bard sings of two injured survivors from an entire squad of Dawnguard that were ambushed in the mountains; these men swore their companions were slaughtered with dark enchantments they had never seen before.

If the vampires of Skyrim are developing new weapons to help them decimate the Dawnguard, what hope do the Jarls have of protecting the populace from the undead? Will you seek out these new threats and seize them before terrors are unleashed upon the mortal races, or will you try to use these new weapons yourself to conquer and destroy?



MOD DETAILS

Better Vampire Weapons adds several new (and hidden) locations across Skyrim. Vampire dens, lairs, labs, forges or ruined fortresses will provide players with access to new materials, new weapons, and new enchantments that they haven't seen before. This mod is a loose prequel to Coldhaven.
BVW isn't just a collection of weapons ... it is also a small quest that should be challenging and mysterious.
The quest will start when you visit a large town - a courier will approach you with a note ...

You don't have to be a vampire to use these weapons.


My mod requires Dawnguard. It is fully compatible with any other vampire mods.

I wanted this mod to provide a little more mystery and bring back the excitement of discovering new locations, so I don't provide map markers that show you exactly where to go. You will have to find clues in each location that hint at where you can go next.

PLEASE try to use my mod without peeking at hints, using console commands, or posting spoilers in the forum - it will be more enjoyable if people try to follow the clues on their own.
I provide some hints below in the first spoiler tags if you need a bit of help. If you like to ruin the surprise completely, I give away all information below in secondary spoiler tags.

All locations are navmeshed and have their own challenges and traps. Some locations can be used as very basic player homes if you want - the storage is safe and the cells will never reset. Weapons have enchantments that will help vampire characters (and mortals if they wish) become more powerful. All weapons have reworked textures applied to them so they look and feel more unique. All weapons can be tempered and improved upon at a grindstone or workbench.





This mod is compatible with all other vampire mods.
All material is standalone and does not rely on vampire scripts, vampire races, etc.


This mod adds four new interior locations and their entrances connect to Skyrim in (mostly) remote locations.

Better Vampire Weapons does edit the following exterior cells: (-18,-19), (-6,-3), (19,26), and (-9,-21)
I have tested this mod with Expanded Towns and Cities (for one of the entrances) and it does not conflict.





Installing

To install this mod, simply use NMM or MO.
You can install this mod manually if you want to ... just copy the .esp file and BSA to your Skyrim\Data directory.
Use LOOT to sort your load order, but I cannot see there being any issues unless another mod edits the exact same exterior locations I do.

The BVW quest will start automatically, just give it a few days at most.
Adventure across Skyrim like you normally do and someone will contact you soon ...


Uninstalling

1. Make certain you are not in one of my mod's interior locations.
2. Remove any of my weapons (or any weapons you have made with the new enchantments) from your inventory or your game will crash when you try to load it later.
3. Remove my mod with NMM or MO. If you installed manually, delete the .esp file and the BSA from your Skyrim\Data directory.





This video may contain some spoilers, but it is a great preview of one location and the weapons in my mod.
Many thanks Pixelgamer!
NOTE: The Nightlord sword and Assassins dagger you see in the video were never meant to be included, they were intended for NPCs but they never made the final cut.




Location 1
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Hint
A very strange anonymous letter is asking you to seek out an abandoned vampire den. Apparently it is located in the mountains just south of Knifepoint Ridge.

Map of Exact Location
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Location 2
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Hint
Entry in Tamara's Research Journal (found in a chest in the Abandoned Den):
" ... I must find more subjects near my crypt lab - the last of the guards from that town is no longer of any use to me."

If you look around the vampire den, you will find guard armor from the town Tamara must have been getting subjects from. Perhaps if you investigate near the graveyard of that town?

Map of Exact Location
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Location 3
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Hint
Entry in Tamara's Research Journal (found in a chest in the Forgotten Crypt):
" ... If you have need of me, look for me at Theseus' forge to the north - it is just west of the grey moor, hidden in plain sight on the doorstep of the fortress."

Perhaps her cryptic entry refers to Fort Greymoor? Maybe this forge is just west of there?

Map of Exact Location
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Location 4
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Hint
Tamara's note to Galain found on the fireplace mantle of Theseus's Forge (exterior Skyrim, the old farmhouse):
" ... I have heard rumors of an excavation along the shores west of Winterhold and I need to investigate."

Perhaps starting at Winterhold and traveling west along the shore will reveal some sort of excavation camp?
NOTE: Pay careful attention to the excavation journal you find in the tent outside ... it will explain how some areas of the Ice Burrows can be accessed by smashing an ice wall (look for the warhammer).

Map of Exact Location
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There may be some spoilers in the video below, but it is a GREAT showcase of the weapons!
Many thanks Sinitar Gaming!




Weapon 1
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Dawnguard and silver weapons are repulsed by the evil aura infused in this mace. Attacking enemies mid-swing will often disarm them.
If you attack an enemy that has a silver or Dawnguard weapon while they are attacking (you need to time it right) it will disarm them.
Base Damage: 20
Disenchantable (Disarm Silver)

To temper this weapon at a grindstone, you need the following ingredients:
1 Ebony Ingot
1 Human Heart


Weapon 2
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A cloud of bats attacks your opponent for <4> points of damage each second for <5> seconds - enemies may be frightened of the bats and attempt to flee. (Damage over time is in addition to any damage your bow and arrow do.)
Base Damage: 21
Disenchantable (Bat Cloud)

To temper this weapon at a grindstone, you need the following ingredients:
1 Ebony Ingot
1 Bat Fangs (found in the Forgotten Crypt)
1 Bat Wing (found in the Forgotten Crypt)


Weapon 3
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Sustained blocking creates a vampiric aura that drains 10 health/sec from all nearby living enemies while consuming the wielder's stamina.
It costs the wielder 15 stamina per second, and the aura shuts off when stamina is depleted.
Only NPCs you are in combat with are affected.
Enemies must be within weapon swing range.
Base Armor: 30
NOT Disenchantable (if you want this effect on another shield, you must attach the DLC1BloodRuneShieldSCRIPT to it in the Creation Kit)

To temper this weapon at a grindstone, you need the following ingredients:
1 Blood Potion
1 Bloodglass Ingot (found in Theseus' Forge)


Weapon 4
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Power attacking opens a portal to a slipstream realm which overlaps normal reality. The wielder is undetectable unless they interact, attack, or sheath this blade.
Power attacking with this blade will make you perfectly invisible and perfectly silent - you cannot be detected by others because you are out of phase.
It cannot be used if you are already in combat.
Interacting with the world, or attacking someone, will immediately phase you back to reality.
Base Damage: 15
NOT Disenchantable (if you want this effect on another melee weapon, you must attach the RiftSwordEquipScript to it in the Creation Kit)

To temper this weapon at a grindstone, you need the following ingredients:
1 Steel Ingot
1 Filled Black Soul Gem




Please check out my mods: