SKYRIM SPECIAL EDITION
Zim's Immersive Artifacts by Zim
Skyrim Special Edition » Weapons and Armour
Added: 26/03/2017 - 10:37PM
Updated: 24/04/2017 - 03:02PM

592 Endorsements

V1.3.1 Latest version

11,968 Unique D/Ls

20,524 Total D/Ls

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Uploaded by Zimmermjaz

Description

Last updated at 15:02, 24 Apr 2017 Uploaded at 22:37, 26 Mar 2017

1) Introduction
2) Daedric Pack
3) Thane Pack
4) Nightingale Pack
5) Ancient Pack
6) Questions and Answers (includes change logs)
7) Merging Guide
8) Future Plans



This mod has been made to improve immersion.

When I come across an infamous or god-given artifact, if it's boring, under-powered or unremarkable, I find it completely breaks immersion. Auriel's Bow is a perfect example...created and wielded by a god, and "it's craftsmanship is said to have no equal in all of Tamriel" (elderscrolls.wikia). Despite this, it's less effective than a Glass Bow and its enchantment is mediocre and forgettable.

How can the weapon of a god be so mundane?

Having been modding Skyrim weapon enchantments for a few years now, this collection is a balanced (for the mid-to-late game), lore-friendly and immersive recreation of many of the artifacts in Skyrim that I feel don't live up to their lore description.


None of these mods have an SKSE requirement or require another mod.

DLC requirements are lists in the downloads page.



Dragonborn required
The Daedric artifacts are items of "significant power, fame, and historic relevance" (uesp.net). These artifacts have a unique appearance, but most have been given quite mundane or weak enchantments. This mod aims to make the artifacts more powerful without making them over-powered, to make their effects unique and invaluable, and to stay within the Elder Scrolls lore.

All weapon and armor artifacts can now be tempered and have new, unique (and powerful) enchantments I have created based on lore-descriptions from Skyrim or previous Elder Scrolls games. The value of all artifacts has been significantly increased to make them priceless (they are, after all, valuable for their fame and historic relevance, not just their power).

Please note: all items in this pack can be downloaded individually.


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ALL CHANGES TO THE DAEDRIC ARTIFACTS


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Dragonborn required
The Thane weapons are gifted to the player to act as a badge of office, thus implying these weapons are unique, recognizable items of fame and/or power. However, the weapons given in the vanilla game are generic, dull weapons that are usually worse than what can be found in loot.

The Thane pack adds nine new weapons to act as unique, useful and interesting rewards for becoming Thane of a Hold. These weapons have unique appearances and enchantments, and they replace the generic magic weapons (which have generic names like the Axe of Whiterun etc.). The details of the new weapons can be found below.

All weapons can be tempered to Legendary grade (assuming you have the right perk), and all the weapons can be disenchanted so that you can learn their enchantments. Also worth noting: this mod is fully compatible with Hearthfire.

Please be aware: vanilla Thane weapons are not unique items, so it's impossible to replace them in the traditional sense. If you have Thane weapons already in your possession, they should be replaced when the mod first loads, but if they're in containers or on weapon racks, the weapons won't update and will be renamed "Thane Status". Often this can be corrected simply by picking up the vanilla Thane weapon, but if this doesn't work, you'll have to add the new Thane weapons using console commands. Alternatively, you can use the
Thane Sack option (see bottom of this section for details).


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THE NEW DETAILS OF THE THANE WEAPONS


Greatsword of Whiterun

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Warhammer of Eastmarch

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Mace of Haafingar

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Staff of the Pale

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War Axe of Hjaalmarch

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Battleaxe of the Reach

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Dagger of the Rift

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Bow of Falkreath

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Sword of Winterhold

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Please note: the vanilla Thane weapons are not unique items, so if you decide to uninstall this mod you will lose any Thane weapons you've already obtained. This means that if you then want to re-install the mod, there's no way to obtain the weapons through the normal quest line. You'll have to use console commands or the Thane Sack option below.

THANE SACK
North-East of Whiterun, there's a Shrine of Talos with a sack in front of it. Activating this sack will allow you to obtain all the Thane weapons in case you've lost the vanilla version, the vanilla version fails to update properly (probably because you've stored it somewhere), you've had to re-install the mod and lost the Thane weapons in the process, or you just want to obtain the weapons early.


No DLC required
The Nightingales are described as "warriors of Nocturnal" clad in "forged midnight" armor. Since all Nightingales start out as professional thieves chosen from the Thieves Guild, I wanted to make the Nightingale equipment supportive of combat rather than thievery (since all Nightingales are expected to be master-thieves, but not all are natural warriors). I therefore adapted the frost/shock duality theme of the Nightingale Bow to the rest of the equipment.

The armor pieces have only had their enchantments and values edited, which means any changes to the armor pieces through other mods should be compatible as long as they don't edit enchantments (so Improved Closed-Face Helmets can be used).

Nightingale equipment is no longer leveled; you will always receive the strongest version.


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ALL CHANGES TO THE NIGHTINGALE EQUIPMENT


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Dawnguard and Dragonborn required
This pack includes a selection of Ancient artifacts that do not match their lore-descriptions. Some are under-powered, some don't match their in-game descriptions, and all are artifacts that should be far better than they are.

Please note: all items in this pack can be downloaded individually.


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ALL CHANGES TO THE ANCIENT ARTIFACTS


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This section offers some answers to questions you might have; please look through this section if you have any questions before posting a comment. Also included here are the change logs for the previous versions of this mod.

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ALL CHANGES TO THE ANCIENT ARTIFACTS


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All individual mods included in Zim's Immersive Artifacts are designed to be easily merged into a single esp file. I've written this guide for those who want to pick-and-choose from this collection and create their own merged mod.

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THE MERGING GUIDE


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The following changes and additional features are planned for the future:
1) A dremora overhaul (to complement the new Sanguine Rose mod)*
2) An Aetherial Crown mod
3) A mod containing the supplementary artifacts I created in IAC

*These mods will be independent from Zim's Immersive Artifacts, but they will be fully compatible with the content of this mod.