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Trickster

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DATrickster

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  1. Hosseldon
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    Ok, I'm testing the chillrend higher tier. It works flawlessly. Nice job! Didn't try it in combat yet, I'll let you know if I discover something about the charges.
    The crafting recipe works with my Skyrim localization and it changes the name of the object back to its english original. So i'm guessing the mod doesn't need translation unless someone care to have object names in his own language (not my case).
    Can you share levels requirements and stats? I'm level 67 and I can upgrade chillrend two times. Not easy to figure the base stats because of onehanded skill level and magic perks.
    I'm guessing something like:

    lvl 46-55:
    base damage 15
    Target takes 30 points of frost damage to Health and Stamina. Chance to paralyze the target for 2 seconds.
    lvl 56-65:
    base damage 16
    Target takes 35 points of frost damage to Health and Stamina. Chance to paralyze the target for 2 seconds.
    lvl 66-75
    base damage 17
    Target takes 40 points of frost damage to Health and Stamina. Chance to paralyze the target for 2 seconds.

    Does it go further?
    The enchantment looks perfectly balanced. At my level i loot enchanted weapons with similar magnitude.
    Only advice I can give is to leave the base damage of the weapons untouched. Especially Chillrend since its base damage at level 46 is equivalent to Dragonbone sword tier making it one of the strongest sword in the game already.

    This has great potential. Lots of uniques and daedric artifacts could finally be worthy AND balanced.
    1. DATrickster
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      I made the leveling of the items on a 9 scale from the top of the original list, since that was the average scale of the original, so it goes:

      Lvl 55-63
      Base Damage: 16
      Frost Damage: 35

      Lvl 64-72
      Base Damage: 17
      Frost Damage: 40

      Lvl 73-80
      Base Damage: 18
      Frost Damage: 45

      Lvl 81+
      Base Damage: 19
      Frost Damage: 50

      I was scaling the base damage up too, since it's scaled in the original set too. I think it makes the weapon more formidable for you, since it gives you the potential to have an even more powerful weapon than Dragon Bone.
      It was actually kind of easy to scale the enchantment effect fairly, since it just increases by 5 every tier in the original too. I more meant keep an eye on how much charge I gave it, since I didn't run the cost/charge ratio calculations, so the amount of charge may be over or under what it should be scale wise.
      Also, are you saying that I should implement scaled Daedric Artifacts. Because at present, they aren't actually scaled. I'm not even sure what kind of scaling I would apply to such potent weapons...
      Thank's for the input.
    2. Hosseldon
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      I was suggesting to leave the base damage the same because is set in lore that there are no swords more powerful than dragonbone swords with the only exception of Miraak Sword, i think. And i'm a little worried about overpowered weapons since the warrior class is already pretty much OP because of the scaling damage and multipliers. Also at my level i can enchant weapons just a bit under 40 point of frost damage without the enchanting perk boosting it. So with this mod the enchantment makes the sword worth using again without exceeding the limitations of the original game, which is perfect cause it doesn't feel like cheating. Boosting base damage however makes me own a sword more powerful then anything in the original game before i even discover one daedric or dragonbone weapon (making them underpowered in the comparison). But that's just me being a nerd, if you feel like it's better this way it's totally fine. Your mod, your call.

      About the Daedric Artifacts: if you like the idea that would be glorious. There are plenty of mods trying to fix them in different ways since they are so bad in vanilla. But one way or another they always feel wrong. They cannot be improved at the workbench, making them the weakest weapons in the game. Their enchantments are nice for a while but you can make better enchants by yourself very soon. Mods make them improvable and change the enchantments to be more powerful, but that only makes them super strong at low levels and then gradually worst while you level your way up to the top.
      Now i feel like i'm asking too much, haha.
    3. DATrickster
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      Very well, I will lower the base damage of Chillrend for the standalone. I'll keep it high for the main version, since it's sort of meant to be overpowered anyway, and is a just-for-fun.
      Thank you for the list too, thanks to that, I've got all of the ones you listed (except the Amulet of Articulation, I'm leaving that alone for now), and Miraak's Robes, added to the upgrade list in the standalone and the main. Eventually, I'll get down to making higher tier versions of all those weapons, but that'll be a massive project, since I'll have to make not only the new weapons, but also the temper and upgrade recipe's to go with them. I think I'll start with he Daedric Artifacts in that respect. XD
    4. Hosseldon
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      Thank you. You're the best. Update installed and working perfectly.
      I have yet to figure the formula of charge consumption, but on my character i can use the vanilla 46+ enchantment around 60 times. Without using my destruction enchanted armor which make the enchantment free.
      The level 55-63 version has a similar number of uses. I think something between 60 and 70.
      The level 64-72 has around 80 uses.
      Not sure if is scaling exactly as the original did, but looks fine to me. In the vanilla game the maximum number of charges is 3000 anyway so without considering perks and skill levels it would scale backwards:
      Lvl 55-63 around 37 uses
      Lvl 64-72 around 34 uses
      Lvl 73-80 around 31 uses
      Lvl 81+ around 29 uses
      By my poorly made calculations.
      So as long as the number of uses don't go extremely low or extremely high I won't worry too much, if I were you.
    5. DATrickster
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      Right. I kind of just followed it's scale up from the previous few official versions of the weapon, adding 1000 charge to it. I figured it'd balance out, given the higher cost-per-strike of the enchantment, but I wasn't sure since I didn't run the calculations, and I didn't really consider it all that much since the main file makes the charge on Chillrend infinite anyway.
    6. DATrickster
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      Come be my guinea pig for this rework of the mod. The higher tier Chillrend's are out of commission for the moment, so you should keep the old version around until I get them back in, but I want to see how you like the new Grace of Talos system I came up with.
    7. Hosseldon
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      Loving the new system! Faster and by far more immersive. I'd only change the description of the power from "weapons" to "artifacts" or something like that since the mod doesn't change normal weapons and it covers armors too.
    8. DATrickster
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      Aw, did I say weapons? Crap...
      See, the power itself is inside the ESM, which means I have to go back to the ESP to make changes... I thought I'd sorted everything out properly...
      Well, that aside, the great thing about this new system is that the weapons list is easy to update, since it's handled by a script. Which also means there's more room for when I get back around to the higher tier weapons and armor.
  2. Hosseldon
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    Here is a list of the leveled items. I checked on both The Elder Scroll Wiki and The Unofficial Elder Scrolls Pages. Should be all of them:

    Weapons:

    Chillrend
    Dragonbane
    Gauldur Blackblade
    Gauldur Blackbow
    Lunar Iron Mace
    Lunar Iron Sword
    Lunar Iron War Axe
    Lunar Steel Mace
    Lunar Steel Sword
    Lunar Steel War Axe
    Nightingale Blade
    Nightingale Bow
    The Pale Blade
    Tsun's Battle Axe
    Miraak's Sword
    Miraak's Staff

    Armor:

    Shield of Solitude
    Nightingale Armor
    Nightingale Boots
    Nightingale Gloves
    Nightingale Hood
    Miraak Mask

    Clothes:

    Amulet of Articulation
    Mage's Circlet

    Strangely enough, Bethesda didn't use the leveled system on many items.
    1. Hosseldon
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      On the UESPwiki page about the Amulet of Articulation:

      There are seven different versions of the Amulet of Articulation that the player can receive (and an eighth version that is NPC-specific), each with a different strength enchantment. The intent was probably for the version received to be level-dependent, but instead it is random. All seven versions are equally likely at all levels. You can get the highest one by repeatedly loading a save and talking to Brynjolf, though it may take some time.
      PC Only: This bug is fixed by version 1.1 of the Unofficial Skyrim Patch.
  3. Hosseldon
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    I like the idea of upgrades for the unique weapons. Any chance you make it standalone? Also is there a way to expand upgrades further to make the enchantments worthy even at higher levels? For example Chillrend for level 60+ or 80+.
    1. DATrickster
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      My friend, with the Creation Kit, and patience, what you ask is trivial.
      The standalone would be easy, especially since I haven't really gotten started on the unique upgrades yet. I'll just move the progress to a standalone for it (I like to put everything in one file for myself, but I understand the desire for a standalone and will happily oblige).
      As for making the enchantments more worthy, that is also very easy, all I'd have to do is make new enchantments that follow the same sort of scaling curve for higher levels. Then, just add them to my upgrading list (or maybe even the list for initial obtainment, if I can figure that out).
    2. Hosseldon
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      Nice! This is definitely worth tracking. Best of luck with your project