This is the best artifacts mod I've experienced out of almost all of them, keeping same effects but increasing damage and adding few stats to match the lore and the purpose of the artifacts is great, hope you update this mod and keep it alive and adjust more artifacts (thane equipment, uniques, etc.)
And I would like to see a improved standing stones from you, you seem you would make it a lot better and lore friendly
Also please improve Oghma Infinium that it adds more points towards your chosen skills (10 or even 20) so it become really worth and Daedric-like
Also hope you improve Miraak's equipments because they are really weak to be the last dragonborn's equipments.
I use the Legendary Edition of Improved Closefaced Helmets version 1.57 and ISA, but it doesn't seem to conflict for me. Improved Closefaced Helmets doesn't even touch what ISA edits according to TES5Edit.
The only problem is that the masks still use the vanilla mesh rather than the open faced version, something I have no idea how to fix. Perhaps its another mod creating this conflict?
Sorry for the somewhat delayed reply, I had to get navida1's permission/blessing to upload a edited version of the imp_helm_legend esp file. He has given me permission to upload the edited mod asset, so I will upload it to the optional files.
Tell me if it works, it should just remove the original mod's edits to Dragon Priest Helmets so they should appear as they do in vanilla (with closed eyelids as opposed to open ones).
I really like the changes you've made. None of them are overpowered but all of them are perfectly balanced and can be very effective and powerful even late game. I've just got 3 questions: 1)Will this work with the lore-friendly version of the Enhanced Ebony Blade mod which increases the power of the Ebony Blade? I see that you have not upgraded the ebony blade at all and since it gets quite weak late game, I just wanted to use that mod; and 2)When do you plan on implementing the changes of the Dawnguard DLC?; and last of all 3) Will this work with the Simple Spell Scaling Solution Mod ? I am asking because you changed the stats of certain things like the Archmage's Robes which are indirectly affected by that mod. Sorry for the long post.
1) I didn't edit much of the Ebony Blade (I did same change as the Unofficial Patch did initially, and in 1.3, I increased its damage by one), so it'll probably be compatible.
2) Implemented as of January 21st, 2017.
3) Not sure about the Simple Skyrim Spell Scaling Solution. I personally use SPERG so magic being underpowered later in the game isn't a problem for me.
I don't think I will be changing Chillrend for the time being, and secondly I prefer to keep Soul Gems relevant for using artifacts still unless there's popular demand against it.
So I've been using The Rueful Axe a lot. Even with increased enchantment charges, the charge disappears in about 6 hits. I think maybe through a bug, the charge consumption of the item was increased as well. Might be happening to all of the artifacts - worth checking into.
Hm, I don't think that should be happening. I tried testing the charge amount of the Rueful Axe on my game and it lasts at least two dozen hits. Try running TES5Edit and see if there's something else conflicting with ISA and put ISA below any mods in the load order that may edit artifacts.
I appreciate how you made these items feel much more powerful without breaking balance (flat damage increases) or using buggy/complicated mechanics.
When you get around to it, please add The Pale Blade and Saarthal Amulet, two items I always get in every playthrough which look awesome and come from cool situations, but have terrible stats. Call them "starter uniques", you don't need to make them the best in the game, but they should be better than what they are.
By the way, if you ever fix Staff of Jyrik Gauldurson to include the buff it was meant to come with, please do that as a standalone, because a lot of spell-related or bug/patch mods fix it too, and double fixing things sometimes messes things up.
Hi, it's me again. Doing a playthrough using this mod and so far loving it. However when doing the Dragonborn DLC I noticed...
Miraak's set is all cloth except his helmet is Heavy Armor. In keeping with the idea that it's a set, they should all be one type of armor. Truly, instead of cloth, I would say they should be Light Armor (including the mask). The set is designed for battlemages. It gives a health bonus instead of magicka regeneration, and a benefit the more often you get hit. This, to me, is more fitting of light armor than cloth.
Also I'm thinking that the Mace of Molag Bol and Harkon's Sword could both be buffed a little more. A Daedric mace with damage and soul trap on it still gets higher values and beats out the Mace of Molag Bol. Harkon's Sword also still feels underwhelming for the ultimate vampire sword, I think it can use a little more bonuses (for vampires only).
I'm only throwing these personal thoughts here instead of modding it to my own taste because so far I really agree with your simple, immersive tweaks, and like where this is going. Thanks for the fun so far.
I may buff Saarthal Amulet in the future, additionally, I don't exactly know how the enchantment works for Harkon's Sword yet since I haven't opened up Dawnguard's esp (also, the Dawnguard notes in the description page are not final yet). Personally I think Molag Bol's mace is decent currently, but I may up the attack speed to 0.9 (it'll be fast as a war axe, currently it's slightly faster than any normal mace in the game). I'll keep your suggestions in mind though if I do another update in the future.
About Miraak's mask, I kept it true to vanilla since in vanilla you get a light version or heavy version based on your level in either and making it exclusively light, heavy, or clothing would require more extensive modding. If Miraak's robe really bugs you, it's easy to change it into light armor, but personally I'd prefer it as clothing though. Thanks for the feedback.
Alright, sorry for everyone who expected this mod to update by September; I thought I would have the time and the motivation, but it turns out otherwise. However, I am certain that during the upcoming winter (December 2014-Janurary 2015), I will return to playing Skyrim (and finally updating the Skyrim mods I use up to date, most notably the unofficial patches) and update this mod.
Sorry for a late reply, I could send you a edited file when I have the time; but, I recommend you try out TES5Edit to make the change yourself, it is a good idea to learn how to use it (especially if you plan to make personal changes in future Bethesda games like Fallout 4) if you want to make small changes to certain esps (mods).
I don't use any of those mods personally, but could you tell me what seems to be the issue with compatibility with those mods? I think if you load this mod after (lower on the load list) any other mod that makes changes to artifacts, it should work fine with other mods that edit these items.
33 comments
And I would like to see a improved standing stones from you, you seem you would make it a lot better and lore friendly
Also please improve Oghma Infinium that it adds more points towards your chosen skills (10 or even 20) so it become really worth and Daedric-like
Also hope you improve Miraak's equipments because they are really weak to be the last dragonborn's equipments.
Thanks <3
But, could I bother you for the Improved closefaced helmets support (http://www.nexusmods.com/skyrim/mods/15927/?)?
Depending of the load order, either the heads are missing or the descriptions stay vanilla.
The only problem is that the masks still use the vanilla mesh rather than the open faced version, something I have no idea how to fix. Perhaps its another mod creating this conflict?
Tell me if it works, it should just remove the original mod's edits to Dragon Priest Helmets so they should appear as they do in vanilla (with closed eyelids as opposed to open ones).
2) Implemented as of January 21st, 2017.
3) Not sure about the Simple Skyrim Spell Scaling Solution. I personally use SPERG so magic being underpowered later in the game isn't a problem for me.
Two quick questions:
1. Any plans for Chillrend being added?
2. What about making all artifacts - or at least Daedric weapons - as not needing to be recharged with Soul Gems? That would truly make these unique.
=====================
Mehrunes' Razor :
• Stats have been changed to be similar to a Daedric Dagger
=====================
These are not Daedric Dagger Stats but Daedric Shortsword Stats
Stats were already " Daedric Dagger" in Vanilla system.
When you get around to it, please add The Pale Blade and Saarthal Amulet, two items I always get in every playthrough which look awesome and come from cool situations, but have terrible stats. Call them "starter uniques", you don't need to make them the best in the game, but they should be better than what they are.
By the way, if you ever fix Staff of Jyrik Gauldurson to include the buff it was meant to come with, please do that as a standalone, because a lot of spell-related or bug/patch mods fix it too, and double fixing things sometimes messes things up.
Thanks again.
Miraak's set is all cloth except his helmet is Heavy Armor. In keeping with the idea that it's a set, they should all be one type of armor. Truly, instead of cloth, I would say they should be Light Armor (including the mask). The set is designed for battlemages. It gives a health bonus instead of magicka regeneration, and a benefit the more often you get hit. This, to me, is more fitting of light armor than cloth.
Also I'm thinking that the Mace of Molag Bol and Harkon's Sword could both be buffed a little more. A Daedric mace with damage and soul trap on it still gets higher values and beats out the Mace of Molag Bol. Harkon's Sword also still feels underwhelming for the ultimate vampire sword, I think it can use a little more bonuses (for vampires only).
I'm only throwing these personal thoughts here instead of modding it to my own taste because so far I really agree with your simple, immersive tweaks, and like where this is going. Thanks for the fun so far.
About Miraak's mask, I kept it true to vanilla since in vanilla you get a light version or heavy version based on your level in either and making it exclusively light, heavy, or clothing would require more extensive modding. If Miraak's robe really bugs you, it's easy to change it into light armor, but personally I'd prefer it as clothing though. Thanks for the feedback.
Edit: could you maybe add compatibility for WAFR, CCOR, etc?