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Mazz1224

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Mazz1224

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  1. georgejbps
    georgejbps
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    Interesting dagger, In my game the ID is 5a000d63. Though I'm at a very high lever the damage is 601 (my Kahvozein's Fang is at 775 damage. I need it to get dragon heartscales to make heartscale arrows!) For me, its not overpowered, Since I have a mod that allows for up to 6 enchantments, this dagger only has one enchantment for 9 seconds.... a bit "short" if your not quick! Good concept, still LOOKS like a plan Daedric Dagger. suggest you give it a bit "different" look to distinguish it from just a plane Daedric dagger. The power IS more than enough to kill Giants with one blow and the dagger seems to swing faster. since its already "enchanted" it cant have more, nor is it "enhance able" at the grindstone. In "Close Quarters" like caves, its excellent. Plenty of room to swing a dagger. Nice work!
    1. DeZevil
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      The first two characters in the item ID is the mod's place in the load order. The correct ID would be xx000d63, where you replace xx with the mod's position in the order. In your case 5a, in the author's case 61.
    2. georgejbps
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      Yup Kinda figured that out! If anyone has a problem, Just type "help Ultra" at the console. It will give you the ID under WEP......"Ultra Dagger".
      Certainly an excellent dagger for a newer player that wants a powerful, useful, weapon, that hasn't the perks or level to make it themselves.
    3. Mazz1224
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      I think I will make it look a bit different, and I'll add a non-enchanted one too so you can add your own enchantments.

      I'm also in god mode all the time.
    4. Timmiii
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      DeZevil are you certain about the base id for this dagger? 000d63 is the base id number for the super ebony dagger mod that I have been using for three years. http://www.nexusmods.com/skyrim/mods/9243/?
    5. Mazz1224
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      This dagger isn't a Daedric dagger replacer, it's a seperate weapon, it's just I'm too lazy to make a model. 00 is the base ID for vanilla items, which is why 0000000f or just f is the ID for a vanilla gold coin for example. I'm sure you already knew this, but whatever.
  2. shoulinfunk
    shoulinfunk
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    because, you know, why play a game if it poses any for a challenge whatsoever
    1. Mazz1224
      Mazz1224
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      I know right? It's hard to play without cheats if you grew up with an Action Replay.

      Moonjump for Super Mario 64 DS was my favorite.
  3. ASNOB
    ASNOB
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    I think the game balance is improved that each time Dovahkiin uses this dagger then his HP confer curse to become one!
    1. Mazz1224
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      Huh?
  4. mcBook
    mcBook
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    So...what exactly makes this not just an OP fag item?
    But I like how elaborate your description is, which makes this mod already better than 99% of its kind
    1. Mazz1224
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      This mod is about to get a ton better because I'm going to add followers and quests and stuff like that.
  5. iquaniqua
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    so i also made my first mod a little while ago (a not so overpowered custom model sword) and i have to ask you, how do you actually put the thing somewhere in the world, so it's not just a forge weapon?
    1. Mazz1224
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      You use the Cell View window to select an area to go to. For example, if you wanted to put something on that stone platform next to the Skyforge like I did, you would use the "World Space" dropdown list and select "WhiterunWorld" for all the Whiterun stuff and then you would look in the list beneath it for "WhiterunSkyforge" and then double click on that and the Render Window will load in the Skyforge cell of the Skyrim map and then press W for a rotation gizmo and E for a movement gizmo and you can drag stuff from the Object Window into the Render Window to place it and move it around as necessary.

      Does this answer your question?

      Also, how do you make your own textures and add them to a weapon?

      Your mod looks really cool, I downloaded it.