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Aberation

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aberation

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About this mod

SSE version now available. http://www.nexusmods.com/skyrimspecialedition/mods/6894/ Lore friendly successor to Magicka Sabers, Magicka Sabers Crystal, and Aetherial Sabers. Craftable Plasma Sabers.

Permissions and credits
SSE Version now available at http://www.nexusmods.com/skyrimspecialedition/mods/6894/

Requirements

Skyrim 1.9.32.0.8 or greater

TMNT Armor BSA is required for Turtle Masks and Shells to display
http://www.nexusmods.com/skyrim/mods/34903/?

You can either
1 - Download and rename the file to Plasma Blades.bsa
or
2 - Download and extract the meshes and textures folders directly

PLASMA SABERS 

3.0 - Now includes Armored Robes, Call Animals, Potion Upgrades, and TMNT expanded.
2.17a - Text fix for Pyromancer sabers.
2.17 - Added chest to Winterhold college dorm room that contains all garnet hilts and novice and apprentice enchantments as well as a set of novice college robes.  Removed chest from Whiterun mistakenly left there after testing.  Removed corpse from Helgen (moved contents to college chest) .
2.16 - Added 12 ghost summons plus 4 new enchantments
2.15 - Fixes missing enchantments on robes, adds Forsworn and Falmer robe sets
2.14 - Added Light and Heavy Armours as enchanted clothes
2.13 - Removed all Soulgems from upgrade recipes
2.12 - Removed all skill checks on Temporing recipes.
2.11 - Added Novice to Archmage Circlets to the forge.  These have the same enchantments as the hoods.
2.10 - Removed Dwemer materials from recipes.  All weapons now more closely match sword / greatsword stats.  All enchantments reset to vanilla values.
2.09 - Added weakness to element effects to all enchantments.  Fire/Frost/Shock enchatments are at -25%.  All other enchantments are -15% to magic.   Aspect of enchantments are actually -33%.  The duration for all is 3s.
2.08 - Added some recipes to the Smelter.  Renamed some Mage gear for easier sorting.
2.07 - Novice Mage gear now requires a plasma ring to display (any color) , fixed some recipes
2.06 - Added Leather hoods, fixed items displaying at the enchanting alter, fixed rings not producing light
2.05 - Added more enchanted Mage clothing to the tanning rack.  Full description added to the readme.
2.04 - Added Psijic, Greybeard, and Thalmor outfits
2.03 - Revised recipes again.  Now enchantments require Plasma Rings to display.  Added tiered Mage outfits to the Tanning Rack.
2.02 - Added the one handed bound weapons to the mining and wood chopping weapon form lists
2.01 - Major revision.  Added a sixth tier of hilts named Archmage.  Adjusted all recipies to skill levels 1, 20, 40, 60, 80, 100.  Now you will get new hilts and new enchantments at the same time.  All enchantments now require you to have in your inventory one of the 'default' hilts in your inventory, either one or two handed will do. The color you craft will indicate which color enchantments are available. For example, if you craft a 'blue' hilt only blue enchantments will be available.  If you then wanted a 'red' enchantment you would need to first craft a red hilt. For those that use the movie hilts, you will now need to craft and keep default hilts also in whatever color blades you wish to use.  I also removed Enchanting from the skills it checks for.  Also removed the 'Training' enchantement as it is no longer needed.
1.03 - Added Silver to the crafting form list for those that don't use crafting mods.
1.02 - Added 3 new skill level 90 enchancements.  These will make you the Avatar of an element by making you immune to it and give you the cloak for that element at the cost of being much more vulnerable to the other 2 elements.  Also hid the recipes for Bound weapons unless you have the Bound Spell Tomes in your inventory.  Added Step by Step instructions to the readme.
1.01 - Added missing glow effect to the bound weapons.  Also removed the spell tomes from the corpse.
1.0 - Initial upload


Description


This is basically a revised and condensed version of Magicka Sabers Crystal and Aetherium Sabers that I created from scratch for my own use but I decided to finish it and upload it anyway. The main difference between this and my other saber mods is that this one is CRAFTING ONLY!!!  There will be no hostile NPC's with them, no vendor NPC's will be used, and absolutely no altered level lists.  In other words, re-running a batched patch is not needed.  The reason I made this mod is that I felt my other mods tended to become bloated and overpowered fairly easily.  To counter this I have lowered the base weapon values to be closer to Daggers/Maces rather than Swords/Greatswords.  But given that these weapons are faster the DPS is still the same.  However, all weapon based magic effects cost less than in Vanilla.  So players may choose between higher magnitudes, longer durations,  or more charges.  This will also create powerful weapons at higher tiers, but nothing that can't be achieved with smithing / alchemy / enchanting already.  To somewhat counter the lower base damage all weapons in this mod are considered Silver and have that perk (although I deleted the annoying text).

Differences between Aetherial / Crystal

What makes this mod different from my earlier work is in addition to the standard enchantments, each weapon will also have a unique effect associated with it.  For example, Fire weapons will also provide resistance to fire when wielded.  Note that this means wielded, ie in your hand, not mearly equiped. This is done by automagically giving the player an ability whenever the weapon is drawn. Note, each ability is the same per enchantment, so dual wielding two identical weapons will only yield one effect.  For example dual wielding a blue fire sword and a red fire sword will still only provide the default fire resistance.  This is the same method used to create the light/torch effect of the blades.  Fear and Turn Undead actually put an effect on the mob you are fighting instead of the player.  As with my original intent with Aetherial Sabers this mod is intended with full mages in mind. However, players actually only need to level up one skill to gain the full benefits.  I did, however, also add Smithing to the skill checks for those that just want these to be 'just another weapon'. For this mod I have lowered the light brightness of the weapons, I felt that overall the brightness in Atherium Sabers was too much.  Another major change is that instead of gemstones being associated with a certain color, they now indicate the tier of weapon. This way all colors will use the same recipes.  There are also Gemstone and SoulGem 'upgrades' that can be found at the smelter. Another feature that I added is the ability to 'Reset' your hilts enchantment.  How many times have to picked the wrong enchantment, soul gem, color, or name when enchanting a weapon?  Take any Apprentice+ weapon to the Skyforge and you can reset it to be unenchanted again.  Note that this will also remove any temporing as well.

Spells

I also created some spells.  Things that were missing from the Vanilla game and the Lore Friendly Spell mod doesn't add.  All spell recipes are found at the tanning rack. There are bound / mystic sabers and greatsabers in each of the 8 colors.  Also I invented Magicka and Stamina cloaks.  These are basically lower cost alternatives to the Fire / Frost / Shock cloaks.  I had to use vanilla effects for these so be kind.  I make a Ghostwalk spell that is waterwalking with ghost visuals.  There are Candlelight and Magelight in each of the eight colors.  The rest are 'Aspect' spells.  With them you basically trade one resistance or ability rate for penalities in the others.

Hilts

All movie hilts have been renamed to 01 thru 15 to try to keep lore intact.  The 'default' weapons are blue, cyan, green, orange, pink, red, violet, and yellow.

Enchanted Mage Outfits 

All recipes at novice tier use the same recipe as leather armor plus a petty soul gem for each piece. All upgrades after that require a leveled soul gem. All tiers are crafted at the Tanning Rack. All Hoods use the 'Hair' slot only. The Wedding Wreath uses the 'circlet' slot only. Note that the College hood and robes will change appearance at each tier, all other items will retain their appearance after upgrading. Note, the Thalmoor hooded robes will allow Mer races to disguise themselves during the main quest ' Diplomatic Immunity'. I added the ragged set for those who want to play a ' Drunken Master' type mage and I added the Wedding set just because. All robes of Expert and above are flagged as 'Rich Clothing' except Ragged which I left at 'poor' for all tiers. 

As of 2.07 - Novice Mage gear now requires a plasma ring to display (any color) 

Full Sets

Light Armour
Heavy Armour
College - each tier of Robe and Hood will be different
Psiijic 

Full Sets with Hooded Robe
Mythic Dawn 
Thalmor - can be used by Mer races during Main Quest as a disguise

Sets with no Gloves
Black - The college focusing gloves are a decent match
Greybeard
Ragged - Arm bandages are a decent match
Wedding - Not a Mage outfit but I couldn't resist

Boots and Robe only
Monk

Hooded Robe only
Brown Monk
Green Monk
Grey Monk
Red Monk

Robe only
Vaermina

Gloves only
Arm Bandages
Farmer

Hood only
Leather


Details

Forge / Skyforge / Tanning Rack recipes will check for your highest base skill in Smithing, Alteration, Conjuration, Destruction, Illusion, or Restoration. It checks skill levels only, no perks are required (except for mystic weapons).   Temporing recipes are different and check against your one / two handed skills only.  They require 1 filled soul gem of the proper tier of the weapon to temper.  Temporing recipes DO NOT require the Arcane Smithing perk, so you can tempor then enchant or enchant then tempor.  All Novice hilts can be found at the Skyforge. I did this to prevent clutter.  However, all 'upgrades' after that can be done at any anvil / forge.  The 'Reset' recipes are still only at the Skyforge however.  In my testing I kept resetting my weapons by accident so I figured players only use the Skyforge when they mean too.

Step by Step Instructions

For those of you who have not played either Magicka Saber Crystal or Aetherium Sabers, here is a quick rundown of the process.  This example assumes a young character whose skills are still low.
 
Step 1 - After looting the corpse outside of the Helgan tutorial dungeon (or gathering the ingredients yourself) procede to Whiterun and activate the Skyforge.

Step 2 - Firstly, at any forge you will need to craft a Plasma (color) ring.  The color you choose will determine what color blades will be on your weapons.  You will need at least one of these rings in your inventory for any enchantments to show up.  Note - you don't have to equip them, just have them in your inventory.

Step 3 - Now procede to the Skyforge in Whiterun.  All recipes are found under 'Silver'.  First craft any weapon that has 'Novice' in the name.   
Note that 'Saber' means a one handed sword and 'Greatsaber' means a two handed sword.  
Optional Step 3a - When you raise a required skill to 20+ you may 'upgrade' your Novice hilt to Apprentice.  This can be done at any forge or anvil.  That way, you will have more enchantments to choose from.  Most races can do this at level 1.  

Step 4 - Now you need an enhancement, now craft either a Fear, Magicka Damage, Stamina Damage, Soul Trap, or Turn Undead weapon.  Note that all enchancemnts will be one handed weapons.  This is ok, those using two handed weapons will be fine.  

Optional Step 4a - Most races will have skills that are 20+, this means you will be able to upgrade your hilt to Apprentice right away.  Doing this will mean you can also choose Fire, Frost, or Shock as your first enchantment.  However, you will have to obtain the Fire, Frost, or Void Salts yourself.

Step 5 - Take your newly crafted weapons to any Enchanting Alter.  The closest one to the Skyforge is inside Dragonreach.  Activate the alter and disenchant the weapon you just made.

Step 6 - Now enchant the 'Novice' or 'Apprentice' weapon you made with the new enchantment you just learned. If you wish to rename the weapon now is your chance.

Optional Step 6a - Procede to a Sharpening Wheel and tempor your newly enchanted hilt with a filled petty soul gem.  Note, none of the temporing recipes require the 'Arcane Smithing' perk.  Apprentice weapons will need a filled lesser soul gem instead.

Step 7 - When you raise a required skill to 40 you may upgrade your weapon to Adept and learn new enchantments.  Just visit the nearest forge or anvil.
Hilts and Enchantements show up at skill levels 1, 20, 40, 60, 80, 100

Note - Sabers and Greatsabers use the exact same recipes and have the same value.  I consider them to just be different ways to grip the same weapon.

For Novice Hilt recipes to show up at the forge you will need at least 1 Empty Petty Soul Gem, 1 Filled Petty Soul Gem, 1 Garnet, 1 Flawless Garnet to be in your inventory.  I did this to minimize forge clutter.

Full Novice Recipe is 1 Firewood, 1 leather strip, 1 Silver Ingot, 1 Gold Ingot. 

For Apprentice+ recipes to show up at the forge you will need a Novice+ Sword and at least one skill of a high enough level.

Apprentice Upgrade Recipe is :  any Novice Saber. 
Adept Upgrade Recipe is : any Apprentice Saber. 
Expert Upgrade Recipe is :  any Adept Saber. 
Master Upgrade Recipe is :  any Expert Saber. 
Archmage Upgrade Recipe is :  any Master Saber. 

Enchantment recipes are : 1 Firewood, 1 leather strip, 1 silver ingot, 1 leveled gemstone, 1 leveled flawless gemstone, and one bonus ingredient that will vary based on the enchantment.   Remember you will need a Plasma ring in your inventory for these recipes to be displayed.

Reset recipes are : weapon, leveled soul gem, leveled filled soul gem
Note there are no novice reset recipes since most characters are unlikely to be at skill <20 for very long.


Progression 

Garnet Enchantment (skill of 1+)
Novice Hilts

Fear - Light on target 25s, weakness to magic 15% for 3s
Magicka Damage - Resist Magic 15%, weakness to magic 15% for 3s
Stamina Damage - Carry Weight +50, weakness to magic 15% for 3s
Soul Trap - Spell Absorb 15%, weakness to magic 15% for 3s
Turn Undead - Light on target 25s, weakness to magic 15% for 3s





Amethyst Enchantments (skill of 20+)
Apprentice Hilts

Fire - Resist Fire 25%, weakness to fire 25% for 3s
Frost -  Resist Frost 25%, weakness to frost 25% for 3
Shock - Resist Shock 25%, weakness to shock 25% for 3



Ruby Enchantments (skill of 40+)
Adept Hilts

Absorb Health - Fortify Healing Rate 50%, weakness to magic 15% for 3s
Absorb Magicka - Fortify Magicka Rate 50%, weakness to magic 15% for 3s
Absorb Stamina - Fortify Stamina Rate 50%, weakness to magic 15% for 3s


Sapphire Enchantments (skill of 60+)
Expert Hilts 

Chaos - Resist Fire / Frost / Shock 10% each, weakness to shock 25% for 3s
Drain - Fortify Health / Magicka / Stamina Rates 20% each, weakness to magic 15% for 3 s
Note - Chaos and Drain are full 100% effects unlike normal Chaos enchantments which are 50% chance.



Emerald Enchantments (skill of 80+)
Master Hilts 

Banish - Fortify Shouts 20%, weakness to magic 15% for 3s
Paralyze - Increase Speed 25%, weakness to magic 15% for 2s


Diamond Enchantments (skill of 100+)
Archmage Hilts

Avatar of Fire - Resist Fire 100%, Fire cloak 8 dam, Vulnerable to Frost 100%, Vulnerable to Shock 50%, weakness to fire 33% for 3s
Avatar of Frost - Resist Frost 100%, Frost cloak 8 dam, Vulnerable to Fire 100%, Vulnerable to Shock 50%, weakness to frost 33% for 3s
Avatar of Shock - Resist Shock 100%, Shock cloak 8 dam, Vulnerable to Fire / Frost 75%, weakness to shock 33% for 3s




Daedric Enchantments (no skill required)
Dawnbreaker effects plus weakness to fire 25% for 3s - Requires Dawnbreaker in your inventory and a Black soul gem, Ruby, and Flawless Ruby.

Spells

Note - All Bound weapons last for 120 seconds, all other spells are 60s.  And yes, there are Bound and Mystic versions depending on if you have the Mystic Binding perk or not.

Novice
Bound Saber - Blue to Yellow

Apprentice
Bound GreatSaber - Blue to Yellow
Magicka Cloak - 10 Magicka Damage
Stamina Cloak - 10 Stamina Damage
Ghostwalk - Waterwalking, Ghost visuals

Adept
Aspect of Fire - Resist Fire 100%, Vulnerable to Frost/Shock 50%
Aspect of Frost - Resist Frost 100%, Vulnerable to Fire/Shock 50%
Aspect of Shock - Resist Shock 100%, Vulnerable to Fire/Frost 50%
Aspect of Health - Fortify Healing Rate 100%, Magicka/Stamina rate -50%, combat regeneration 1
Aspect of Magicka - Fortify Magicka Rate 100%, Healing/Stamina rate -50%, Resist Magic 15%
Aspect of Stamina - Fortify Stamina Rate 100%, Healing/Magicka rate -50%, Carry 100

Renamed Hilts

01-Revan
02-Darth Sidious
03-Yoda
04-Darth Tyranis
05-Mace Windu
06-QuiGon Jin
07-Quinlin Voss
08-Shaak Ti
09-Darth Maul
10-Anikin Skywalker AoTC
11-Anikin Skywalker RoTS
12-Darth Vader
13-Luke Skywalker
14-Obi Wan Kenobi RoTS
15-Obi Wan Kenobi TPM (one handed only)

Final Note
I ended up using the movie 2 handed meshes for the blades because they work for both 1 and 2 handed weapons.  However, I included in the optional folder the default 1 and 2 handed meshes if you want to swap them out.  Note, that since the bound weapons are their own individual enchantments they do use the proper 1 or 2 handed meshes already.

Recommended Mods
Lore Friendly Spells
http://skyrim.nexusmods.com/downloads/file.php?id=34620
I consider this mod essential like the Unofficial patches.  All the spells I added were made with this mod in mind.
Spell - Summon Crafting Menu
http://skyrim.nexusmods.com/downloads/file.php?id=39999
This mod is very handy because it includes the Skyforge.
Smart Cast
http://skyrim.nexusmods.com/downloads/file.php?id=43123
This mod can be considered a cheat mod, but it is very usefull to those that prefer two handed weapons.
Unlocked Grip
http://skyrim.nexusmods.com/downloads/file.php?id=58973
This mod allows two handed weapons to be shealthed on hip.
Auto Health Magicka and Stamina
http://skyrim.nexusmods.com/downloads/file.php?id=25514
This is nice because you level much more gradually.
Armored Robes
http://skyrim.nexusmods.com/downloads/file.php?id=50069
Not to Pimp my own work, but this mod allows Mages to look like warriors and warriors to look like mages.

Other usefull Mods
Floating Healthbars
http://skyrim.nexusmods.com/downloads/file.php?id=58728
It's nice seeing Alduin's 2000+ hp at the start of the game!
Higher Jumping
http://skyrim.nexusmods.com/downloads/file.php?id=164
Numerical Smithing Upgrades
http://skyrim.nexusmods.com/downloads/file.php?id=48645
Soul Gems Differ
http://www.nexusmods.com/skyrim/mods/6335/?