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Zim

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Zimmermjaz

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About this mod

Adds lore-friendly, balanced improvements to the under-powered artifacts of Skyrim.

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The aim of this mod is to make Skyrim's most legendary and infamous artifacts more powerful without making them
over-powered, to make their effects unique and invaluable, and to stay within the Elder Scrolls lore.

This mod has been made to improve immersion. When I come across a legendary artifact that's boring or under-powered, I find it completely breaks immersion. Auriel's Bow, for example: created by a god with craftsmanship that's said to have no equal, but it's less effective than a Glass Bow and its enchantment is mediocre. The weapon of a god shouldn't be so mundane.


Updated Artifacts
Includes balanced, lore-friendly and immersive improvements
to over 50 of Skyrim's most legendary and famous artifacts.

Most artifacts in this collection have new stats and all have new enchantments.
Leveling has been removed, so all versions of these artifacts are the same at any level.
Tempering recipes have been added where they were absent.

Modular Installation
A Nexus Mod Manager installer and Merging Guide (see below) allow you to pick and choose which artifacts are improved and
which are untouched by this mod. The Ancient Pack, Daedric Pack, Miraak Pack, Nightingale Pack and Thane Pack can all be installed
seperately or as one, and the individual artifacts of the Ancient and Daedric Packs can also be installed individually or as one.

Alternative Appearances
Alternative texture and equipment-types are available for some of the artifacts.

V1.5 Now Available!
A full list of updates can be seen in the changelog below.
Changes to artifact stats are marked in the description below with: (V1.5)

Requirements and Compatibility
No other mods are required to use this mod, and it's fully compatible with all my mods.
DLC requirements are listed below. If installing all content, Dragonborn and Dawnguard are required.
Please see the Compatibility questions section in the Q&A section for compatibility info.
Place this mod lower in your load-order than any mods that might clash with it to avoid any issues.

Please see the Common requests and Compatibility questions in the Q&A section before making a comment.




Dawnguard and Dragonborn required
Includes improvements to Auriel's Bow and Shield, the Blade of Woe, the Bloodskal Blade, Chillrend, the Gauldur Amulet
and its Fragments, Keening, Kyne's Token, Nettlebane, the Staff of Magnus, the Shield of Ysgramor, the White Phial and Wuuthrad.


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ALL CHANGES TO THE ANCIENT ARTIFACTS

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Dragonborn and Dawnguard required
Includes improvements to all of the Daedric artifacts, as well as
the Rueful Axe and the Amulet of Articulation.


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ALL CHANGES TO THE DAEDRIC ARTIFACTS

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Dragonborn and Dawnguard required
Includes improvements to all of Miraak's equipment,
including his mask, armor and weapons.


Miraak himself will benefit from these improvements, so be ready
for a much harder boss battle with him.


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ALL CHANGES TO MIRAAK'S EQUIPMENT

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No DLC required
Includes improvements to all of the Nightingale equipment,
including the sword, bow, hood, armor, gauntlets and boots.


Fully compatible with most mods that affect the meshes or textures
of Nightingale armor, including Improved Closed Face Helmets.


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ALL CHANGES TO THE NIGHTINGALE EQUIPMENT

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Dragonborn required
Includes unique and disenchantable replacements
for the generic Thane weapons.


You will receive the new Thane weapons as a reward for completing the Thane quests.
Any vanilla Thane weapons you already have will be renamed Thane Status, and you will have to trade these for the new Thane weapons yourself using the new Thane Trade system (this is because vanilla Thane weapons are generic items and therefore can't be replaced through normal mod mechanics). To trade the old vanilla Thane weapons for the new ones, enter one of the Jarl longhouses (e.g. Dragonsreach), open your inventory and find the Thane Trade power.

This mod is fully compatible with Hearthfire.


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THE DETAILS OF THE NEW THANE WEAPONS

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Some artifacts have new options for textures, meshes
or in-game appearances, and equipment-types.


To obtain these alternatives, you will either have to make changes in-game
or implement changes during the mod installation process.

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DETAILS OF ALL AVAILABLE ALTERNATIVES

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This section offers some answers to questions you might have.
Please check this section before posting any questions.

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THE QUESTIONS AND ANSWERS SECTION

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This section describes all the changes to this mod across the various version.

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THE FULL CHANGELOG

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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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