SKYRIM
Zim's Immersive Artifacts by Zim
Skyrim » Weapons and Armour
Added: 13/03/2017 - 12:52AM
Updated: 10/09/2017 - 06:52PM

3,383 Endorsements

V1.4 Latest version

54,101 Unique D/Ls

124,073 Total D/Ls

318,650 Total Views

Uploaded by Zimmermjaz

Description

Last updated at 18:52, 10 Sep 2017 Uploaded at 0:52, 13 Mar 2017





This mod has been made to improve immersion.

When I come across an infamous or god-given artifact, if it's boring, under-powered or unremarkable, I find it completely breaks immersion. Auriel's Bow is a perfect example...created and wielded by a god, and "it's craftsmanship is said to have no equal in all of Tamriel" (elderscrolls.wikia), but it's less effective than a Glass Bow and its enchantment is mediocre and forgettable. How can the weapon of a god be so mundane?


This collection is a balanced (for the mid-to-late game), lore-friendly and immersive recreation of many of the artifacts in Skyrim that I feel don't live up to their lore description.

The installation process is modular, allowing you to pick and choose which artifact updates you install and which you ignore. Using the fomod installer, you can either install all the content in one .esp file, or pick and choose from the five packs listed below: the Ancient, Daedric, Miraak, Nightingale and Thane packs. Furthermore, you can also pick and choose from individual artifacts in the Ancient and Daedric packs, though bear in mind the more picking-and-choosing you do, the more separate .esp files will be installed.

For those aiming to minimise the number of .esp files in their load order, I have also provided a Merging Guide at the bottom of this description.

None of these mods have an SKSE requirement or require another mod.

DLC requirements are lists in the downloads page.



Dawnguard and Dragonborn required
There are many Ancient artifacts in Skyrim. Some are of Aedric origin and date back to the Dawn Era, some were made by mortal heroes, and others have mysterious origins. The power of these artifacts has been made infamous in myths and legends, but most have been given mundane or weak enchantments in-game. This mod aims to make the artifacts more powerful without making them over-powered, to make their effects unique and invaluable, and to stay within the Elder Scrolls lore.


All artifacts can now be tempered and have new, unique (and powerful) enchantments I have created based on lore-descriptions from Skyrim or previous Elder Scrolls games. The value of all artifacts has been significantly increased to reflect their historical and scholarly value, as well as the value of their innate power.

Leveling has been removed, so all versions of these artifacts are the same regardless of when they are acquired.

All items in this pack can be installed individually.

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ALL CHANGES TO THE ANCIENT ARTIFACTS


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Dragonborn and Dawnguard required
The Daedric artifacts are items of "significant power, fame, and historic relevance" (uesp.net). These artifacts have a unique appearance, but most have been given mundane or weak enchantments. This mod aims to make the artifacts more powerful without making them over-powered, to make their effects unique and invaluable, and to stay within the Elder Scrolls lore.

All weapon and armor artifacts can now be tempered and have new, unique (and powerful) enchantments I have created based on lore-descriptions from Skyrim or previous Elder Scrolls games. The value of all artifacts has been significantly increased to make them priceless (they are, after all, valuable for their fame, historic relevance and innate daedric nature, not just their power).

All items in this pack can be installed individually.

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ALL CHANGES TO THE DAEDRIC ARTIFACTS


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Dragonborn required
The quality of Miraak's equipment is fairly mixed. Some of it is fairly powerful, but some is either boring or underpowered. I have therefore attempted to create a unifying theme that runs through all the equipment, improving underpowered items, retaining the power of stronger items, and generally making Miraak's equipment more interesting and useful.


All of the equipment is now identical; even the equipment Miraak himself uses is now enchanted in line with the equipment that can be obtained by the player, so you might find Miraak is a harder foe to beat now. Be prepared for a tougher boss fight with the dragonborn.

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ALL CHANGES TO MIRAAK'S EQUIPMENT


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No DLC required
The Nightingales are described as "warriors of Nocturnal" clad in "forged midnight" armor. Since all Nightingales start out as professional thieves chosen from the Thieves Guild, I wanted to make the Nightingale equipment supportive of combat rather than thievery (since all Nightingales are expected to be master-thieves, but not all are natural warriors). I therefore adapted the frost/shock duality theme of the Nightingale Bow to the rest of the equipment.


The armor pieces have only had their enchantments and values edited, which means any changes to the armor pieces through other mods should be compatible as long as they don't edit enchantments (so navida1's excellent mod, Improved closedface helmets, is fully compatible).

Nightingale equipment is no longer leveled; you will always receive the strongest version.

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ALL CHANGES TO THE NIGHTINGALE EQUIPMENT


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Dragonborn required
The Thane weapons are gifted to the player to act as a badge of office, thus implying these weapons are unique, recognizable items of fame and/or power. However, the weapons given in the vanilla game are generic, dull weapons that are usually worse than what can be found in generic loot.


The Thane pack adds nine new weapons to act as unique, useful and interesting rewards for becoming Thane of a Hold. These weapons have unique appearances and enchantments, the details of which can be found below. All weapons can be tempered to Legendary grade (assuming you have the right perk), and all the weapons can be disenchanted so that you can learn their enchantments.

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 (since the vanilla Thane weapons are generic items and therefore can't be replaced through mod mechanics).

To trade the old vanilla Thane weapons for the new mod versions, open your inventory and find the Thane Trade power, which will be added to your inventory automatically when the mod is installed. Using this power, you can trade your own weapons for the new Thane weapons, provided you are Thane in the respective Hold. You will also have the option to remove the power from your inventory once you've used it.

This mod is fully compatible with Hearthfire.

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THE NEW DETAILS OF THE THANE WEAPONS



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For some artifacts, I have provided alternative textures, meshes or in-game appearances and equipment types. These alternatives are completely optional. 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 look through this section if you have any questions before posting a comment.

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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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