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Albro

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Albro

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24 comments

  1. deleted1716852
    deleted1716852
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    • 10 kudos
    Greetings!

    Thank you for this mod! It sounds fantastic the idea behind it all.

    Most of the dawnbreaker mods are not really good if one plays on higher difficulties. I will be trying this out soon!

    Cheers,
    FD

    PS: Has anyone got the current version to work? I have tried manual install and Mod manager and it is the standard dawnbreaker with 22 damage instead of 0 as far as I can tell.
  2. Zebsi
    Zebsi
    • member
    • 72 kudos
    I like it, but I feel as though 10 damage/second for two minutes is a bit OP. Like that's 1200 damage affecting every nearby undead, and that's assuming you don't trigger another explosion
    1. Albro
      Albro
      • supporter
      • 88 kudos
      I get what your saying, It's hard to land on perfect numbers that work well for all difficulty levels so ill be keeping in mind what people think. I think one of the main issues that's just part of vanilla skyrim is that deadric artifacts, for the most part, are just waaay too easy to get at early levels, so it makes it hard to make them "feel" powerful throughout the game. Personally I wouldn't play without a mod like Timing is Everything that can delay the Merida quests, and the like, till later levels, but i wouldn't want to force people to do that by including that within this mod. Also worth noting is that with the way combat works in skyrim, you're very unlikely to have a fight with a single enemy that lasts close to 2 minutes!
    2. Zebsi
      Zebsi
      • member
      • 72 kudos
      That's very true. Perhaps you could add leveled damage to it? Idk if that's even possible on weapons without adding a tempering recipe, but I'd look into it. Either way, great job! I really like your Ebony Mail improvement, I'm excited to see what's next. (I'm really hoping it's the mace of Molag Bal )
    3. Albro
      Albro
      • supporter
      • 88 kudos
      It is!
  3. snipes96
    snipes96
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    • 3 kudos
    Will you port this mod to SSE?
    1. Albro
      Albro
      • supporter
      • 88 kudos
      Eventually! Might work as it is right now though for SSE, worth trying out.
  4. Drakemanica
    Drakemanica
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    One thing you can try is, rather than have flat rates of damage and healing for undead and living, have them both scale off the Restoration skill, with the added bonus of it serving as a way to train up the Restoration skill if spells aren't cutting the mustard enough.

    I really like this novel approach with Dawnbreaker, considering how unique it is, but also considering Meridia is a Daedric Prince, she's not an unambiguously good character. I would think reduced damage against the living compared to undead would work best, but it's your mod and you know where you want to take it.
    1. Albro
      Albro
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      • 88 kudos
      I would love to do as you recommended with the damage/healing scaling and in fact tried to! but unfortunately i could not figure out an effective way of implementing it.

      As for your other point, I really like the idea of daedric artifacts being very powerful, BUT with really unique game play related drawback/ challenges/ limitations. The weapon being completely ineffective against living creatures (good or bad living creatures) i thought was quite interesting, and also added a slightly new way to use weapons as a means to heal characters like followers, something a paladin / healing character might be interested in.

      All good feedback though that ill be keeping in mind for the full release!
  5. Kithkanen
    Kithkanen
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    I would respectfully submit that Meridia isn't quite so warm and fuzzy about all living beings, especially as it was a living necromancer, Malkoran, who was working to subvert her artifact when you acquire it. Just some food for thought.
    I saw a comment here about the healing aspect of your version leveling with Restoration; perhaps scaling the AoE DOT off of Destruction, and all related Fire damage perks?
    Admittedly, I have no idea how difficult that would be, but it's something to ponder.
  6. FafnirEtherion
    FafnirEtherion
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    • 246 kudos
    This mod is perfect !

    ... Except for a tiny detail : I wished the sword would emit light when drawn X)
  7. Zakading1
    Zakading1
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    Really cool idea, I love having the option of having a support sword. Though it does kind of suck that it's absolutely useless (and in fact helping the enemy) fighting anything living since you'll often land the odd accidental hit against something alive even when using the sword in combination with followers to do the killing. Kind of feel like it should deal some amount of minor damage overall. At the end of the day, you ARE still beating people with a slab of metal, even if it heals them.
    In any case, cool mod!
  8. GuardianofLight137
    GuardianofLight137
    • member
    • 4 kudos
    Cool idea. Would love to use it, but dawnbreaker is my primary weapon, if it heals all living foes i'm gonna be in trouble. But still cool
  9. FirelessKiller
    FirelessKiller
    • member
    • 0 kudos
    Maan, love this idea! i aways wanted to use daedrics artifacts, but they are too weak! this will make them strong in their own way, they will have more than just a unique designe! good work!
  10. SETVI
    SETVI
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    • 119 kudos
    Nice mod! I've got a question, what's the name of this character? Another Tester? Haha! Keep up the good work!!!
    1. Albro
      Albro
      • supporter
      • 88 kudos
      Of Course! I have HUNDREDS OF THEM
    2. SETVI
      SETVI
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      • 119 kudos
      Just jokin'! I'm happy to see another of your mod! I hope to see more of them, again & again!!!
    3. SETVI
      SETVI
      • member
      • 119 kudos
      Just jokin'! I'm happy to see another of your mod! I hope to see more of them, again & again!!!
    4. SETVI
      SETVI
      • member
      • 119 kudos
      Sorry for the double post! Feel free to delete!!!