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Doomedestiny

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  1. Doomedestiny
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    Sticky
    Would you guys like a shock variant of this also? If so on which archetype? I'm thinking dwarven, ebony or glass.
    Dwarven~fits nicely but relatively early game
    Ebony~doesnt fit as well as dwarven but late game enough
    Glass~for a light armor variation
    1. Darklocq
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      Sure. I would do it to Ebony and Glass (or make variant sets for peeps with a preference). Anyway, thanks for doing the Daedric one. I'd been considering this myself. I may just implement my own local Shock patch following your model here. It did seem weird that "mystical ice" gear had a cold bonus but gear from a supernatural realm of flame had no corresponding properties.I agree on Dwarven, and that Ebony and Glass are late-game enough that it won't be unbalancing. For one thing, baddies will be hitting you with this gear, and for another by the late game a lot of combat is just tedious whacking without much risk except from bosses, so speeding it up a little with mild extra damage is a Good Thing for those of us who have lives and don't want to spend 5 realtime hours clearing out a single minor dungeon. LOL.
    2. Sceadugengan
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      Dwarven and ebony stuff don't give me the image it'd have a bonus for shock magic.
      I'd rather have a new stand-alone set with some shock magic related materials.
    3. Darklocq
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      I started trying to do something complicated and gave up. I was going to do Dwarven as +Shock weapon, -Shock armor; Ebony as +AbsorbHealth weapon, -Poison -Disease armor; and Glass +[something, not sure yet] weapon, -MagicDamage (i.e. +MagicResist), but some of the necessary keywords don't seem to exist (like for Absorb Health, i.e. non-elemental magic damage). I guess one could make new keywords and apply them to stuff, but its seems like a massive headache, and wouldn't affect mod gear. And some keywords don't seem to be documented anywhere, e.g. MagicDamageResist (000f18e3). I can't even find that mentioned anywhere on the Web other than 3 Russian pages, some of which are dead and only show up in Google cache. It SEEMS to be the general magic resistance keyword, but I can't prove it, and it shows up (alphabetically) with weapon keywords, which is confusing. For all I know it's actually a damage effect applied to resistances or something and just for a poison. Who knows? I hope Doomedestiny does!

      Update: VICTORY IS MINE! I figured it out. The keyword need not apply to anything but a few magic effects. Will post a thing in a minute (separate post), in case it's of use for further development of this.
  2. slaVEI
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    something for the dragonbone equipments would be interesting, like more damage against dragons maybe? or buff your thu'um 
  3. Darklocq
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    Here at a temporary file at Mega is what I cobbled together for my own game, with a readme, copy-pasted below. This isn't intended for release as an "official" mod (though I wrote enough of a readme to be one), just as a demo for development of this one further, using a new keyword to get at some effects that lacked any, and so on. As far as I'm concerned this belongs entirely to Doomedestiny, who can use anything from it, or just delete this and ignore it all as not the future Doomedestiny has in mind for the mod.

    ------------------------

    Material-specific Enchantment Enhancements
    v1.1
    by Darklocq, just an extension of Doomedestiny's "Daedric Fire Enchantment"

    This is a simple patch to add some automatic perks that provide +10% (?) enchanting enhancements for certain high-end materials. The idea was Doomedestiny's, originally to provide a fire enchantment boost (more damage for weapons, more protection for armor) to Daedric gear, to mirror the frost bonuses already provided by the game's "Dragonborn" DLC for Stalhrim gear. That mod (as of this writing) is named "Daedric Fire Enchantment" ( https://www.nexusmods.com/skyrim/mods/94870 ).

    [What it's really doing is applying a 1.25x multiplier to enchantment power; I'm not sure how the game processes this and whether it really, truly amounts to 10% after all the math is done.]

    It's compatible with Unofficial Skyrim Legendary Edition Patch (USLeEP) and preserves that patch's fixes for several spell effects, though if you do not have it, your game will not break, and it is not required by this ESP as a master.


    Details
    =======

    Just for my own game, I took "Daedric Fire Enchantment" and expanded it a bit, then figured what I did with it might be useful "up the pipe" for further developing that mod.

    * Ebony: Weapons provide a bonus to Absorb/Drain/Damage effects (against Health, Magicka, Stamina), to Paralysis, and to Soul Trap; no effect on elemental attacks. Armor provides bonuses to both Resist Poison and Resist Disease.
    ** The idea is that Ebony weapons are just hard-core, and severely wounding. Maybe the stuff's even a bit toxic in the bloodstream. This is *fairly* powerful stuff on the offense side, but not unbalancing; at most it should speed up some long fights and make soultrapping a tiny bit easier.
    ** Meanwhile, for balance, the armor is already so strong that having it enhance effects that aren't *heavily* depended upon for most combat situations keeps it from becoming more powerful than Dragon and Daedric.

    * Glass: Like Ebony, the weapons provide a bonus to Absorb/Drain/Damage effects (against Health, Magicka, Stamina), to Paralysis, and to Soul Trap; no effect on elemental attacks. Unlike Ebony, the armor provides a bonus to general Resist Magic (not to any specific elemental resistances, nor to Poison or Disease; it's just not that tough).
    ** Glass and Ebony are both basically magical volcanic glass, so the properties being a bit similar makes sense. The armor material here is presumably "refined" a bit more than Ebony, losing some toughness but gaining some more fine-tunable properties. The magic resistance serves to balance out the lack of great gear in the lighter range. Resist Magic has an 85% limit anyway (which experienced players reach pretty quickly), so this isn't over-powerful.
    ** This mysicto-magico focus for Ebony and Glass is also consistent with both the Thalmor and the original Morrowind Dunmer (especially the Telvanni), both of whom seem big into Glass and (for the latter) Ebony gear. Remember how just about every Dunmer who attacked you on Vvardenfell tried to Paralyze you first? They really love that trick. I kind of re-created Mysticism from the old games: a new keyword (MagicEnchMysticOffense) for non-elemental offensive magic that is an enchantment effect (most of which had no keywords at all until now, though one had an incorrect one, fixed in USLeEP; that fix is carried over to this mod, along with fixes for SoulTrap and Absorb Health being setup up wrong in the original vanilla game).
    ** Also, a motivation for this is the frustratingly crippled nature of most Soul Trap enchantments in Skyrim compared to their duration and area of effect in Morrowind and Oblivion. Same goes for Skyrim paralyze enchantments usually not lasting long enough to even get off an arrow shot.

    * Dwemer/Dwarven: Weapons do bonus Shock Damage. Armor has bonus Resist Shock. Because, well, *Shock Centurions* <zzzzap!>. The Dwemer seem to have invented shock magic in the first place.

    * Daedric: same as in the original "Daedric Fire Enhancement": Weapons do bonus Fire Damage. Armor has bonus Resist Fire. It comes from an otherworldly realm of fire, right?

    * Stalhrim: same as in "Dragonborn": Weapons do bonus Frost Damage. Armor has bonus Resist Frost. Stalhrim is magical ice-stuff, after all.

    These effects only apply to proper enchantments you do yourself. E.g., you do not get a bonus just picking up a Dwarven sword pre-enchanted with a Shock Damage effect. You don't get any Resist Shock from Dwemer armor if you enchant it with Resist Fire instead.

    The effects have been limited to the higher-end gear, for balance reasons. And not applied to Dragon gear because it's "special", already the best in most ways, and end-game stuff you most likely want to fine tune to your own liking.


    Boilerplate
    ===========

    As far as I'm concerned this is Doomedestiny's. I never would have thought of this "use perks to simulate material properties" approach on my own, and putting this expansion together only took an hour of messing around with Doomedestiny's original mod. I add zero restrictions of any kind to my version, and Doomedestiny is welcome to incorporate, adapt, ignore, or shred any of it, including code bits and elements of this documentation. I'm not releasing my version as an "official" mod on Nexus, since I don't want to steal another modder's thunder. (Did that once by accident, and it was a bummer.)

    The original mod also has modification/asset use restrictions (which seems weird for a mod this simple, but whatever...), so my re-jiggering of it is only being provided to that mod's discussion forum as something for the main mod's further development, like submitting a patch to GitHub but not doing a pull request. Doomedestiny is free to just hide the post if the material isn't wanted at all.
    1. AlanPaul
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      Those are good effects. You should totally release this is its own mod so that more people can see and use it.
    2. Darklocq
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      I might well do so. Doomedestiny's been inactive since 25 November 2018, shortly after releasing this. Must have found a new game!
  4. AlanPaul
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    I was looking if there is already any mod which adds material specific bonuses, nice to see someone started it. Are you planning to add more materials?
  5. sondash300
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    shock would fit dwarven for me if you made something similar. maybe magic resistance/damage for glass since the thalmor use it so much?
  6. farhanthegreat
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    This is such a good mod and a minor concept that should have been added into the original game and I am glad and appreciate how you did this! Now if only there was one for shock in order to complete the concept... Though, I can't think of which armor / weapon set it would be... maybe dwemer? But maybe that is too early game...?
    1. Doomedestiny
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      Thanks for the feedback. I could do that and could make an overpowered one too meaning all 3 types.
      ebony could fit the shock concept
    2. Bersark93
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      Malachite/glass might work for shock but dwemer would make the most sense.
    3. Doomedestiny
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      Dwarven items seem too early game though so probs will make it glass if garnered enough interest
    4. Sceadugengan
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      I remember having seen once a mod that adds a standalone glass-based set which had a bonus for shock enchantments.
      Can't find it now, though.
      All I can find for now is this: https://www.nexusmods.com/skyrim/mods/87034
  7. TheAwesomeTRex
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    Now THIS! This my good friends is what is called a good idea.
    1. Doomedestiny
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      Thanks
  8. TheMota
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    Why did no one think of this before?! Such a simple, yet fitting idea!
    Now, I have a question: what kind of conflicts could it generate? Does it alter daedric weapons and armor specifically, or does it attach the fire affinity property to all items tagged as 'daedric'?
    1. Doomedestiny
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      There shouldn't be any conflicts as it causes the daedric weapons and armors to have a fire bonus when enchanted with fire enchantments much like how stalhrim gives an ice bonus when enchanted with ice enchantments. This mod should affect all weapons which are daedric as I made it modify all daedric items rather than each individual one. therefore it should also affect any mods that add daedric weapons. However, I have not tested this out and if it doesn't I will try to make it happen in the future.
      Thanks for positive feedback.