Skyrim Special Edition
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James B

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JamesB72

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About this mod

Adds magicka-fueled enchantments that can be applied to any weapon.

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Notice: This mod is no longer receiving active updates, as I have re-made it at:
Pact Weapon Redone - Extended

This mod still works, but will not receive any updates.

The new version has native support for far more spells (even mod-added), and is designed to avoid any conflicts.


Summary


This mod adds three new minor powers which, when cast, will apply an enchantment to the currently equipped weapon (this can be any weapon, includes any melee, bow, crossbow, any mod-added, whatever crazy thing some mod creates...anything, as long as it's a "WEAPON" record).  Each enchantment causes a 15-point damage spell to be cast upon a successful hit.  The spell is cast "by you", so:
  • you lose the magicka as though you cast the spell normally
  • you are "blamed" for any harm caused (it's correctly flagged as 'hostile')
  • you earn the experience as though you had cast the spell normally

Note: This mod is being (slowly) superceded by it's replacement: Pact Weapon - Redone I will likely not be updating this mod, but it's also in a very stable place, so this remains entirely usable and safe to include in current playthroughs.  I'd recommend you switch to the new ("redone") version, if it fits your playstyle.
Enchantments
  • Fire (15 points fire-damage to health)
  • Frost (15 points frost-damage to health, and 15 points damage to stamina)
  • Shock (15 points shock-damage to health, and 15 points damage to magicka)
> NOTE: These values are for the base mod; the patches for 3Tweaks and BTweaks adjust these values to match the novice concentration spells (roughly 18 points of fire-damage when using the BTweaks patch, for example)

The enchantment-adding power has no requirements to be cast, consumes no magicka, and does not need soulgems.

GASP! This must be OP!
Haha! Nope!  The cost comes when the weapon actually damages something.  Then, and only on hit, does the spell attempt to fire.  Why "attempt"?   Because the enchantment has the correct checks for spell-cost vs your current magicka level.  If you have sufficient magicka, then the spell is cast.  The base cost is 15 magicka.  The final cost is correctly affected by all Requiem/AZT/3Tweaks aspects (heavy-armor, perks, etc.).

NOTE: The power sets/replaces the enchant on the weapon; as such, I do not recommend attempting to apply this enchant to an already enchanted weapon.  Best case: you get my enchantment, instead of the existing enchant; but it's also possible the new enchant won't be applied, and may or may not remove the existing enchant (I haven't tried this much, so I don't really know how a given artifact will respond).


Requirements


  • Requiem
(Optionally) Supports vibrant weapons (https://www.nexusmods.com/skyrimspecialedition/mods/40087?tab=files)

Load Order


  • Requiem
  • This mod
  • 3Tweaks
  • 3Tweaks_BTweaks
  • BTweaks - Pact Weapon Patch
  • (Optional) BTweaks - Pact Weapon - Vibrant Weapons Patch
  • Requiem for the indifferent

Compatability


  • Has patches for supported mods (BTweaks and Vibrant weapons)
  • Note: No patch is currently needed for any version of FTweaks (it doesn't change the novice concentration spells)

Future changes


  • Make damage over time, rather than instantaneous (Helps with trolls,  spriggans, etc.)
  • Add another set of enchantments for the higher-tiered concentration spells (from which the pact-weapon enchantments are based)
  • Add sun-damage spells, on par with the existing elements (for Paladin style builds, and/or fighting vampires, undead, etc.)
  • By concentrating on a single actor, you can grant that actor the same ability to channel their magicka into their weapon (you can give that actor a pact enchanted weapon, and their use of it will consume *their* magicka,  but only one other actor at a time, and choosing that actor takes great time and magicka at the time of selection.)