This is a really good idea for a mod, and i'm happy that I stumbled upon it, I was just wondering if there is a way to make weapons from mods that give you different versions of the weapon at different levels, for example Thane Weapons Reborn, to be able to be upgraded with this mechanic as well.
Making a patch would be pretty easy, but I don't really plan to make any more changes to this mod, due to very limited free time to dedicate to modding.
Dawnbreaker and Red Eagle's sword are not leveled weapons. There is only one version of each which you always get, regardless of your character's level. Thus, this mod has nothing to upgrade them to.
Those screenshots are pretty old, I ported them from the original Skyrim version. Most likely using an older version of SkyUI there too. But thanks for posting that link, I'm always happy to learn more and every fix is welcome, no matter how small it may be
One part of me would love to make my uniques more useful as I level up, but another part of me doesn't want me to stick permanently to one weapon once I can keep upgrading it. Would it be possible for you to make a version that requires me to provide additional materials to upgrade the weapons? Maybe ingots, probably soul gems. It would add a neat little challenge.
I'm updating the mod with that feature right now, since a number of other users expressed an interest in it. The requirements are nothing special; to upgrade an item you'll need the same materials you'd need to temper it, so mostly different types of ingots. If you feel the requirements should be different, feel free to send me your ideas and I'll consider adding them.
Oh, that's awesome, thank you for adding the feature. I do think that soul gems might be a great requirement (maybe for an optional version), but I get if that doesn't appeal to everyone. I just feel it would make the system really feel like a natural part of the game, given the magical powers used to upgrade the weapon, and all. Just a subjective take on how I'd personally prefer to play, though.
Can I suggest that since these are unique items that they require a filled soul gem appropriate to their level, as well as the tempered materials you have?
The only issue I have with using soul gems is that the game makes a distinction between filled gems that you find/buy, and gems that you fill yourself. So, some gems would work, others would not, even though they'd look the same to the player. At least, that's the problem I encountered when working on another mod some time ago, could be I was doing something wrong.
That's a strangely unfortunate issue. Hopefully there's some method of fixing this... Also +1 to Vangriffeth's suggestion. Once these weapons are getting really powerful, I sure would like the table to demand my Grand Souls :p
Well, I did a bit of poking around in the CK and I figured out how to fix the issue. From the basic testing I made it would appear that it's pretty easy to make the game recognize and use all filled soul gems, but that involves making a small change to some soul gem data. Which means that there's a chance the mod might conflict with other mods that change soul gems. However, it also feels like I'd be fixing a bug, though it's probable USKP or some other fix already takes care of it.
Anyway, I'll be uploading an optional version of the mod that adds soul gem requirements for upgrading in the coming days.
I appreciate the enthusiasm New optional version is up. I tested it and everything seems to be working as it should, but do send me a bug report if you notice anything wrong.
Question; I have some mods that adjust weapon stats at various levels, so that brings into question of how you handle this for me to figure out compatibility. Do you specifically only set the item level, and that changes stats to the appropriate stats at that level? Or do you change the level AND the stats directly?
Short answer: the other mod will almost certainly be compatible.
Long answer:
My mod doesn't change the items in any way, so it will not undo or conflict with any changes created by the other mod (unless that mod changes the object IDs, which is highly unlikely since that would be extremely bad modding practice).
What this mod does is, it checks what level you are and, if your level is high enough, removes the item you have and adds the next version in its leveled list. It's all based on recipes and specific Object IDs. Have a look at this page for an example:
http://www.uesp.net/wiki/Skyrim:Chillrend
Say you got Chillrend at level 5, so you got the version with the lowest stats. Your character is at level 20 now, so the Altar of Ascension will allow you to upgrade Chillrend twice, by "crafting" the higher version using the lower version as the required material. Once you hit level 27, you can craft the next version, and so on. If your other mod changes weapon stats like damage, speed or enchantment, those changes will still show up because my mod doesn't alter that data in any way.
Love how you set this up. Beauty in simplicity. By using the constructible objects like you did it's inherently compatible with everything that alters or improves the quest rewards. Unless another mod changes formid's, wich would be silly.
Yes, the only possible conflicts this mod might have would be with items placed in the exact same locations as the Altars of Ascension. Glad you like it
You could either use this file or use the "Auto Leveller For Unique weapons" which causes such items as Chillrend to level up their version WITH YOU.. say you get it at level one but there's a better version at level 10... you're screwed on that version right? Wrong! The mod I found will remove the old version and replace it with a new version in a split second automatically. you won't even notice just a small equipped noise type thing will be heard and it will be replaced. http://www.nexusmods.com/skyrimspecialedition/mods/656/? Of course it's all to your preferences... if you want it to be levelled up to super high instantly and break the game for yourself take this mod... in my opinion this mod would give you too OP gear too quickly. However, that mod I left is good if you want to just have it improve over time.
Um, this mod will check your level and give you the version of the item that fits that level. It does not skip to the highest version of any item. If you want the best version of anything, you still have to level your character. It's all there in the mod description
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Is it save to install midgame?
This is a really good idea for a mod, and i'm happy that I stumbled upon it, I was just wondering if there is a way to make weapons from mods that give you different versions of the weapon at different levels, for example Thane Weapons Reborn, to be able to be upgraded with this mechanic as well.
Thanks
Just to avoid confusion I was wondering - do we absolutely need the main file, or are the alternate versions standalones?
Install the main file first, then the optional versions. If asked whether you want to overwrite any files, choose yes.
Or the Red Eagle's fury? ah man
By the way are you using SkyUI ? Cause those items look very misaligned use this guide to fix it :
https://www.reddit.com/r/skyrimmods/comments/5awtkm/guide_quick_and_dirty_way_to_remove_skse_warning/
Would it be possible for you to make a version that requires me to provide additional materials to upgrade the weapons? Maybe ingots, probably soul gems. It would add a neat little challenge.
I do think that soul gems might be a great requirement (maybe for an optional version), but I get if that doesn't appeal to everyone. I just feel it would make the system really feel like a natural part of the game, given the magical powers used to upgrade the weapon, and all. Just a subjective take on how I'd personally prefer to play, though.
Also +1 to Vangriffeth's suggestion. Once these weapons are getting really powerful, I sure would like the table to demand my Grand Souls :p
Anyway, I'll be uploading an optional version of the mod that adds soul gem requirements for upgrading in the coming days.
You are.
Perfect.
<3
Long answer:
My mod doesn't change the items in any way, so it will not undo or conflict with any changes created by the other mod (unless that mod changes the object IDs, which is highly unlikely since that would be extremely bad modding practice).
What this mod does is, it checks what level you are and, if your level is high enough, removes the item you have and adds the next version in its leveled list. It's all based on recipes and specific Object IDs. Have a look at this page for an example:
http://www.uesp.net/wiki/Skyrim:Chillrend
Say you got Chillrend at level 5, so you got the version with the lowest stats. Your character is at level 20 now, so the Altar of Ascension will allow you to upgrade Chillrend twice, by "crafting" the higher version using the lower version as the required material. Once you hit level 27, you can craft the next version, and so on. If your other mod changes weapon stats like damage, speed or enchantment, those changes will still show up because my mod doesn't alter that data in any way.
Choose what you like