Skyrim Special Edition

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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod fixes several issues with the Bloodskal Blade, as well as expands its usage.

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Translations
  • Russian
  • Mandarin
  • French
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Introduction

A few days ago, I saw this topic regarding the Bloodskal Blade.

Originally I only thought of fixing its compatibility issues with animation mods, but as I dug deeper, I found more issues:

  • The item is not disenchantable.
  • The effects don't work when NPCs are wielding it.
  • The effect only works on a specific reference, rather than the base ID.
  • The script contained many unnecessary lines.
  • The beams don't scale with anything.
  • There's no limit on how much you can use it, like other enchanted weapons.
  • Animation mods might be incompatible, since the Vanilla way requires certain animation events.

As such I decided to adress them.

The Base Enchantment

I've changed the base enchantment to balance it a bit:

  • The beams now have a cooldown of 5-7 seconds. This is done as an attempt to prevent de-synch with weapon swings (see known issues) and balancing with other weapons (see enchanting).
  • The beams now have an optional Magicka cost. This can be toggled (turned on or off) using a console command. This is done for balancing reasons, since it's not possible to add an enchantment recharging mechanic with soul gems (technical limitations).
  • The beams' damage now scales with your Destruction skill. In addition, Magic Resist values will decrease the damage.
  • The beams deal increased damage to all Dragon Priests and Miraak.


(Dis)enchanting

The Bloodskal Blade is now disenchantable and the enchantment (called "Bloodskal Strike") can now be put on other weapons. In addition, NPCs are now also able to benefit from the effect.

For 2H weapons:
  • Forward and standing power attacks launch a vertical beam.
  • Sideways and backwards power attacks launch a horizontal beam.

For 1H weapons:
  • Forward, standing and backwards power attacks launch a vertical beam.
  • Sideways power attacks launch a horizontal beam.

For ranged weapons:
  • Normal attacks launch a vertical beam.
  • Sneak attacks launch a horizontal beam.

To keep the original Bloodskal Blade mesh in the game, a non-enchanted replica is now craftable after you've finished The Final Descent and have the Ebony Smithing perk.

Requirements

  • SPID -> Optionally, if you want other NPCs to have beam damage scale with destruction skill as well.

Known issues

  • Weapon swings may occasionally be de-synched with the beams. (This may be more noticeable if you have script lag.)
  • In rare cases, the beams will fail to fire, even when not on cooldown. (Script lag might worsen this as well.)
  • When dual-wielding, if one of your equipped weapons has the enchant, power attacking with either hand will trigger the effect, even if that weapon does not have the enchantment.

Customization

You can use a console command to toggle the Magicka cost.

Spoiler:  
Show

set BloodskalMagickaCostEnabled to 0

This will turn the Magicka cost off.

set BloodskalMagickaCostEnabled to 1

This will turn the Magicka cost back on.

You can edit how the Magicka cost by using this console:

set BloodskalMagickaCostMult to X
X is the multiplier for the Magicka cost. (default value is 1)



Compatibility

Most likely other mods that edit the Bloodskal Blade or its effects might be incompatible. Mods that overhaul artifacts might conflict as well. (Reliquary of Myth, Zim's Immersive Artifacts, Awesome Artifacts, etc) Patches for RoM, Zim's and Awesome Artifacts can be found under optional downloads.

For patches, the general rule is:

  • I disable the charge on the enchantment, as that's incompatible with how this mod works.
  • I copy over stagger effects, edits to the Blade's stats and edits to projectile speed. For balancing and mechanical reasons I won't copy over any other effects.


FAQ

Q: "I don't like the cooldown. Can you make it optional?"
A: "Due to technical reasons, this is hard to do. If I were to remove it, the beam effect will likely be even more unreliable, as in firing too early, too late, or not at all, even more than already is occuring."

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.