English is not my language, I meant to say that everything is fine in the mod but I wanted to disenchant the weapon to put the enchantment on another one but it does not appear.
so i downloaded the mod and tried it issue one it completly makes the effect go away and second it cant be disenchanted it says i already know the enchantment but doesnt show up on the table any help would be wondeful
it was the skyrim unofficial patch it wouldnt work on any new save with it out removing it fixed it. wasnt this mod this works beautifully and perfectly
Hey, could you make a "Tweaks and Enhancements" mod for dragonbane that changes the enchantment to be similar to the glass bow of the stag prince so that you get the lowest version of dragonbane but for every dragon you kill, it goes up a tier in enchantment and after the 4th or 5th kill every dragon kill gives a percentage boost to the enchantment power?
I was actually thinking of making a mod to make it possible to temper the enchantments on artifacts. Daedric artifacts in particular are supposed to be these tools of godlike power. Yet, at endgame, you can just craft better gear from dead dragon parts.
How it would work: 1. You can disenchant artifacts to learn their enchantments. This will return an unenchanted version of the artifact to your inventory. 2. The enchantment you learned, can only be applied to unenchanted variants of the artifact. 3. As you level your enchanting, the enchantment will scale up, depending on your level in Enchanting. You would even be able to put 2 enchantments on it: the default one (but scaled up) + an additional one. Imagine Dawnbreaker with Meridia's Retribution (scaled up) + Chaos Damage. 4. If you wish to re-enchant the artifact, you can remove the existing enchantment (at a cost) by using a lesser power, and return an unenchanted version of the artifact to your inventory to start over.
From AddItem-ing in the weapon and testing on my current Skyrim VR load order, the energy waves work in VR, but if I do heavy attacks repeatedly the with the Bloodskal Blade and don't wait for the cooldown to be over, it seems to queue up a bunch of energy waves and then attempts over and over again to fire off waves as soon as the cooldown is done (or something along those lines). Also, for some reason with Spell Wheel VR, when I open a Spell Wheel Menu it'll make stuff around it glow very red and spam the energy wave cast sound. Have you had these issues?
Yeah the Spell Wheel thing is more of a separate issue, not related to this mod. It happens when you have enchanted items showing up in it. I will say the Blade effect is delayed at times when using this but it's still better than it not working at all
Follow-up: The thing with Spell Wheel VR and spamming a sound + bright red light on the menu seems to have been related to an interaction with CS Light attaching a light to the weapon, causing it to bug out when in the Spell Wheel menu. When I removed CS Light and just used Placed Light, the issue is solved. This part may be entirely unrelated to this mod and merely and interaction between those two.
In regard to the firing off waves thing, I set "requireFullPowerAttackStamina" and "requireFullBashStamina" to 1 in PLANCK's .ini and preliminary testing seems to indicate that it may have helped. I still had one instance where it seemingly bugged out and continually launched waves though. Also, one instance of errant energy waves might be related to holding a potion in the off-hand? Perhaps that could be related in some way to this issue mentioned in the description: "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."?
Regardless, nice to have figured out what was up with the first part.
Brooo...thank you so much it works it fixes the issue where the f-king Bloodskal Blade don't emit waves...I was staring at the corner hopeless that I won't be able to finish the quest but now I finished it. The only minor issue is that the wave slash is somewhat delayed but who gives a s-hit as long as it works it works. Thank you bro. March 18,2025
Thank you for the fix. I just came across the same issue of the beam not firing due to I use custom animations from Comprehensive First Person Animation Overhaul. Hmm, seems the beam has a weird delay, but I assume that's more due to the original animation you have it set for.
Just now installing this...wow, this is such a cool mod, thank you for this along with all your mods. I have a question also, would I need to patch this for Artificer, should I just patch the editor ID and leave the rest, or no patching needed? not sure how to proceed and wanted to ask.
I was using Reliquary of Myth but the energy wasn't coming out.I tried several things 1- player.setav rightitemcharge 99999 did not work
2- I tried your Patch for Reliquary of Myth it didn't work
3- I tried removing Reliquary of Myth and using its basic version mod, that didn't work either.
4- I saw a comment talking about problems with animation, I use the combat gameplay overhaul mod, I disabled it to see if it was the problem, but still no energy coming out of the sword.
Could you tell me what I'm doing wrong, I've tried everything I thought was the cause, but I can't fix it.
I found out why it didn't work with your mod, I simply needed to equip another sword and then equip bloodskal again, but it only works with your mod. Thank you very much for the mod, but I was a little discouraged from using bloodskal because of the 5 second cooldown.
It's very difficult for me to change this in the files? I don't really care about being out of sync, since more energy rays came out.
You'll need to change the script. By out of sync, I mean that certain swings won't trigger the beam and will cause it to not fire at all anymore. The cooldown is needed unfortunately. It's to prevent the script being spammed and getting stuck.
Thanks for your help, I managed to get everything working, I had several problems.for some reason the bloodskal was not getting the modified attributes of the Reliquary of Myth.
all other weapons in the Reliquary of Myth were working.
So I needed your mod because it activated the weapon's passives and status
but I wanted the hit on every hit.
I found another mod that makes all energy attacks work perfectly but doesn't change the weapon's status.
So I put the other mod and yours, and it worked, I think they work in different ways.
all the energy hits will come out because of the other mod.
The weapon's modified stats will work through your mod.
but in 20-30% of the blows, two energy blows will come out with a small delay in the second, which I believe is that of your mod.
But there's no problem because every strike will have energy at the correct time and 20% a second beam of energy with an almost imperceptible delay.
216 comments
is there something i need to do?
I was actually thinking of making a mod to make it possible to temper the enchantments on artifacts. Daedric artifacts in particular are supposed to be these tools of godlike power. Yet, at endgame, you can just craft better gear from dead dragon parts.
How it would work:
1. You can disenchant artifacts to learn their enchantments. This will return an unenchanted version of the artifact to your inventory.
2. The enchantment you learned, can only be applied to unenchanted variants of the artifact.
3. As you level your enchanting, the enchantment will scale up, depending on your level in Enchanting. You would even be able to put 2 enchantments on it: the default one (but scaled up) + an additional one. Imagine Dawnbreaker with Meridia's Retribution (scaled up) + Chaos Damage.
4. If you wish to re-enchant the artifact, you can remove the existing enchantment (at a cost) by using a lesser power, and return an unenchanted version of the artifact to your inventory to start over.
The thing with Spell Wheel VR and spamming a sound + bright red light on the menu seems to have been related to an interaction with CS Light attaching a light to the weapon, causing it to bug out when in the Spell Wheel menu. When I removed CS Light and just used Placed Light, the issue is solved. This part may be entirely unrelated to this mod and merely and interaction between those two.
In regard to the firing off waves thing, I set "requireFullPowerAttackStamina" and "requireFullBashStamina" to 1 in PLANCK's .ini and preliminary testing seems to indicate that it may have helped. I still had one instance where it seemingly bugged out and continually launched waves though. Also, one instance of errant energy waves might be related to holding a potion in the off-hand? Perhaps that could be related in some way to this issue mentioned in the description: "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."?
Regardless, nice to have figured out what was up with the first part.
1- player.setav rightitemcharge 99999 did not work
2- I tried your Patch for Reliquary of Myth it didn't work
3- I tried removing Reliquary of Myth and using its basic version mod, that didn't work either.
4- I saw a comment talking about problems with animation, I use the combat gameplay overhaul mod, I disabled it to see if it was the problem, but still no energy coming out of the sword.
Could you tell me what I'm doing wrong, I've tried everything I thought was the cause, but I can't fix it.
Thank you very much for the mod, but I was a little discouraged from using bloodskal because of the 5 second cooldown.
It's very difficult for me to change this in the files?
I don't really care about being out of sync, since more energy rays came out.
Anyway thanks for the mod
By out of sync, I mean that certain swings won't trigger the beam and will cause it to not fire at all anymore. The cooldown is needed unfortunately. It's to prevent the script being spammed and getting stuck.
all other weapons in the Reliquary of Myth were working.
So I needed your mod because it activated the weapon's passives and status
but I wanted the hit on every hit.
I found another mod that makes all energy attacks work perfectly but doesn't change the weapon's status.
So I put the other mod and yours, and it worked, I think they work in different ways.
all the energy hits will come out because of the other mod.
The weapon's modified stats will work through your mod.
but in 20-30% of the blows, two energy blows will come out with a small delay in the second, which I believe is that of your mod.
But there's no problem because every strike will have energy at the correct time and 20% a second beam of energy with an almost imperceptible delay.
thanks for the mod