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23BLUENINJA

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23BLUENINJA

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284 comments

  1. 23BLUENINJA
    23BLUENINJA
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    Version 2.30 is live! Buffed Auriel's Bow and changed many descriptions to properly display magnitude increases. School is starting soon so I will be slowing down with updates, none the less, comment what you find.

    NOTE: for the pieces that add the Spirit effects, you MUST remove and re-add the item using console commands if you are upgrading to 2.3, IE the ancient shrouded chest piece.
  2. Phant0mThund3r
    Phant0mThund3r
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    Did you not edit The Bow of the Hunt and The Glass bow of the Stag Prince bc you thought they didnt need it or you forgot?
  3. Reonidasu
    Reonidasu
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    I actually found a way to fix Konahrik. Kinda. You have to change "fakeforceball1024 [EXPL: 75C57" to "fakeForceBall1024NoKnockdown [EXPL:0402BFA5]" in EnchDragonPriestUltrawMaskEffect in the Magic Effects tab. This still staggers the player, but without a full ragdoll knockdown.

    Edit: "04" in my load order is the Dragonborn DLC, so I think the explosion is found originally from there.
    1. 23BLUENINJA
      23BLUENINJA
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      Thank you for this, I may look into updating the mod soon.
    2. ElectricSparx
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      I fixed Konahrik simply by going into xEdit and copying vanilla's "fakeForceBall1024ByFormula [EXPL:0010FC11]" over "fakeForceBall1024 [EXPL:00078C57]" in that same tab. No ragdoll, no staggering the player. Just make sure that nothing reverts the change made, of course...
    3. GlcNAc
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      Thanks a ton! this helped a lot!
  4. FelipeGames2000
    FelipeGames2000
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    Any chances of someone to make an option to keep the temperable feature for the artifacts?
  5. norive
    norive
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    <blockquote class="ipsBlockquote" data-author="Toppan" data-cid="53178843" data-time="1504234672">
    <div>
    <p>Hey, so I have a bit of an issue with getting Dawnbreaker with this mod. My character is in no way a vampire, but because I have a power that controls vampire settings from 'Better Vampires' I seem to be getting flagged as a vampire from Dawnbreaker, and its draining my health. At least that's what I'm assuming is making it happen, since I can put it on my followers and they have no health drain active. Is there any way to fix this without uninstalling 'Better Vampires' or somehow editing the health drain out of Dawnbreaker?

    Edit: Removed the health drain with CK, but the explosion still instantly kills me and crashes the game. Any ideas?</p>
    </div>
    </blockquote>
    <p>had same issue, fixed it by changing MagicEffect/ArtificerDrainHealthUndead the condition from IsUndead to HasKeyword ActorTypeUndead. Also changed the explosion condition IsUndead.

    Now i dont get the dot but undead/draugr and vampires still get it (tested it by placing Dawnbreaker in their inventory).</p>
  6. XStrongWarrior9
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    Is there any possibility of this being ported to oldrim? :)
  7. Mikaeo
    Mikaeo
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    Question: Does this mod only give the Nightingale Bow ebony smithing, but neither the Nightingale sword or armor? If so, was this intended to only do part of the set?
  8. DeNarr
    DeNarr
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    So, I noticed you did a light/heavy version of Ebony Mail. Any chance for similar with the Ebony Blade? Would love a 1h version of it.
  9. ghostrider2539
    ghostrider2539
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    Can I ask why the Ebony Blade has a curse on it. I had set my build up to be an "Ebony Knight" of sorts. Wouldn't mind it if the curse disappeared after the Ebony Blade is fully charged, but it was kind of a buzz kill when I learned about the curse. Other then that love the mod.
  10. ElectricSparx
    ElectricSparx
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    If anyone's using Summermyst, load it before Artificer. Apparently Summermyst overrides some item effects, like the Saarthal Amulet.
  11. U1849KA
    U1849KA
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    Why switch the drainheart sword and drainspell bow? If you're a mage, presumably you're a ranged character; if you're a ranged character you'd want another ranged weapon to use when you run out of magicka to get your magicka back with... It doesn't make any sense to put the magic drain on the sword. A warrior using it will want health or stamina return, and a mage won't want to have to go into melee to get magic back.
    1. 23BLUENINJA
      23BLUENINJA
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      The idea was that a pure mage wouldn't use a sword in the first place, so I figured it would be a cool option for spellswords to have a ghostly magic sword. The Bow draining stamina allows you to fire more arrows, which is what an archer would want to do. So it made sense to me.
    2. U1849KA
      U1849KA
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      I guess that assumes you're using a mod that costs stamina to draw the bow? Considering you get them near the end of the mage questline, it's reasonable to assume a mage character would be going for them.
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