-New in update 1.2: For bound swords only: weapon color variants now have an innate enchantment progression tree related to that color, buffing bound weapons but not making them cheat items. These enchantments cost nothing; they are an inherent aspect of your spectral weapons. All other weapons have a small enchantment related to that color/effect; this will be updated as time goes on.
There are two tracks of enchantment progression: Mystic Weapon and Non-MysticWeapon. Non-Mystic Weapons have a lesser enchantment at each level and cap out at level 3, "Greater Bound Weapon". Mystic Weapons cap out at level 4 "Grand Bound Weapon" and the level 4 weapon has the previous level 3 effect plus an additional effect.
Weapon Levels are based on your Conjuration skill level, and bracketed every 25 levels. If you Conjuration skill is less than 25 (Level 0) you only have the color change applied and no other enchantments.
Gold/flame: Level 1: 5/10 fire damage, Level 2: 10/20 fire damage, Level 3: 15/30 fire damage, Level 4: 25% weakness to fire
Rage/Red: Level 1: rage on target level 3/9 for 3s , Level 2: rage on target level 6/12 for 3s, Level 3: rage on target level 9/15 for 3s, Level 4: rage on targets within 15ft up to level 10 for 3s
Ooze/Black: Level 1: 10/20 slow for 5s, Level 2: 20/35 slow for 5s, Level 3: 30/50 slow for 5s, Level 4: Blindness for 1s
Light/Silver: Level 1: 5/10 damage to undead and werewolves, Level 2: 10/20 damage to undead and werewolves, Level 3: 15/30 damage to undead and werewolves, Level 4: 15pts damage to undead and werewolves within 15ft.
Each crafted weapon requires 1 daedra heart, 1 filled soul gem of the corresponding level (e.g. you'll need a filled Greater Soul Gem for the next level), the previous level weapon (e.g. your common level weapon), and your Conjuration level needs to be at the appropriate level. For Greater you need a Conjuration skill at or above 75.
Oh I see, so the crafting recipe wont appear if I don't have the corresponding conjuration level? My conjuration level was only at 53 at the time of testing.
Hello! This sounds like an awesome mod. I read on the comments that it works with ordinator perfectly, but I'm wondering, does it work with Vokrii out of the box?
If there's any conflicts it'll be from the 'default' bound weapons in which case load this mod (Recolor Bound Weapons) last so its changes take effect.
I'm not sure what caused the silence, as my sound seems to be working, but I was able to make the red weapons visible by using SSEEdit, selecting Effect Shader "EnchBoundSwordFXS_red", and editing Field NAM8 (Membrane Palette Texture), I replaced "effects\gradients\gradillusiondark01m.dds" with "RecolorBoundWeapons\gradred.dds". I noticed this field is not set when viewed in the creation kit, so maybe a default value snuck in?
Any idea how to remove the blue glow/frost effect shader on enemies when they take a hit from the frostfire weapons? I tried messing with the effect shaders in sseedit, but it's still there. It's very bright at night. Thank you!
Working from memory here but I don't believe I touched the "On Hit" shader effects for what gets applied to NPCs. It, in theory, should be calling the default (or modded) shader effects that get displayed on NPCs.
Weird for me the item versions work fine but for some reason just the bound dagger spell replacer, regardless of color, is invisible in the right hand but fine in the left.
It requires using NifSkope to change out the mesh objects: delete the existing mesh and replaced with the vanilla sword mesh. Then that mesh would need to have its properties changed to match the old mesh to preserve the color changes.
Is there a way of applying the colour swap to the bound weapons added by Mysticism? For example it adds a Bound Warhammer, which I'm interested in doing a playthrough around.
The simple swapper version should apply the recolor effect to any other bound weapons from other mods, provided that they use the same default color file location.
122 comments
There are two tracks of enchantment progression: Mystic Weapon and Non-MysticWeapon. Non-Mystic Weapons have a lesser enchantment at each level and cap out at level 3, "Greater Bound Weapon". Mystic Weapons cap out at level 4 "Grand Bound Weapon" and the level 4 weapon has the previous level 3 effect plus an additional effect.
Weapon Levels are based on your Conjuration skill level, and bracketed every 25 levels. If you Conjuration skill is less than 25 (Level 0) you only have the color change applied and no other enchantments.
Gold/flame: Level 1: 5/10 fire damage, Level 2: 10/20 fire damage, Level 3: 15/30 fire damage, Level 4: 25% weakness to fire
Teal/frost: Level 1: 5/10 frost damage, Level 2: 10/20 frost damage, Level 3: 15/30 frost damage, Level 4: 25% weakness to frost
Purple/spark: Level 1: 5/10 shock damage, Level 2: 10/20 shock damage, Level 3: 15/30 shock damage, Level 4: 25% weakness to shock
Rage/Red: Level 1: rage on target level 3/9 for 3s , Level 2: rage on target level 6/12
for 3s, Level 3: rage on target level 9/15 for 3s, Level 4: rage on targets within 15ft up to level 10 for 3s
Poison/Green: Level 1: 5/10 poison damage, Level 2: 10/20 poison damage, Level 3: 15/30 poison damage, Level 4: 25% weakness to poison
Leeching/Pink: Level 1: 5/10 drain health, Level 2: 10/20 drain health, Level 3: 15/30 drain health, Level 4: 30pts drain magicka and stamina
Ooze/Black: Level 1: 10/20 slow for 5s, Level 2: 20/35 slow for 5s, Level 3: 30/50 slow for 5s, Level 4: Blindness for 1s
Light/Silver: Level 1: 5/10 damage to undead and werewolves, Level 2: 10/20 damage to undead and werewolves, Level 3: 15/30 damage to undead and werewolves, Level 4: 15pts damage to undead and werewolves within 15ft.
If there's any conflicts it'll be from the 'default' bound weapons in which case load this mod (Recolor Bound Weapons) last so its changes take effect.
One suggestion/request I have would be a compatibility with scoped bows?
Simple process but it's tedious.