About this mod
Craftable and temperable Rivers of Blood and Moonveil by Fujiacosmo. With bleed damage and custom enchantment!
- Requirements
- Permissions and credits
Fujiacosmo created a playable Rivers of Blood and Moonveil mod but only available through additem menu and it is not craftable nor temperable. I decided to fix that and added custom enchantment to make these swords feel like what they do in Elden Ring! Please download Fujiacosmo's mod first and install this mod after. This is not an esp replacer it, has its own esp (ESL flagged) and requires the original mod as a master. Link to the original mod and Fujiacosmo patreon here do show your support if you enjoy the work!
Rivers of Blood:
-Stats: Same as ebony sword
-Smithing Perk: Ebony
-Crafting Materials: 1 human heart, 1 leather strips, 2 ebony ingot
-Tempering Materials: 1 human heart, 1 ebony ingot
-Enchantment: Fire damage and absorb health basically. On top of this, there is a bleed effect applied when equipping the sword (bleeding effect from war axe perk). The bleed effect is applied in a similar fashion to wuuthrand, a temporary perk is equiped when the sword is equiped and removed when it is un-equiped.
I see rivers of blood as a weapon of madness and brutality hence the absorb health enchantment and human heart in it's crafting materials. The idea of a mad man slashing and feeding the blade is inspired by Shishio Makoto blade in Rurouni Kenshin.
Moonveil:
-Stats: Same as elven sword
-Smithing Perk: Elven
-Crafting Materials: 1 refined moonstone, 1 quicksilver ingot, 1 leather strips, 1 void salts
-Tempering Materials: 1 void salts, 1 refined moonstone
-Enchantment: Frost damage and absorb magicka. Bleeding effect is the same as Rivers of Blood explained above. Do note that I observed a weird effect where the perk is not applied if one of the katana is un-equiped and the other immediately equiped.
My take on Moonveil is that the katana is a companion for mages hence the added absorb magicka and void salts. Not so creative as the Rivers of Blood I know.
Both enchantments can be disenchanted but I strongly suggest not doing so as both of them have their enchantment charge cost set to 0 to make the enchantment permanent. But this is my first time creating a mod so weird stuff might happen. Do let me know if there is any game-breaking effect. Suggestions are welcomed as again this is my first time creating a mod. If you feel this changes makes the weapon overpowered well its because they are!
Credit
Fujiacosmo for the amazing models