A companion mod that replaces the generic models used for named staves. 2.0.0 adds all new effects as well.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
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Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Ports to Bethesda.net are fine, with credit to me. There is no reason to upload to other PC sites. A link to projects you used this mod in would go amiss either.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 2.0.7
Removed errant Paralysis enchant skin from Halldir's Staff.
Version 2.0.6
Fixed mesh errors in the Staff of Tandil and Halldir's Staff.
Version 2.0.5
Fully finished the Arcane staff mesh; it was intended to have a new shaft, but it was inadvertently cut in development.
Version 2.0.0
Added the following "new" effects: - Staff of Hags Wrath: This staff now puts the "wrath" in Hag's Wrath, spraying out high-damage corrupted fire (double the usual damage) that burns out more quickly than the regular stuff. Channeling the wild energies of this staff now provides a chance to absorb 50% of the magic that hits you. - Eye of Melka: I've replaced the Fireball spell for the Firebolt one. It does 50 fire damage and lingers for 10 seconds, continuing to do decent damage. It'll also stagger opponents on impact. - Staff of Tandil: This staff now carries a portable Firestorm spell. Enthir was worried for a dang good reason! - Rahgot's Dragon Priest Staff: Mr. Cult Leader's banged up staff now spews out poisoned ice on the ground. It does less damage than a Frost Wall, but lasts a lot longer and damages stamina and magicka. - Hevnoraak's Dragon Priest Staff: Now sprays green surged lightning on the ground, doing double damage. - Halldir's Staff: Paralyzes the target while draining 25 points of health and trapping their souls if they die. - Staff of Jyrik Gsuldurson: Fixed the missing script which adds 25% magicka regeneration and 25 points of magicka. - Staff of Arcane Authority: Now sends beings in the target area, up to level 100, fleeing for 30 seconds. Holding the staff reduces damage by 80%. - Staff of Ruunvald: Allows you to make one non-animal/undead/automation your ally for 45 seconds and boosts their health and stamina. - Gadnor's Staff of Charming: Bumped the Frenzy effect to 24.
Version 1.0.6
-Fixed inconsistency in the Arcane Staff mesh.
Version 1.0.5
-Updated mesh on Halldir's Staff to be more in line with the staff's effect. -Fixed glowmap error in Staff of Arcane Authority.
Donations
No donations accepted
* 01-13-2023: 2.0.5 now live with a more complete Arcane mesh. * * 01-13-2023: 2.0.0 now live with new or improved effects!! *
FIRST OF ALL, this has NOTHING TO DO with Artefakes so don't bother anyone on that team. This mod was, however, designed around Artefakes as that mod didn't cover any of the unique staves in Skryrim.
Xbox mesh port can be found here and the effects version is here.
With that out of the way, let me bore you with my design philosophy:
The Staff of Tandil: Enthir is quite unnerved that he sold/traded/lost this staff so it should at least look like something you wouldn't just toss in the weapon barrel. Tandil is also the name of the Psijic that communicates to you throughout the College questline. As a result, this staff tries to look somewhat elven and old.
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Given that this staff is a portable FireStorm, dealing 125 points of damage, he's right to be worried.
Staff of Hag's Wrath: I focused on the 'wrath' part and made it be kind of big and scary looking while retaining my design philosophy that spells meant for the ground shouldn't be aimed the same way a generic fireball is aimed.
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This staff spews out visually corrupted fire walls. They do double damage of normal firewalls but fade more quickly. The Staff also absorbs 50% of incoming spells.
Hevnoraak's Dragon Priest Staff: Frankly, I hate that the destruction staff is labeled as a dragon priest staff in the files, so I've added that texture to the staff from Skuldafn. Given his "make myself more powerful" schtick during his quest, i thought it appropriate that his staff was similarly empowered be extra means.
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The giant crystal causes the lightning to become Surged Lightning doing twice the damage it used to; green and very, very mean.
Halldir's Staff: Scary cairn, scary quest, scary staff effect. Honestly, I just tried to make a nordic themed staff that looked like a sociopathic madman made it. And yes, it also doubles as a visual axe-murder pun.
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Given the unlikelyhood of sitting still while your life is drained outta you, the staff now paralyzes the target while draining 25 points of health and tapping the soul if the target dies.
Gadnor's Staff of Charming: Did it really need its own model, no. Is this one of my favorite bits of visual storytelling in the game? Yes. Probably only the more eagle-eyed users will even see what I did with it, just like poor Gadnor.
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Now has a more powerful Frenzy enchanment.
Staff of Jyrik Gauldurson: Yet another nordic themed staff which could double as a weapon. I originally wanted it to have a sigil stone in it but I couldn't make it work.
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I fixed the missing regen perk.
Eye of Melka: I focused on the quest and the unnerving feel of Melka's dialogue as you move through the tower. Hence the staff looks great, as long as you don't look at or think about it too closely.
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You don't want to look this staff in the Eye, it staggers you so you can't put out it's long-lasting 50 damage Firebolt spell.
Staff of Ruunvald: Honestly, I don't even know why this staff exists as the only thing slightly odd about Ruunvald are the charmed enemies. I tried to make this one look like a staff that would be designed to ensnare large numbers of people and still have them function.
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It now commands a living, humanoid target to fight for you for 60 seconds and boosts their health and stamina.
Rahgot's Dragon Priest Staff: Unlike his lichy, blood-drained compatriot, our friend in Florelhost hasn't had a fun time. Leading the last remnants of a cult trying not to be found, and then being sieged after being found does not lead to nice looking equipment. Long story short, I had a lot of fun finding ways to wreck this staff without making it look like Rahgot's last name was Weasley.
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Years of isolation and questionable leadership decisions led to this staff gaining a power to leave behind walls of poisoned ice. It does less damage than normal ice but lasts far longer.
Staff of Arcane Authority: Yet another staff that doesn't seem to have needed to exist; a simple fear staff would have sufficed. Since they made a unique staff for it anyway, I tried to go with a slightly older-looking/foreign aesthetic. Something that looks authoritative.
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Now sends foes up to level 100 fleeing like the boss is coming. Also negates 80% of damage, like a boss!
Credits: Me, Bethesda.
Future plans: I might change a few more staves since I seem to have rushed a few.
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