[Wipz} Better Artifact Enchantments

Post » Tue May 17, 2011 2:20 am

I want to make artifact enchantments better. By which I mean more legendary and awesome. I've come up with a preliminary list of what effects I think I want. I've drawn inspiration from TESI, TESII, and even *gasp* TESIV, as well as in-game literature (especially with regards to the bitter spear of mercy).

I have an MWSE script that will give Mehrunes Razor the %chance instant kill. Anyone think they can make a non-MWSE one?

I have a handy script so that I can add a spell/power/ability to the PC if they equip an item. So, if you see both SPELL and CE effects, don't be confused. The "^" indicates new effects, which may or may not be based on lore. Also, I haven't completed filling things out. I'm currently in the middle of the 6th house artifacts, and I'm having trouble thinking of things to give them.

If you have feedback or any ideas, let me know. I'm unhappy with the 6th house items at the moment, and the Ashlander artifacts. I can't think of anything good for them that doesn't just seem like a re-hash of "fortify this" and "resist that". Maybe some scripts are in order? But I do not know how to script. :(

Also, you will notice there are no values yet. I'm still trying to think how I want to do things. Should things be epic, like the 40point fortify AGI and END on the Oreyn Bearclaw helm? Or something more modest like 20pt bonuses? Do I follow lore and make Phynaster's ring grant total immunity? If so, should I boost up other "resist" enchantments on other artifacts? You can see how this becomes a thought-consuming creative endeavor.

For your edification:
Spoiler
madstone of ahemmusa
ring of moon and star
seizing of erabenimsum
teeth of urshilaku
thong of zainab

amulet of heartfire
fire shield
fortify agility

amulet of heartheal
shield
fortify endurance

amulet of heartrime
frost shield
fortify willpower

amulet of heartthrum
lightning shield
fortify speed

belt of heartfire
fire shield
fortify strength

blood ring
restore fatigue
resist poison

heart ring
restore health
resist paralysis

soul ring
restore magicka
resist magicka

-----------------------------------
amulet of usheeja
^feather CE
^sanctuary CE
^Frost Shield SPELL

auriel's bow
shock damage / fire damage SPELL
damage magicka SPELL

auriel's shield
resist magick CE
resist fire CE
restore health SPELL

Bloodworm Helm
absorb fatigue SPELL
absorb health SPELL
absorb magicka SPELL
Fortify COnjuration CE

boots of the apostle
levitate SPELL
^ water walk CE
^ fortify willpower CE

bow of shadows
Fortify speed CE
Invisibility SPELL

chrysamere
reflect CE
resist fire CE
restore health SPELL

cuirass of savior's hide
resist magicka CE
^resist normal weapons CE

daedric crescent
disintegrate armor STRIKE
paralyze STRIKE

denstagmer's ring
resist fire CE
resist frost CE
resist shock CE

dragobone cuirass
resist fire CE
fire damage SPELL

ebony mail
resist magicka CE
resist fire CE
shield CE

eleidon's ward
restore health SPELL
^fortify endurance CE
^fortify block CE

fang of haynekhtnamet
shock damage
^water breathing CE
^resist shock CE

fists of randagulf
fortify strength CE
^ fortify attack CE
^feather?
(-fortify agility)

eltonbrand

goldbrand
fire damage STRIKE
^restore fatigue STRIKE

helm of oreyn bearclaw
fortify agility CE
fortify endurance CE

ice blade of the monarch
frost damage STRIKE
^paralyze STRIKE

lord's mail
restore health CE
resist magicka CE
cure poison SPELL

mace of molag bal
absorb strength SPELL
absorb health STRIKE

masque of clavicus vile
fortify personality CE
^ charm SPELL

mehrunes razor
kill on strike SCRIPT
poison damage STRIKE

mentor's ring
fortify intelligence CE
fortify wisdom CE

Necromancer's Amulet
fortify intelligence CE
absorb spells CE
restore health CE

ring of khajiit
sanctuary CE
fortify speed CE
invisibility SPELL

ring of phynaster
resist poison CE
resist magicka CE
resist shock CE
Spell: Shield

ring of surroundings
chameleon CE
Chameleon SPELL

ring of the wind
fortify agility CE
Levitate + Chameleon SPELL

scourge
kill on strike / Dispel???
Summon Lesser Daedra SPELL

skeleton key
open 1x/day SPELL

skull crusher
feather CE
fortify attack CE
^ light CE

spear of bitter mercy
kill on strike
^ shock damage + damage health STRIKE

spell breaker
reflect CE
silence SPELL

staff of hasedoki
resist magicka CE
^ fortify max magicka CE
frost shield SPELL

staff of magnus
absorb health STRIKE
absorb magicka STRIKE
spell absorbtion CE
restore health CE

ten pace boots
fortify speed CE
fortify athletics CE
^ Jump + Slowfall SPELL

umbra sword
soultrap STRIKE
^ damage health STRIKE

vampiric ring
absorb health SPELL

volendrung
absorb health STRIKE
paralyze STRIKE
damage strength STRIKE

warlock's ring
fortify speed CE
reflect CE
restore health SPELL

wings of the queen of bats
Night eye
Damage Health
feather
detect animal

-------------------------

cleaver of st felms
drain intelligence CE
fortify attack CE
fire damage STRIKE

crosier of st llothis
resist blight CE
drain speed
damage magicka STRIKE
dispel STRIKE

hair shirt of st aralor
drain health
resist magicka
resist shock
restore health

shoes of st rilms
fortify personality
fortify endurance
drain magicka

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[Bounty][Ben]
 
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Joined: Mon Jul 30, 2007 2:11 pm

Post » Tue May 17, 2011 6:53 am

Actually I was already working on this and I put it off for now.

This is what I was going to do. I read the lore and then also looked at what might make something too powerful. Most items seem powerful enough or go by the lore so only a few were going to be changed.
Auriel's Bow
Unchanged

Auriel's Shield
Unchanged

Chrysamere
Resist Fire Self 5-20 30sec to constant 10
Restore Health Self 5-20 to constant 1
Reflect Self 5-20 30sec to constant 20

Ebony Mail
Unchanged

Goldbrand
Unchanged

Lord's Mail
Added Absorb Health Target 1-4 30sec

Mace of Molag Bal
Unchanged

Masque of Clavicus Vile
Unchanged

Mehrunes' Razor
Unchanged

Necromancer's Amulet
Unchanged

Ring of Khajiit
Fortify Speed 10-20pnts to 20-30pnts

Ring of Phynaster
Unchanged

Savior's Hide
Unchanged

Scourge
Unchanged

The Skeleton Key
Unchanged

Spell Breaker
Reflect s10-20 to 20-30

Staff of Magnus
Replaced current enchanments with:
Absorb Magicka target
Absorb Health target

Umbra
Unchanged

Volendrung
Unchanged

Warlock's Ring
Added Restore Health 1-5 30sec

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Aman Bhattal
 
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Joined: Sun Dec 17, 2006 12:01 am

Post » Tue May 17, 2011 3:28 am

Regarding the Lord's Mail: I made my own little mod to make the enchantment more powerful and lore-correct without being game-breaking (which a CE restore health effect would be, IMO). The effects were as follows:

CE Resist Magicka 30%
Absorb Health 5-20 points for 5 secs on Touch
Cure Poison on Self

Just a suggestion, anyway.

One other thing to bear in mind is that for armour artifacts, this will be incompatible with ESP-based mesh replacers such as Divine Domina and Avenger's Female Armour. I realise it would be a lot of extra work to create compatibility patches, but it's something to consider.
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Averielle Garcia
 
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Joined: Fri Aug 24, 2007 3:41 pm

Post » Tue May 17, 2011 6:07 am

One other thing to bear in mind is that for armour artifacts, this will be incompatible with ESP-based mesh replacers such as Divine Domina and Avenger's Female Armour. I realise it would be a lot of extra work to create compatibility patches, but it's something to consider.

On the other hand, it'd be pretty easy to merge the two. Or use MEE to knock out edits to the armor items, then open up the Domina .esp and add in the script and enchantment.

I was thinking more of the Arena and Daggerfall descriptions for the Lord's Mail:
The Lord's Mail, sometimes called the Armor of Morihaus, the Gift of Kynareth, is an ancient cuirass of unsurpassable quality. It grants the wearer the power to regenerate lost health, resist the effects of spells, and cure oneself of poison when used. It is said that whenever Kynareth deigns the wearer unworthy, the Lord's Mail will be taken away and hidden for the next chosen one.
It is only in TESIII that there's a blurb about absorbing health. I decided to just stick with what had already been established, especially since it makes my life easier making "cure poison" the enchantment and shunting the CE as a script-added Ability.

-----------

I'm also considering altering the enchantment capacity. For instance, auto-calculations in the CE make "when used" enchantments have 5 uses, and "on strike" have 10 uses. I could manually bump those up to any number I want. Double or triple, perhaps? I'm especially thinking of weapons. When I had Goldbrand, I kept finding that it wasn't terribly great in combat because it ran out of charge so quickly (after 10 strikes). When raiding a bandit lair, it takes many hits to bring down 5 or 6 rogue dunmer.
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Leah
 
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Joined: Wed Nov 01, 2006 3:11 pm

Post » Tue May 17, 2011 3:56 am

IMO you should do it after the lore, That would be the dream :D
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Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Tue May 17, 2011 10:57 am

I have already done it.
I have not uploaded it somewhere, because it use all the resources from Unique Finery Replacer.

How I changed them
Spoiler

madstone of ahemmusa
since it's a "mad" stone, it drives crazy. So, frenzy creature and humanoid, 50 points, touch, 20 seconds

ring of moon and star
"The ring lent Nerevar SUPERNATURAL powers of persuasion and indisputable proof of identity"
but it gives a Costant + 5 personality and +5 speechcraft.
Mine: cast when used, all effects last 30 seconds.
+50 personality on self,
+50 speechcraft on self,
charm on touch 50 magnitude, on area 30,

seizing of erabenimsum
calm creature 50, touch, 50 seconds, 10 area
detect animal on self, 50 area, 50 magnitude

teeth of urshilaku
(i made it can summon ghosts)

thong of zainab
it's a thong, that in my imagination gives a feather (150)/slowfall(10) costant effect.

SIXTH HOUSE ITEMS.
powerful but cursed items. Their use could bring negative conseguence to the user or to others.
For example, a 6th house item, cannot simply restore the user's health. It can restore the user only damaging someone else.

belt of heartfire/amulet of heartfire
hearfire? you heart burns... but you are restored instead.
damage health, self, 30 seconds, 2 points
restore health, self, 30 seconds, 5 points
so, the pc looks burning, but the flame restores him.

amulet of heartheal
absorb health, touch, 10 seconds, 10 area, magnitude 5-10,

?????? amulet of heartrime
frost shield
fortify willpower

amulet of heartthrum
a thrum isn't a sound?
sound, touch, area 10, 30 seconds, magnitude 100


blood ring
fortify health, self, 100 pt, 30 seconds.

heart ring
fortify health, self, 300 points. costant effect.
This is the ring of Dagoth Ur, so its use may cause negative conseguences. Once you wear the ring, you gain 300 health points,

that you'll lose once you remove the ring. Say you are in trouble, someone is hitting you, and you need more health now. You

wear the ring and gain 300 health. THen, you cannot remove the ring until your health is at least 301, otherwise you'll die.

soul ring
soul?
soultrap, touch, area 10, 10 seconds,
damage health, touch, area 10, 10 seconds, magn 5- 15

-----------------------------------




bow of shadows
a bow of shadows... chamaleon and sneak.
cast when used, 30 seconds, chamaleon 60, sneak 50

chrysamere (the sword of paladins)
CE fortify longblade, 30; sanctuary 25, restore health 1

daedric crescent
disintegrate armor, 5 seconds, magn 10-50
paralyze 5 seconds
damage health, 5 seconds, magn 5 - 10

eleidon's ward
CE sanctuary 50,
CE restorehealth 1

fang of haynekhtnamet
it is a fang, so a tooth? Poison 20 - 40 each strike

fists of randagulf
right: CE fortify attack 15
left: CE fortify block, 15

ice blade of the monarch
frost damage, 10 - 40

lord's mail
CE fortify Heavy Armor 30
CE, sanctuary 25
CE, restore health 1

mace of molag bal
absorb health and fatigue, 20 - 30 each strike

masque of clavicus vile
fortify personality CE
^ charm SPELL

mehrunes razor
damage helth, 50 - 100 on strike

mentor's ring
fortify intelligence CE
fortify wisdom CE

Necromancer's Amulet
fortify intelligence CE
absorb spells CE
restore MAGICKA!!! 2 points, instead on restore health!

ring of khajiit
when used, invisibility, and fortify speed 10 - 20, 30 seconds

ring of surroundings
when used, chamaleon 30 seconds, 60 - 80

ring of the wind
speed 200, levitate 10, 30 seconds,

scourge
kill on strike / Dispel???
Summon Lesser Daedra SPELL

skull crusher
CE fortify attack 50

spell breaker
CE spell absorption, 50

staff of hasedoki
when used, restore magicka 1- 20, 5 seconds

staff of magnus
absorb health STRIKE, area 5, 5 seconds, 1 - 25
absorb magicka STRIKE, area 5, 5 seconds, 1 - 25


vampiric ring
absorb health, touch, 3 seconds, 5 - 15
abosrb strength and endurance, 30 seconds, 1 - 5


warlock's ring
CE, reflect 20, restore magicka 2

wings of the queen of bats
damage health, 30 seconds, 1-30

-------------------------

cleaver of st felms
bound battle axe

crosier of st llothis
calm humanoid, target, 50 seconds, 50 magn

shoes of st rilms
CE, water walking



Finally, the Kagrenac's Tools.
I have never used them. The Black Hand Dagger is the most terrible weapon of all Morrowind:
Absorb Health 10 to 25 pts for 30 seconds on Touch (so, 300 - 750 health points each strike)
Blind 10 to 50 pts for 30 seconds on Touch

I changed tha Black Hand Dagger enchantment to Poison, 10 - 20, 5 seconds, and paralyze 5 seconds
And I changed Keening and Sunder to

Keening
Absorb Health, strike, 10 seconds, 10 - 20
Absorb Magicka, strike, 10 seconds, 10 - 20

Sunder
Damage Health, MAgicka and Fatigue, strike, 10 - 200
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Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Mon May 16, 2011 11:35 pm

You know this is kind of strange because not long ago I started of my own with an armor mod for the Dragonbone Cuirass which is an another artifact. Unfortunately bad things happen and I decided to take a break from that mod until now, when you posted this wip thread so I'm quite excited with your idea of better enchantments for the artifacts. However I can't give you a link to the wip thread, because I decided to work with it in GHF-Productions subforum on http://www.fliggerty.com/phpBB3/index.php which is hidden for guests. So if you decide to make any changes to Dragonbone Cuirass with enchanted pauldrons just let me know, but if you're interested in scripting why not pay a visit to http://www.fliggerty.com/phpBB3/index.php and learn of how to do that or this with MWSE. :)

I have a handy script so that I can add a spell/power/ability to the PC if they equip an item. So, if you see both SPELL and CE effects, don't be confused. The "^" indicates new effects, which may or may not be based on lore. Also, I haven't completed filling things out. I'm currently in the middle of the 6th house artifacts, and I'm having trouble thinking of things to give them.

If you have feedback or any ideas, let me know. I'm unhappy with the 6th house items at the moment, and the Ashlander artifacts. I can't think of anything good for them that doesn't just seem like a re-hash of "fortify this" and "resist that". Maybe some scripts are in order? But I do not know how to script. :(

I think you shouldn't include so many *ordinary* enchantment effects as you have right now instead I suggest that you should concentrate to give the enchantments a more rare status after all an artifact tends to be a rare item imo. :)
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Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Tue May 17, 2011 12:33 am

I've been working on this a bit more this morning, I've filled out the 6th house and ashlander items, and filled in values for most of the Tamrielic arifacts. What do you think so far? Are all the items of roughly the same power? I don't want some artifacts to be significantly weaker than other ones. Oh, and I also have some revisions for Kagrenac's tools, but I'm more focused on the other items, since the Tools are probably already edited in a lot of other mods? I dunno.

Spoiler
madstone of ahemmusa
sound
^frenzy
^fortify WIL
^fortify PER
^sanctuary

seizing of erabenimsum
telekinesis
^fortify STR
^fortify SPD
^fortify attack

teeth of urshilaku
resist paralysis
^fortify END
^fortify AGI
^disintegrate armor

thong of zainab
detect animal
^fortify WILL
^fortify SPD
^chameleon

ring of moon and star
fortify PER 20
fortify Speechcraft 20
^charm 50 for 10s TOUCH SPELL

amulet of heartfire
fortify AGI
fortify SPD
Fortify Fatigue
Chameleon
fortify unarmored

amulet of heartheal
Fortify STR
Shield
Fortify H2H
Levitate

amulet of heartrime
Fortify Magicka
Sanctuary
Fortify Conjuration

amulet of heartthrum
foritfy magicka
spell absorb
lightning shield

belt of heartfire
fortify health
resist poison
fire shield
fortify fatigue

blood ring
fortify health
fire shield
resist fire
resist magicka
dispel

heart ring
dispel
lightning shield
resist frost
resist fire
resist magicka
resist shock
resist paralysis

soul ring
dispel
fortify magicka
fortify health
resist shock
resist paralysis

-----------------------------------
amulet of usheeja
^feather CE
^sanctuary CE
^Frost Shield SPELL

auriel's bow
shock damage SPELL
fire damage SPELL
damage magicka SPELL
fortify marksman / attack

auriel's shield
resist magick CE
resist fire CE
restore health SPELL

Bloodworm Helm
Drain Health SPELL
Drain Fatigue SPELL
Drain Magicka SPELL
Fortify Conjuration CE

boots of the apostle
levitate SPELL
^ water walk CE
^ fortify willpower CE
^ fortify restoration

bow of shadows
^ night eye CE
Fortify speed CE
Invisibility SPELL

chrysamere
reflect 20 CE
resist fire 20 CE
restore health 30-60 for 4s SPELL

cuirass of savior's hide
resist magicka 60 CE
^fortify SPD 10 CE

daedric crescent
disintegrate armor 40-80 STRIKE
paralyze 3s STRIKE

denstagmer's ring
resist fire 30 CE
resist frost 30 CE
resist shock 30 CE
reflect 10 CE

dragobone cuirass
resist fire 100 CE
fire damage 20-30 for 3s in 60ft SPELL

ebony mail
resist fire 50 CE
shield 30 CE
resist magicka 20 CE

eleidon's ward
restore health 40-80 for 3s SPELL
^fortify endurance 20 CE
^fortify block 20 CE

fang of haynekhtnamet
shock damage 20-40 STRIKE
^water breathing CE
^resist shock 20 CE

fists of randagulf
fortify strength 20 CE
^ fortify attack 15 CE

Bluebrand
frost damage 20-60 STRIKE
restore fatigue 6-16 STRIKE
frost shield 20 CE

goldbrand
fire damage 10-30 STRIKE
^restore fatigue 3-8 STRIKE
fire shield 10 CE

helm of oreyn bearclaw
fortify agility 30 CE
fortify endurance 30 CE

ice blade of the monarch
frost damage 10-60 STRIKE
^paralyze 2s STRIKE

lord's mail
restore health 2pts CE
resist magicka 30 CE
cure poison SPELL

mace of molag bal
absorb strength 20-30 for 30s SPELL
absorb health 3-18 STRIKE

masque of clavicus vile
fortify personality 30 CE
charm 30-50pts for 5s TOUCH SPELL

mehrunes razor
kill on strike SCRIPT
poison damage 8-23 STRIKE

mentor's ring
fortify intelligence 30 CE
fortify wisdom 30 CE

Necromancer's Amulet
fortify intelligence 25 CE
spell aborb 20 CE
restore health 1 CE

ring of khajiit
sanctuary 10 CE
fortify speed 20 CE
invisibility 60s SPELL

ring of phynaster
resist poison 20 CE
resist magicka 20 CE
resist shock 20 CE
Shield 40

ring of surroundings
Chameleon 20-30 for 45s SPELL
^ fortify sneak 20 CE

ring of the wind
fortify agility 30 CE
Levitate 10-20 for 30s SPELL

scourge
kill on strike / Dispel???
Summon Dremora for 45s SPELL
Summon Daedroth for 45s SPELL

skeleton key
open 100pts + Telekinesis 15ft for 1s 1x/day SPELL

skull crusher
feather 50 CE
fortify attack 20 CE
disintegrate armor 10-20pts on strike

spear of bitter mercy
^ shock damage 10-30pts STRIKE
kill on strike

spell breaker
reflect 75 CE
silence for 45s TARGET SPELL

staff of hasedoki
resist magicka 20 CE
^ fortify max magicka 0.5 CE
frost shield 20-30 for 60s SPELL

staff of magnus
absorb health 8-12 STRIKE
absorb magicka 8-12 STRIKE
spell absorbtion 35 CE
restore health 1 CE

ten pace boots
fortify speed 20 CE
fortify athletics 20 CE
^ Jump 100 + Slowfall 10 SPELL

umbra sword
soultrap 100ft for 120s TARGET SPELL

vampiric ring
absorb health 20-30 for 10s SPELL
^ Night eye CE
^ water breathing CE

volendrung
absorb health 5-20 STRIKE
paralyze 3s STRIKE
damage strength 3-8 STRIKE

warlock's ring
fortify speed 20 CE
reflect 15 CE
restore health 80-100 SPELL

wings of the queen of bats
Night eye
Damage Health
feather
detect animal

-------------------------

cleaver of st felms
Drain INT 10 CE
resist normal weapons 10 CE
fortify attack 20 CE
fire damage 10-20 STRIKE

crosier of st llothis
resist blight 75 CE
light 40 CE
damage magicka 4-12 STRIKE
dispel 30-60 STRIKE

hair shirt of st aralor
drain health 10 for 60
resist magicka 20-30 for 60
resist shock 20-30 for 60
restore health 2 for 60

shoes of st rilms
fortify personality 20
fortify endurance 20
fortify fatigue 40

Robe of St. Roris
reatore health 20-60pts for 5s
restore fatigue 40-80 for 5s
^resist magicka 20 CE

-----------------------
Keening
fortify attack 30
fortify AGI 25
fortify SPD 25
fortify magicka 75

Sunder
fortify attack 30
fortify STR 25
fortify END 25
^fortify fatigue 100

Wraithguard
shield 30
reflect 25
spell absorb 50
^ fortify health 75

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elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue May 17, 2011 2:55 am

Something similar has already been done, but on a larger scale:
- http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4216
Spoiler
This is a list of all the changes made to the MW, Tib and BM artifacts. Read only if you are curious/want to know before changing your game...


>Lord's Mail- ups condition to 8000

>Spellbreaker- Boosts enchantment powers, also adds 10 to the armor rating

>Chrysamere- Changes enchantments from "cast on use" to constant effect, and
restore health goes down from 5 to 2.

>Staff of Magnus- Changes spell absorb to absorb magicka, and changes the
durations from 60 to 30, but boosts power taken per second.

>Warlock's Ring- Changed to constant effect, added fortify health,
and boosted speed gain.

>Ring of Khajiit- boosts speed gain

>Mace of Molag Bal- Boosts power drain on magicka and strength, ups attack
strength a bit, and value.

>Mehrune's Razor- Added a detect creature power when you strike, boosted poison
power, attack power and value.

>Spear of Bitter Mercy- Restores it's curse, it'll severly damage you unto death
unless you have the Cuirass of the Savior's hide on, makes it's reflect more
powerful, and summon s a storm atronach for 60 seconds instead of 30.

>Bow of Shadows- Boosts speed gain

>Fists of Randagulf- Makes both gauntlets give you strength, and boosts
strength gain from 20 to 25.

>Ice Blade of the Monarch- Adds a paralyze effect to the blade, to mimic
freezing, and makes the frost attack slightly more powerful.

>Boots of the Apostle- Adds a fortify speed effect along with the standard
levitate

>Ring of the Wind- Adds a speed effect

>Daedric Crescent Blade- Bosts the disintegrate armor power

>Volendrung- Adds enchantments, cast on strike- paralyze for 10, absorb
stength 10 points for 10 seconds, restore health 50 points on self. Ups
attack strength and value.

>Robe of the Lich- Changes cast type to constant, and changes health loss
to 30, so it now constantly drain health 30, while fortify magicka past 300.

>Trueflame & Hopesfire- Boosts their attack spells from 30 to 60.

+20 new artifacts from previous TES games (most of them have scripted effects).

- Lost Artifacts of Tamriel: MWSE Add-on by Fliggerty (MWSE scripted Daedric Crescent and others):
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=5964
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Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Tue May 17, 2011 4:04 am

I added
CE Fortify Max Magicka 1.0 to my Staff of Magnus. A worthy Enchantment for that very special Staff. Rewarding those who truly understand it. (those with a high Intelligence xD)
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Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Tue May 17, 2011 9:46 am

Seems from what everyone is saying, is that everyone and their mother has had this idea. haha

In my case all I was doing was editing the enchantments, not the item itself.
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dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Tue May 17, 2011 12:42 am

complete overhall would be cool :P
some of the unique things were to easy to get..

and MORE ARTIFACTS@!
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Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Mon May 16, 2011 11:17 pm

complete overhall would be cool :P
some of the unique things were to easy to get..

and MORE ARTIFACTS@!

Fliggerty did a great MWSE addon for artifacts, if you're looking to get some of the other artifacts like the Skull of Corruption and Wabbajack.

I think I might be able to make an ebony blade. I already have an ebony katana made, but I'd want to texture it with something a little different to make the blade more unique. Still working on that.... oh, and I made Chrysamere better, I should take screenshots of that.

A bit thanks to Yacoby for helping me figure out how to use MWEdit to compile Dormouse's Mehrune's Fatal Strike script. I plan on incorporating that onto Mehrunes Razor, I can't wait to test it. :evil:

Still doing some tweaks to enchantments, I'll update the opening post when I have made more significant progress on things. :)
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meg knight
 
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