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The Infinity Sword - Vanilla (WIP)
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Category: Weapons
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33.842 MB
Jun 15, 2013 @ 2:30pm
Jun 23, 2013 @ 2:23pm
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The Infinity Sword - Vanilla (WIP)

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Description
Yep, as promised, it's the Infinity Sword for vanilla Skyrim! No DLC needed at all to blast your enemies to kingdom come!

In this edition, since the Aetherium Forge doesn't exist, the Infinity Sword can be found at the end of Labyrinthian, where Morokei hangs out watching his soaps. The sword lies past him and behind the waterfall that tumbles into the slaughterfish pond at the end of the room. If you already kicked him headfirst into his little slaughterfish pond, no worries, you can just head back through Labyrinthian and retrieve the Sword.

To even get into Labyrinthian, you'll need to go through the rigmarole of the College of Winterhold questline, but I'd say it's worth doing since you get two artifacts for the price of one.


Future Plans

•Get the damn hilt glows to animate! Seriously, if anyone knows their way with texture animation, drop me a line.

•Add weapon variants (after all, this is a shapeshifting weapon) The plan is to have a war axe, a battle axe, mace, dagger, shortsword, warhammer, and bow versions, which you can use an ability (or several) to switch to.

•Build a quest for the sword. I have one drafted out, but I lack the expertise to make a complex quest.

•Additional abilities: Summonable armor, devastating rain of fire (maybe?), fire damage heals you (NO idea how that would be done)

•Summonable NPC ally: Ulf, the soul of the sword. He's already in there, but you can only console him in as of right now, and all he does is just stand there being tall.

•A new shout, as well as making the sword enhance fire damage done by both shouts and fire spells

•Custom impact effects and sounds. For now it uses the firebolt impact, but I plan on making custom hit decals as well as draw and swing sounds to make it sound like it should, rather than just a standard sword.

•A subtle heat wave effect on the blade and swing trail effect.

•Fear effect when the sword is drawn. This is kind of an 'eeeh' one since I've tried before and haven't had much luck, but I would like to implement it.

•An ability to call up a second sword, just in case you wanna dual wield them and cause even MORE destruction.

•Maybe adjust the rumble its got while drawn to be more volcanic. Rather than a steady rumble I'm thinking more like a bass throb.

•Fiddle with the fire damage effect so dwarven automatons don't turn into a pile of ash (might make a custom thing where they MELT) and change it so normal man and mer burn down to a charred skeleton, rather than disintegrate into ash.


Change Lawg!

1.03: Pulled the sword from the rock and laid it out on the ledge it was stuck in, also switched off the Don't Havoc Settle.

1.02: Took the sword from its original position and stuck it behind the waterfall that goes into the Tribune's slaughterfish pond. This SHOULD clear up issues with the sword not being present. Please make sure you open the game's ORIGINAL launcher so the mod can redownload, and double check to make sure the mod is active. If you go to the Tribune and the sword is not there, use the TCL console command to check and see if it's fallen through the world either in its new location or the old one. If it isn't in either place, chances are the mod isn't active.

1.01: Cleaned the mod with TES5Edit, hopefully this should clear up the 'sword's not there!' issues, and maybe issues with the power attack powers failing to trigger.

Tweaked the position of the sword a bit, raising it a little off the ground so it (hopefully) has less of a chance of falling through the floor (which, really, it shouldn't be doing at all due to the havoc settle being turned off. Silly thing). I also set it so it's ignored by AI, in case the problem is also due to the sword basically being stolen by followers or just dudes. Probably unlikely this is actually an issue, but I felt it couldn't hurt.

1.0: Initial Release
386 Comments
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josh May 3 @ 4:19pm 
is there a console command for this weapon?
DEvasto  [author] May 3 @ 1:31pm 
I replied on the other one, but I'll say the same here. There are plans, but I'm not quite skilled enough yet to make the armor as I'm envisioning it.
doomshark1 May 3 @ 12:13am 
@DEvasto : are there any plans on making a matching armor set that goes with the blade?


(i posted the same thing on the other version that way you would see it)
=Idiot=hellhound5283 May 2 @ 12:51pm 
ok i will try that
DEvasto  [author] May 2 @ 8:12am 
That means you have either a load order conflict, or a mod you're using is missing a master file, maybe even both.

To sort it out, I'd suggest using LOOT, which can sort your mods into a proper load order to minimize such conflicts. For the latter, you may want to pick up Wrye Bash and use it to see what master files your mods use, and eliminate any that are missing masters. Those missing masters will be highlighted red.
=Idiot=hellhound5283 May 2 @ 12:53am 
now my skyrim cant load past the Bethesda logo any help would be nice
=Idiot=hellhound5283 May 1 @ 3:47pm 
that is why cuz that is what i did thanks for the help

DEvasto  [author] May 1 @ 7:07am 
Possibly. In order for the mods to download & activate you have to open up the default Skyrim launcher and pay a visit to the Data Files section, so if you didn't have the game on PC at the time of subscribing they wouldn't have been downloaded.
=Idiot=hellhound5283 May 1 @ 1:25am 
would it have something to do with me subing to 213 mods before having it on this pc
DEvasto  [author] Apr 30 @ 9:52pm 
They might not be downloading correctly, or something. Could be glitches arising from the removal of the paid mod stuff. Alternately, you're hitting the mod limit (which is 255 mods) but at 213 you'd have to get 42 more before you hit that.