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Daedric Artifacts Improved: Dawnguard Version
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Jun 29, 2013 @ 5:41am
Dec 15, 2013 @ 4:12am
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Description
NOT COMPATIBLE WITH DAEDRIC ARTIFACTS IMPROVED: VANILLA VERSION
DAWNGUARD REQUIRED

Other mods from my Improved Artifacts Series:
Daedric Artifacts Improved: Vanilla Version
Daedric Artifacts Improved: Dawnguard Version
Auriel's Bow Improved
Aetherial Crown Improved
Ancient Helms Improved
Blade of Woe Improved
Chillrend Improved
Staff of Magnus Improved
Nettlebane Improved
Nightingale Artifacts Improved
Thane Weapons Improved
Vampire Artifacts Improved
Ysgramor's Artifacts Improved

Improved Artifacts Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=204157051


Mod Details:

This mod adds three Wells of Urd to Skyrim. These are crafting benches where you can improve the Daedric Artifacts into one of the three listed below. You can return to the Well at any time to restore Artifacts to their original nature or select a new improvement. The Wells are located in Seer's Retreat, Witchmist Grove and Orphan's Rock.

For more information, see the original mod, Daedric Artifacts Improved: Vanilla Version, and the pictures above.

Many thanks to Ecks and Titan's Bane for letting me use their scripts, and to LeSingePensant for his kind review.

This mod is now available on the Nexus thanks to josh0308, who uploaded the mod. Here is a link for it: http://www.nexusmods.com/skyrim/mods/53004/?

Improvements:

STAFF OF MAGNUS
All versions grant you the Knowledge of Magnus ability, which makes your spells 35% cheaper, last 35% longer and 35% more powerful. Each version grants you a unique spell and a one-handed version of the master spells in its respective school, provided you know the spell already.

Alteration Version:
Effect: Fires a ball of light that does a levelled amount of damage.
Spell: Grip of Magnus – a telekinesis spell that allows you to take hold of some NPCs and then throw them.

Conjuration Version:
Effect: Summons a race-specific ancestor to fight with you for 120 seconds (the power of these ancestors can be edited in-game. See below for details)
Spell: Reach of Magnus – drains the soul from a target, soul trapping whilst inflicting a levelled amount of damage.

Destruction Version:
Effect: Does a levelled amount of magical damage to health, magicka and stamina per second. Disintegrates foes below 20% health.
Spell: Wrath of Magnus – Does a levelled amount of magical damage within 30 feet, staggering foes and disintegrating those below 20% health.

Illusion Version:
Effect: Creates illusions that will distract those around you
Spell: Stillness of Magnus – Freezes the target where they are, during which time their inventory can be removed.

Restoration Version:
Effect: Absorbs a levelled amount of health from the target
Spell: Willpower of Magnus – converts 10 points of stamina into 20 points of magicka


AURIEL ARTIFACTS
All versions of Auriel’s Bow and Auriel’s Shield grant you a powerful lesser power. These powers, known as either Divine or Unholy, need to recharge after use. There are 6 versions of each Artifact, half being for vampire characters and half being for mortal characters (only vampire characters can access the vampire versions, and only mortal characters can access the mortal versions).

AURIEL’S BOW (DIVINE)
All Versions: 35 points of sun damage, double damage done to the unholy (undead and daedra)
V1: Divine Wrath – for 12 seconds, arrows fired from Auriel’s Bow knock back foes and ignore all armor (1 minute to recharge)
V2: Divine Judgement – for 12 seconds, after a slight delay, unholy targets below 40% health (except Harkon, Dragon Priests and Durneviir) will explode (3 minutes to recharge)
V3: Divine Resolve – fully restores your health, magicka and stamina (5 minutes to recharge)

AURIEL’S BOW (UNHOLY)
All Versions: 35 points of bloodfire damage, 50% damage done to mortals (anything except dragons, daedra, automatons and the undead)
V4: Unholy Wrath – for 12 seconds, arrows fired from Auriel’s Bow knock back foes and ignores all armor (1 minute to recharge)
V5: Unholy Vanquish – for 12 seconds, after a slight delay, mortal targets below 40% will explode (3 minutes to recharge)
V6: Unholy Lust – for 12 seconds, arrows fired from Auriel’s Bow absorb 150 points of health (5 minutes to recharge)

AURIEL’S SHIELD (DIVINE)
All Versions: 20% magic resistance, fortify heavy and light armor 35% (light and heavy variants available)
V1: Divine Charge – power bashing produces a wave of energy that knocks back your targets (1 minute to recharge)
V2: Divine Retribution – for 1 minute, blocking with Auriel’s Shield will create an unbreakable ward that reflects spells back on the caster (3 minutes to recharge)
V3: Divine Resolve – fully restores your health, magicka and stamina (5 minutes to recharge)

AURIEL’S SHIELD – UNHOLY
All Versions: 15% physical damage resistance, fortify heavy and light armor 35% (light and heavy variants available)
V1: Unholy Charge – power bashing produces a wave of energy that knocks back your targets (1 minute to recharge)
V2: Unholy Vengeance – for 1 minute, you reflect 25% of all physical damage back onto your attackers (3 minutes to recharge)
V3: Unholy Greed – sends a wave of energy that absorbs 90 points of health from all nearby enemy targets (5 minutes to recharge)




REGARDING LEVELLED DAMAGE
Several Artifacts inflict levelled damage. This is calculated as: ((current level rounded down to the nearest 10) + 20). So, at level 6, it will do 20 damage (6 rounded down to the nearest 10 is 0, plus 20 is 20). At level 41, it will do 60 damage (41 rounded down is 40, plus 20 is 60). I have provided a capping system which will allow you to set a maximum amount of damage for all levelled items if you want to. See below for details.


HOW TO MODIFY THE POWER OF LEVELLED SPELLS AND ANCESTORS
Several artifacts and spells involve level dependent damage. To prevent this being overpowered, I have built in a capping system; essentially, this will allow you to change the maximum amount of damage levelled weapons can do. To do this:

1) Open the console
2) Type in: “set magnusdamagecap to VALUE” (don’t actually type in VALUE, this should be a number that is a multiple of 10 (e.g. 50, 120) that will be the maximum damage
3) To check the current damage cap, type into the console: “getglobalvalue magnusdamagecap”. This will display the current cap. The default is 300
For the Restoration version of the Staff of Magnus, replace the term “magnusdamagecap” with “magnusabsorbcap” and use multiples of 8 (e.g. 16, 64) as the VALUE.

The power of ancestors can also be changed by using the terms “ancestorattack” or “ancestorspell” instead of “magnusdamagecap” to edit the power of your ancestor’s attack and spell damage, respectively. The values in this instance refer to percentages; i.e. typing in “set ancestorattack to 40” will mean that your ancestor does 40% of their usual attack damage. In this case, you can only use the numbers 20, 40, 60, 80, 120, 140, 160, 180 and 200 (200% is double). Any other value will be treated as 100, the default amount of damage.
274 Comments
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altlegomaster Aug 21 @ 12:39pm 
I love the sound of that, be sure to let us know when you do ;)
Sir Fizzlebottom Aug 19 @ 12:31am 
Good idea on both fronts there!
Zim  [author] Aug 19 @ 12:20am 
Sir Fizzlebottom....that's the plan for the near future....all my mods are getting an update, at which point I'll put them up on the nexus...and on the nexus I'll create a merged file that includes the lot
Sir Fizzlebottom Aug 18 @ 10:00pm 
Do you think you could find your way to putting all these mods together into a merged plugin?
altlegomaster Aug 8 @ 5:33pm 
alrighty ill get right on that :p
Zim  [author] Aug 8 @ 5:29pm 
altlegomaster....you need to make sure that you have the artifacts restored to their original nature when switching between mods....i'm afraid to get the artifacts back, you need ot reload a previous save, go to the well, restore them all to their original form and then switch mods
altlegomaster Aug 8 @ 2:10pm 
hey so i just switch from your vanilla to this version... and my artifacts are gone.. where can i find them?
Zim  [author] Aug 6 @ 4:35am 
Knightbasher....I can't quite remember in all honesty....I don't have Skyre, but if I recall from conversations I've had with people who do have Skyre, it is compatible, but some of the weapon damage values are a bit skewed.
Knightbasher Aug 6 @ 12:35am 
Great mod :) is it compatible with skyre?
Zim  [author] Jul 29 @ 5:13am 
westdavid0914....you haven't, this mod just adds improvements to the Daedric Artifacts (the details of this can be found on the mod page of Daedric Artifacts Improved) and adds further improvements to Auriel's Bow, Auriel's Shield and the Staff of Magnus. These last three aren't Daedric, but they are powerful enough to warrant their inclusion in the "lore" of this mod