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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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Subscribe to download Daedric Artifacts Improved: Dawnguard Version

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In 1 collection by Zim
Improved Artifacts Series
13 items
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.
251 Comments
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Zim  [author] Jun 30 @ 3:41pm 
Dr. Rainyday....no, unfortunately not....but you can always subscribe to the Auriel's Bow improved mod if you like, that retains the sun thing
Dr. Rainyday Jun 29 @ 11:44pm 
Hey uhh does this still block out the sun if you're using the unholy Auriel's?
mertmidnightangel Jun 14 @ 9:11am 
hey that works! I'll let him know, ty so much! ^_^
Zim  [author] Jun 14 @ 7:37am 
mertmidnightangel.....I've been giving some thought to this...I had plans for making a Staff of Magnus mod a while ago, but I've been very busy the last few months and haven't been modding. Now I've suddenly got a lot more spare time, so I'm getting back into modding again and the Staff of Magnus is something I'm looking at. It won't be done over night and it won't be the same as it is in this mod, but I may well end up bringing out a magnus mod in the near future
mertmidnightangel Jun 13 @ 9:55pm 
Hey Zim I got a favor to ask. A friend of mine wants to use your mod to improve his Staff of Magnus, but doesn't have dawnguard, and your vanilla version of this mod doesn't touch. Any chance of making one just for the staff, or adding the staff to the vanilla version?
Zim  [author] Jun 7 @ 6:46pm 
Rodrigues [Quaz]....I realize they're aedric not daedric; this mod is called Daedric Artifacts improved because most of its content involves the Daedric artifacts....it adds improvements for all the in-game available daedric artifacts (except the skeleton key)....the aedric artifacts are just extra content :)
Rodrigues [Quaz] Jun 7 @ 1:27pm 
Neither of these (Auriel's Bow, Auriel's Shield and Staff of Magnus) are daedric artifacts. Just saying. Nice mod tho.
josh0308 Apr 17 @ 1:51pm 
No problem, but I really do not have modding experiences so I wouldn't be able to add on to your work examples being mod compatibility patches XD
Zim  [author] Apr 16 @ 7:47pm 
josh0308....hey, you're the one doing me a favour, go at your own pace mate, no rush. DO as many as you like whenever you like...just keep me updated so I can link it on steam
josh0308 Apr 16 @ 3:58pm 
Hey no biggy though I will be busy during the weekend so It will be a bit before I post the other work on the nexus if thats okay with you?