The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Oblivion Artifacts-Fin Gleam
Category: Armor, Magic
File Size
0.433 MB
Aug 28, 2013 @ 7:38pm
Sep 1, 2013 @ 3:49pm
5 Change Notes ( view )

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Oblivion Artifacts-Fin Gleam

In 1 collection by Cosmic Armor Pizza Boy
Oblivion Artifacts
10 items
Fin Gleam was an artifact previously found on the ocean floor, just west of Anvil in TES4:Oblivion. It is a glass helmet with three special effects. These effects made it perfect for hunting slaughterfish. The Helm also sports a lower defense than that of a glass helmet(equal to that of an elven helmet).

Fin Gleam:
Armor rating: 13
Weight: 2
Value: 2401
Tempering Recipe: 1 Refined Malachite and 5 Slaughterfish Scales
Enchantment: Breath Underwater, Detect life 60ft(Originally 20ft), Night Eye

Location: Go to the Ragged Flagon in Riften and look for a note. This note will lead you to the Artifact.

Leave any questions in the comments below....provided they aren't answered in the description or images above.
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kryptkill Oct 1, 2015 @ 11:10pm 
This was my fav helm in Oblivion. Awesome to have it back again!!! Thank you so much!!!
Cosmic Armor Pizza Boy  [author] Jan 19, 2015 @ 10:57am 
No, the Helm cannot be disenchanted
pheonixflight23 Dec 16, 2014 @ 5:19pm 
can i learn this enchantment for other armor?
Cosmic Armor Pizza Boy  [author] Oct 3, 2014 @ 7:04pm 
Oh noes, spoilers. Haha. Well, i'm hoping it put up a bit of a challenge, and that it was worth the trouble. The original Helm in Oblivion was a tough find, so I thought it's successor should fit the part as well
peikbehrns Sep 8, 2014 @ 12:45pm 
So I spent like forever to find this, and while I can admit it is partly due to my own idiocy, it was also just blind luck more than the actual letter that led to me finding the thing. So to my fellow daft-headed fellows out there, here is the exact location of the helmet.
BE WARNED!!! If you wish to find it on your own, do NOT read any further! Here goes...

In the bay directly west of Winterhold there is an iceberg in the ocean with a location called Pilgrim's trench. It is marked as a shipwreck and is under water. First you will reach a smaller ship on a ridge, further down from there you will fin a large ship. Inside the cabin of that ship you will find a staircase. If you are familiar with the standard design of most ships in Skyrim you will recognize it. Down the staircase there is a chest named "Precious cargo" or something. The helmet is in there. Swiming directly down there I had just enough time to find the helmet and equip it before drowning.
Cosmic Armor Pizza Boy  [author] Nov 5, 2013 @ 6:24pm 
So, you want a constant adaptive night eye? Now that I think about it, it might not work. It wasn't just dragging the power on a piece of armor, it was a LOT of mizing different effects and modfying values. Assuming that Adaptive night vision mod works the way I think it does. I can't see it working with my mod. Unfortunately I won't be able to create an adaptive version or help you with it. Sorry : /
SideQuestPubs Nov 5, 2013 @ 6:07pm 
@Weapon of Mass Seduction
I actually WANT the Night Eye to be constant--to be more of an "ability" that activates or deactivates itself according to light sources rather than having to cast it. And that's... kind of what Adaptive Night Eye does ("kind of" because the author said it was glitchy as an ability so he basically changed the duration as a lesser power that still requires casting).

I'll try loading both... probably with Adaptive Night Eye loading last to make sure it controls the Night Eye effect, and see what happens.
Worst case, I'll use the console command to give myself Fin Gleam for testing purposes; it'll be a while before I can grab it normally (brand new game save; I haven't even escaped Helgen yet).
Cosmic Armor Pizza Boy  [author] Nov 5, 2013 @ 2:51pm 
Well, the process of adding something like detect undead is a little complicated. It took a long time to do...and it's not something I remember offhand, unfortunately. As for the compatibility thing. I'm not sure. Both mods should certainly work simaltaniously...though together...not sure. My guess is that Fin Gleam's effect will remain constant, regardless of what the mod changes. All I can tell you, is to try it out yourself.
SideQuestPubs Nov 5, 2013 @ 7:47am 
Okay, creation kit newb here: how are you people turning spell effects (which have no enchantments in-game whatsoever) into enchantments? I've tried it and I can't ever come across those effects as options when I'm trying to create an enchantment.
First I find a diadem with Clairvoyance, now this. All I need now is Detect Undead... and maybe a single item with all three enchantments combined. ;)

Definitely subscribing.
Maybe I'll use one of the "circlets with helms" mods so I can use this and the Clairvoyance diadem together.

Finally, is this mod compatible with other Night Eye mods? Like the Adaptive Night Eye that I'm debating on using?
Cosmic Armor Pizza Boy  [author] Oct 2, 2013 @ 5:48pm 
@jespermohr Haha, thanks. I'm a lore-a-holic, so you won't likely see any of my mods adding anything lore unfriendly. Mods like you just discribed get under my skin. My goal isn't to bash other modders, becuase I know it's hard work. But at a certain point, i've got to wonder what thought entered their head to make them think that type of thing was a good idea. Ah well, enough rambling. This mod may not have gotten as much attention as I had hoped, but i'm glad people are enjoying the hard work Zim and I put into it. Thank you. :)