The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

194 ratings
New Weapon Artifacts: Overcharge And Everspark
Category: Weapons
File Size
14.244 MB
Nov 11, 2013 @ 11:22am
Aug 29, 2014 @ 11:03pm
6 Change Notes ( view )

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New Weapon Artifacts: Overcharge And Everspark

In 1 collection by CoNiGMa
New Weapon Artifacts by: CoNiGMa
10 items
This mod adds two sister swords to the game called Overcharge and Everspark.

Both swords have a 20% chance of paralyzing the target for 2 seconds.
Both swords call down a lightning bolt from the sky for 30 shock damage. (Who says lightning never strikes the same place twice?) The lightning bolts only work outdoors, however. Also, be careful not to get in the line of fire of the lightning bolt, or you will also suffer damage from it.

When both swords are wielded together and the wielder is in combat, they gain the "Grounded" effect which puts a shock cloak around the wielder damaging enemies in melee range.

The base damage of each sword is 16 which is one up from Dragonbone swords (in Dawngard) and 2 up from Daedric swords.

Both swords can be found on one of the practice dummies behind Jorrvaskr Companion Hall in Whiterun.

Mesh by Gizmodian. Textures are modified versions of Gizmodian's.

Both swords are temperable at a grinding wheel with a Refined Moonstone Ingot and 2 Void Salts.

[Update 11-12-13]:
Corrected issue where the "Grounded" effect wouldn't show in Active Effects under Spells.

[Update 11-13-13]:
Inventory image modifications.

[Update 11-15-13]:
Modified percentage chance for paralysis to 20%

[Update 11-18-13]:
Added 30 points of normal shock damage for when player is indoors. Does not work outdoors. This will balance with the lightning bolt's 30 damage which only works outdoors so that the weapons have a consistent damage output regardless of whether the player is indoors or outdoors.

{{{{{{{{{{My Other Mods}}}}}}}}}}

Flamestop and Neverburn

Gorefiend and Hemoflow


Agony and Misery


Broken Dreams

Cinderblaze and Emberscorch

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Helljumper ADB Mar 25, 2015 @ 4:45am 
cool mod
thompse412 Sep 28, 2014 @ 9:51pm 
No, I was just using the dishes thing as an example of Oblivion's wonky physics. I didn't know you had a version for use in homes, honestly. Your weapons are usually something I have with me at all times, though I actually rarely use them; I haven't gotten to a level where they aren't OP yet, but it's nice to have the option of completely obliterating your opponent.
CoNiGMa  [author] Sep 27, 2014 @ 5:39pm 
Or on the racks thompse412, wait. I think I may have misunderstood you. These two weapons are originally in the hands of the target dummies. Are you referring to those or the ones that are for displaying them in your house? If you mean the latter, then I haven't Ken the time to look into that yet. It's probably a similar issue with plaques. I will need to look at all the weapons once I get some time and see why they don't work on the dummies, racks, and plaques properly. I'll get back to you on that later.
thompse412 Sep 24, 2014 @ 1:09am 
Yeah, I kinda figured the physics might be the problem; while it's a lot better in Skyrim than Oblivion, I remember it's still REALLY annoying on occasion (haven't played in 2 years or so). I've been re-playing Oblivion, and moving the wrong DISH in a house resets the collision to the "proper" way it is, so instead of neat stacks, you get stacks of dishes all floating in midair. *Sigh* Well, if you think that's the most likely scenario, then I won't bother getting back to you. Which is a good thing, judging by my most recent install of Oblivion which took a kriffing week.
CoNiGMa  [author] Sep 23, 2014 @ 8:36pm 
@thompse412, This is probably caused by the havoc engine. If an actor comes close to the weapons, they tend to be pushed out whether they are set to "not settle" or not. This could be the player or an NPC. I will be adding all of these weapons to qasmoke testing hall soon and removing them from Whiterun. They will be added back ingame after their respective questlines are completed.
thompse412 Sep 23, 2014 @ 8:16pm 
Hey, Conigma, I have my own issue (though I'm doing a new install of Skyrim; if this doesn't happen this time 'round, I'll tell you). These weapons, as well as Agony & Misery, do not appear in the dummies. However, it's only an aesthetic problem, as they appear on the ground in front of their respective dummies. I'll try to finish my reinstall in a couple hours, but I may not get back to you until tomorrow evening.
RR | Trooper_123098 Aug 30, 2014 @ 12:10pm 

CoNiGMa  [author] Aug 29, 2014 @ 11:06pm 
Fixed issue where Grounded wound activate even if only one of the weapons was equipped. It now requires both weapons to be equipped to work.
RR | Trooper_123098 Aug 25, 2014 @ 10:08pm 
:/ not really... have you tryed google?
CoNiGMa  [author] Aug 25, 2014 @ 9:02pm 
MESSAGE TO ALL: I have been trying for days to upload an update for this mod that fixes the shock cloak glitch where it appears when only one of the weapons is equipped, but I keep getting Steam Error 9. I've tried numerous things to try and rectify this, but it still gives me the same error. Anyone know how to fix this?