Oblivion Artifacts-Fin Gleam
32 comentário(s)
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peikbehrns 8 de set às 12:45 
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.
Ancient Tenno  [autor(a)] 5/nov/2013 às 18:24 
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 5/nov/2013 às 18:07 
@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).
Ancient Tenno  [autor(a)] 5/nov/2013 às 14:51 
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 5/nov/2013 às 7:47 
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?
Ancient Tenno  [autor(a)] 2/out/2013 às 17:48 
@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. :)
jespermohr 2/out/2013 às 5:28 
This is freaking AMAZING - nice to see a lore-friendly mod instead of the usual "Sword of nick that enemy on the thumby and his ancestors will die*
Vengeance 15/set/2013 às 13:18 
maybe it will help me against some enemies i put in every city ( (a really high lvl mage) By that i mean max every stat)
Ancient Tenno  [autor(a)] 5/set/2013 às 13:15 
Don't worry about it. Glad to be of assistance. I can't take all of the credit though, Zim and I co-created the mod. We wanted to make the first fully functioning Fin Gleam mod, and we did. I'm happy that others will be able to enjoy our work. If you liked this, don't forget to check out our other mods.
davdeluxe126 5/set/2013 às 13:11 
ok, sorry for asking for that help but this is an AWESOME mod, dont get me wrong, and you should be proud of it
Ancient Tenno  [autor(a)] 5/set/2013 às 13:10 
Our intention was to make it very close to the way it was in Oblvion. Which was "Bright and Blue) If you're in a really dark area or underwater, the brightness works fine. I wouldn't recommend walking around with it on during the day....you wouldn't do that with normal night vision powers, would you?
davdeluxe126 5/set/2013 às 13:05 
this thing is a little too bright
Ancient Tenno  [autor(a)] 5/set/2013 às 12:58 
If you want it that badly "Help Gleam"
davdeluxe126 5/set/2013 às 12:56 
and you should probably put a id in "help fingleam" so we can spawn it in LOL
Ancient Tenno  [autor(a)] 5/set/2013 às 12:50 
Well, you'll get it eventually. Remember, Fin Gleam in Oblivion was tough to find too. But worth it. :)
davdeluxe126 5/set/2013 às 12:48 
damn bro, you know how to made a hard-to-find helmet (because im still looking)
Ancient Tenno  [autor(a)] 5/set/2013 às 12:31 
I said "One" hint. Don't worry, just re-read the letter and look for clues. :)
davdeluxe126 5/set/2013 às 12:25 
do u mean underwater or in a cave or something
Ancient Tenno  [autor(a)] 5/set/2013 às 12:24 
I'll give you one hint: The helmet isn't out in the open.
davdeluxe126 5/set/2013 às 12:22 
damn i cant find the helmet! lol
Ancient Tenno  [autor(a)] 5/set/2013 às 12:22 
Thank you. I didn't want to make it too easy to find, nor too difficult. It shouldn't take long, so long as you pay careful attention to the letter.
davdeluxe126 5/set/2013 às 12:18 
ok so far (i havent found the helmet yet) its seems to be a good mod so good job
Ancient Tenno  [autor(a)] 5/set/2013 às 12:14 
Oh crap, Zim warned me about those. I completely forgot to fix it. I've been busy with other mods. I'll get to it soon.
davdeluxe126 5/set/2013 às 12:10 
oh and by the way instead of apostrophes are hollow boxes (which i guess is a bug assuming you wanted apostrophes instead of boxes
davdeluxe126 5/set/2013 às 12:09 
oh ok
Ancient Tenno  [autor(a)] 5/set/2013 às 12:06 
Indeed it is
davdeluxe126 5/set/2013 às 12:06 
was it the Regarding the Shipment note?
by any chance
Ancient Tenno  [autor(a)] 5/set/2013 às 11:57 
The Note is located in the Ragged Flagon on the Table Delvin unsually sits at. You'll be able tell which note it is rather easily, believe me. :)
davdeluxe126 5/set/2013 às 11:49 
and where is it located :P
davdeluxe126 5/set/2013 às 11:25 
what is the note called?
Ancient Tenno  [autor(a)] 2/set/2013 às 8:55 
@The Shadow Alchemist Well wait no longer! :)
The Shadow Alchemist 1/set/2013 às 18:22 
I've Been waiting for this!