The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Weapon Fixes and Companions Main Quest Equipment
Category: Armor, Factions, Weapons
File Size
0.010 MB
Dec 6, 2012 @ 3:20pm
Jun 10, 2013 @ 2:57pm
4 Change Notes ( view )

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Weapon Fixes and Companions Main Quest Equipment

In 1 collection by Executioner
Executioner's Faction Forging
4 items
this is a simple mod that fixes any weapon bugs that i know about and adds the ability to craft Skyforge Steel weapons as well as craft and improve Silver Swords/Greatswords. it also adds the missing Skyforge Steel Mace and Warhammer.

so far, you need to meet the following requirements to craft the weapons:

Silver Swords/Greatswords require the Arcane Blacksmithing smithing perk and that you read the book Physicalities of Werewolves

Skyforge Steel weapons and Wolf Armor require that you complete the Companions quest line, have the Advanced Armor smithing perk and obviously must be made at the Skyforge

Version for those not playing with Dawnguard DLC

special thanks to IVAN for helping me with the scripting
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Albinosaurus May 10, 2015 @ 8:07am 
You should update your description to what it is now, because it contradicts your response. I'm not trying to be argumentative here, I promise. I just wanted to point that out so people know exactly what they are getting (from one mod author to another).
Albinosaurus May 10, 2015 @ 8:06am 
As for the change, I think I wasn't clear about my objections to the requirements. While I understand wanting to make it lore-friendly, it's not really gameplay friendly. Requiring both a perk and in-game tasks goes against the design of most of the perks in the game. The only ones I can think of that break this rule are the Master magic ones with their associated spells. As a rule, perks should be as straightforward as "I bought the perk, now I can use the perk." The other requirements make it so that by the time you can take advantage of the feature, you no longer need it (and therefore don't need the mod). Completing an entire faction's story arc is a little steep. If you want to insist on having it related to The Companions, set it earlier in the quest line. Maybe the end of "The Silver Hand" quest.

Anyway, this is just my opinion and feedback. It's your mod, and just because it doesn't fit me doesn't mean it won't for others.
Executioner  [author] May 9, 2015 @ 4:43pm 
sorry its taken me so long to respond (in fact, waaaaaaay too long...)

at the very least i switched it up so that skyforge steel requires the advanced armor perk. however, i'm not going to have silver weapons require arcane blacksmithing. couple reasons for that.

first off, while i understand your argument regarding silver weapons affecting both wereworlves and the undead, i disagree with the magical nature of the weapons themselves. throughout various vampire (and other undead) and werewolf stories in real life, silver weapons prove themselves to be superior than traditional weapons when it comes to affecting the aforementioned without the use of any magic whatsoever . the second reason builds off of the first; to forge a silver weapon you just need a basic blacksmithing knowledge, so to speak.

as to having it be gained from reading the book Physicalities of Werewolves, i just needed some lore friendly way to put it in the game :)
Albinosaurus Sep 17, 2014 @ 10:13pm 
Just wanted to leave you some feedback as to what acceptable requirements for me to use the mod would have gone like:

"Silver weapons requires Arcane Blacksmithing, and Skyforge Steel requires Advanced Armor Smithing."

There are several reasons:

Silver applies to all undead--not just werewolves--so the werewolf focus is quite arbitrary. Arcane Smithing makes sense due to its magical focus.

Skyforge Steel is like a weapon version of Steel Plate for armors, so it makes sense too.

Without any other mods, the Heavy Armor side of the tree (the right side) is clearly better for 90% of builds out there. The adjustments I recommend would give more incentive to use the Light Armor side of the tree.

If you decide to change it let me know and I'd be happy to take another look at it. Going to pass for now, though.
todeskaiser Dec 11, 2012 @ 2:06pm 
nice...haven't tried this yet but I like the idea, also that you try find a lore friendly way to implement it is something I value...too much overpowered strange stuff in many mods