The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Lore-Friendly Artifact Rebalance (Requires DG & DB DLC)
   
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Aug 6, 2012 @ 6:56pm
Mar 28, 2013 @ 7:30pm
11 Change Notes ( view )

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Lore-Friendly Artifact Rebalance (Requires DG & DB DLC)

Description
Now requires Dawnguard and Dragonborn DLC packs; if you do not have them, unsubscribe to the mod here and instead download an earlier version on Skyrim Nexus (link below). This change is because this version of the mod alters artifacts from Dawnguard and Dragonborn both.

This mod slightly alters the statistics of some of Skyrim's artifacts (unique, powerful player-equippable items scattered throughout the world or given as quest rewards) to maintain balance with player-created items while increasing compliance with the rich lore of the Elder Scrolls universe. Many other artifact rebalance mods exist, but I was unsatisfied with them due to a lack of lore-friendliness.

This mod modifies numerous Daedric Artifacts (weapons and armor alike), most of the Dragon Priest masks, many legendary weapons, and a few jewelry items (mostly for Mage-oriented players). Please leave a comment if an artifact you feel is underpowered has not been modified, or if you disagree with some of my alterations.

What's New in 1.5:

(The belated Dragonborn Update, thanks to ULikeMyPony on Nexus for suggesting some ideas for changes)

Miraak (mask)
(Note: I changed a script attached to the mask; if you already have it, drop it from your inventory and pick it back up again to "update" it.)
Removed level-specific versioning of item; regardless of your level, the mask's statistics will remain the same (same as the other Dragon Priest masks).
Changed to Light Armor to better suit a typical Mage playstyle; armor rating decreased to 21 and weight decreased to 5 to match.
Increased magnitude of Fortify Magicka ability to 100.
Added Benthic Scream shout ability designed but not implemented by Bethesda for some reason, with some slight tweaking on my end (added a 15-second cooldown).
Added a tempering recipe: 1 Ebony Ingot, 1 Daedra Heart.
Material classification: Dragon (for perk-augmented grindstone improvement).

Ahzidal
Changed to Light Armor to better suit a typical Mage playstyle; armor rating decreased to 21 and weight decreased to 5 to match.
Material classification: Dragon (for perk-augmented grindstone improvement).

Dukaan
Changed to Light Armor to better suit a typical Mage playstyle; armor rating decreased to 21 and weight decreased to 5 to match.
Material classification: Dragon (for perk-augmented grindstone improvement).

Zahkriisos
Changed to Light Armor to better suit a typical Mage playstyle; armor rating decreased to 21 and weight decreased to 5 to match.
Material classification: Dragon (for perk-augmented grindstone improvement).

Bloodskal Blade
Base damage increased to 23 (same as Stahlrim Greatsword).
Energy blast damage increased to 50.

Miraak's Sword
(Note: Changes only applied to player-character-usable version; no need to make Miraak even tougher to fight.)
Across all leveled versions, reach increased to 1.2 and speed increased to 1.1.
Across all leveled versions, added Poison Damage (same as that of the Poison Rune introduced in this DLC) enchantment of identical potency to the existing Absorb Stamina enchantment.
Increased magnitude of enchantments as follows: 30 in the Levels 1-44 verson, 40 in the Levels 45-59 version, and 50 in the Levels 60 and up version.
Across all leveled versions, charges are infinite.
Across all leveled versions: Material classification: Daedric (for perk-augmented grindstone improvement).

Miraak's Boots
Reclassified as clothing; armor rating decreased to 0.

Miraak's Gloves
Reclassified as clothing; armor rating decreased to 0.

Cultist Gloves
Armor rating decreased to 0 (match with the rest); weight commensurately decreased to 1.
Now classified as clothing as opposed to Light Armor (match with the rest).

Cultist Mask
Armor rating decreased to 0 (match with the rest); weight commensurately decreased to 1.
Now classified as clothing as opposed to Heavy Armor (match with the rest).

Telvanni Robes
Magnitude of Magicka Regeneration enchantment increased to 125%.
(This change is only applied to the player-accessible variant; Neloth's 150%-magnitude robes are left intact)

Compatibility:
Compatible with Dragonborn, Hearthfire, Dawnguard and Skyrim 1.9. Earlier versions of Skyrim should work (pre-1.7 not tested), requires Dawnguard and Dragonborn but should work without Hearthfire.
Compatible with any mod that does not modify the statistics or enchantments of the artifacts listed in the full changelog.
To minimize conflicts, put this mod last in your load order.

Visit the Skyrim Nexus page for the full changelog: http://skyrim.nexusmods.com/mods/21870/

Please provide feedback on the mod through the comments section either here or on Nexus. If you like it, I'd appreciate it if you rated it up and favorited it here on Workshop, and/or endorsed it on Nexus.
22 Comments
sage  [author] Dec 11, 2012 @ 7:50pm 
Thanks for the nice feedback. As I made this mod for personal use and only later felt compelled to share it with others, and I haven't played Skyrim in a while (too many games, not enough time), I haven't gotten the time or motivation to work on it for a while.
Lluminate Dec 11, 2012 @ 7:32pm 
I knew you were alive! (One of the folks from the Nexus here)
As long as the Dawnguard update is coming at some point, I'm happy.
sage  [author] Dec 10, 2012 @ 4:04pm 
Thanks for the feedback, Falaris. I don't know anything about the werewolf spell-defence effect attached to the Savior's Hide, but I can confirm that it doesn't give any special boost to werewolf form.

Most likely, the same effect could be observable in third-persion human mode, perhaps. This mod would not break that, I don't think, though you could just uninstall it if it removed the effect.

Thanks for the suggestion, as well. I might just do that.

Update is coming in Valve Time. Some poor folks at Nexus have been waiting since October. I'm just too busy to work on it. :(
Falaris Dec 10, 2012 @ 10:12am 
One further comment.. in Skyrim (vanilla early version) I noticed that when you changed into a werewolf while wearing the savior's hide, you'd get the glowy spell defence effect, which implied the savior's hide gave you defence of some sort in werewolf form. Any idea if it does that, and if it's in hidden code, if this mod would break that?
Falaris Dec 10, 2012 @ 10:08am 
Nice mod. I think. :)

Note that the savior's hide would make sense to make equivalent with scaled mail, which is basically the 'advanced leather armor'. Magic resist is difficult to get that high so I'd tone it down to perhaps 35% though. (it is additive with fire etc. resist, I understand, so 50% fire resist + 35% magic resist is enough to get to the cap.).

Looking forward to the update.
Cosmic Armor Pizza Boy Dec 7, 2012 @ 6:37pm 
That was sort of the point I was getting at. The void is basically nothingness and the Blade wa stempered with....nothingness...
sage  [author] Dec 7, 2012 @ 5:42pm 
Good point, but Bethesda allowed the Blade of Woe to be tempered...without any materials.

I might change the crafting material to Void Salts. Thanks for the suggestion.
Cosmic Armor Pizza Boy Dec 7, 2012 @ 3:36pm 
I don't think they neglected to add a tempering recipe for the Blade of Woe. I think it's supposed to be that way. The blade according to tamrielic lore, is made of the essence of the void and crafted by sithis himself. No material makes sence of bethesdas part but if you are heart set on giving it a clasifacation then you should go with Void salts. They are fairly difficult to come by and would bring balance to the blade's requirments as well as the lore. Everyone is happy. Ebony just didn't seem all that great. :/
nxy Sep 8, 2012 @ 12:08pm 
ah oke I'll keep my eyes open
sage  [author] Sep 8, 2012 @ 9:08am 
I'm still working on the mod; just busy with other stuff. The next version will rebalance Dawnguard artifacts, so it will probably be uploaded as a separate mod.