The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Unofficial Item Fixes
   
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Feb 9, 2012 @ 8:24am
Jul 27, 2012 @ 8:23am
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Unofficial Item Fixes

Description
This mod is intended to fix the various data issues with weapons and armor in Skyrim (plus other minor fixes with creatures and such). The mod will almost certainly get smaller as Bethesda releases additional patches in the future.


v3.2
* The Longhammer now uses proper warhammer sound effects.


v3.1
* Honed Falmer Waraxe, Honed Falmer Sword, and Supple Falmer Bow can now be tempered.


v3.0
* Linwe's armor set now made of Leather so it benefits from Matching Set perk.
* Staff of Magnus effects changed to absorb so that it actually transfers magicka/health to the player instead of doing straight damage. It's still a ♥♥♥♥♥ to use and doesn't quite work at point blank range.


v2.9
* Blade of Woe now has same speed as other daggers.
* Steel Shin Boots and Steel Imperial Gauntlets now also count as Heavy Imperial in addition to Steel so you can have set bonus when wearing all Imperial gear. Yeah, they're weird items.


v2.8
* Rueful Axe now has correct battleaxe sound effects, really (same as other battleaxes). Yay for odd naming conventions for soundfiles, Bethesda! :)


v2.7
* Rueful Axe now has correct axe sound effect when swung.


v2.6
* All Fur armor pieces are now made of ArmorMaterialHide, allowing them to benefit from the Matching Set perk.
* Silent Moons Enchantment (for Lunar weapons) now actually affects the enemy's Health instead of Weapon Speed.


v2.5
* Fine Armguards now classified as Light Armor and Leather (for Light Armor perks).
* Gilded Wristguards now classified as Leather (for Matching Set perk).
* Draught of the Warrior-style potions now affect Dagger damage, too.
* True Shot-style potions now ONLY affect Bows (they forgot to condition the perk correctly).
* Shout reductions now read "20%" for Morokei and the Amulet/Blessing of Talos. This bandaid burns!
* Daedric bows now have a bash sound effect attached (the field had been left blank).


v2.4
* Falmer Helmet now has keywords ArmorHeavy and ArmorMaterialSteel, bringing it in line with the other Falmer armor pieces and allowing the Matching Set (Heavy) perk to work properly. It also benefits from the Steel Smithing perk, same as all the others.
* Falmer Shield now benefits from Steel Smithing perk.


v2.3
* Headman's Axe is now classified as a battleaxe (since it's 2-handed) and benefits from the appropriate perks.


v2.2
* Blades armor pieces now benefit from the Steel Smithing perk.


v2.1
* Morokei now has the proper enchantment - 100% magicka recovery and 20% shout cooldown reduction. Note that Bethesda must fix the display issue for shout cooldowns - it will show as 0%, though the bonus is applied properly.


v2.0
* Dragon Priest Dagger is now a Daedric weapon (since it looks like a rusty Daedric dagger) and can be tempered.
* Staff of Thunderbolts now fires thunderbolts (instead of lightning).


v1.9
* Nightingale Blade now has keyword WeapMaterialEbony and benefits from Ebony Smithing perk.
* Nightingale Bow now has keyword WeapMaterialEbony and benefits from Ebony Smithing perk.


v1.8
* Stormcloak Officer Boots now has correct keyword ArmorLight, allowing it to benefit from Light Armor perks.
* Keening set to auto-calc charge uses, meaning you actually have to recharge the thing once in awhile. Previously, you could kill the world and maybe use up half the charges. Maybe.


v1.7
* Diadem of the Savant is now a proper circlet and no longer Light Armor. It also counts as jewelry and can be sold to jewelers.
* Headsman's Axe can now be tempered.


v1.6
* Keening now has appropriate charges (similar to the Mace of Molag Bal) and can be recharged. Note that Bethesda seems to have intended it to be an item with near-infinite uses - its charge cost per hit is very small.
* Keening now benefits from the Dwarven Smithing perk.


v1.5
* Shield of Ysgramor can now be tempered.
* Shield of Ysgramor is now made of Steel and benefits from Steel Smithing perk.


v1.4
* Forks can now be tempered.
* Knives can now be tempered.
* Rocksplinter (pickaxe) can now be tempered.
* Silver greatswords can now be tempered.
* Silver swords can now be tempered.


* General Tullius' Armor now benefits from Steel Smithing perk.
* Scaled Horn Armor can now be tempered.
* Studded Imperial Armor can now be tempered.


v1.3
* Pickaxes can now be tempered.
* Woodcutters' Axes can now be tempered.
* The Woodsman's Friend can now be tempered.


v1.2
* Supple Draugr Bow can now be tempered.
* Skyforge Steel Dagger can now be tempered.
* Orcish Battleaxe added to LItemWeaponBattleAxe - should now show up as random battleaxe loot more often.

* Imperial Helmet now correctly classified as Heavy Armor made with Heavy Imperial Material, like all other Imperial armors.
* Tumblerbane Gloves can now be tempered.

* Breton magic resistance now correctly stated on loading screen as 25% (was 50%).


v1.1
* Ebony Daggers are now as fast as other daggers.
* Blade of Woe now requires a steel ingot to be improved (required nothing before)

* All ebony armors now benefit from the Matching Set (Heavy) perk.
* All Thieves Guild armors now benefit from the Matching Set (Light) perk.


v1.0
* Wuuthrad is now a Steel weapon and can be improved at grinding wheels.
* Dawnbreaker is now an Ebony weapon and is affected by Ebony smithing.
* The Ebony Blade is now an Ebony weapon (duh) and can be improved at grinding wheels.
* The Ebony Blade is now considered a Greatsword instead of a Sword, due to its two-handedness.
* The Mace of Molag Bal is now affected by Daedric smithing.
* Mehrune's Razor is now affected by Daedric smithing.
* The Rueful Axe is now considered a Daedric Artifact.
* The Rueful Axe now has the same speed as other battleaxes.
* The Rueful Axe is now affected by Daedric smithing.
* Volendrung is now affected by Daedric smithing.
* The highest version of the Nightingale Blade can now be improved at grinding wheels.
* The Nord Hero Bow can now be improved at grinding wheels.

* Daggers are now affected by Fortify One Handed.

* The Masque of Clavicus Vile can now be improved at workbenches.
219 Comments
Zacknn Aug 12, 2024 @ 12:25pm 
Blade of Woe requires a Daedra heart to improve. I just improved it the daedra heart in my inventory disappeared after improving the Blade of Woe. All the improving for Daedric weapons and items should require Daedra hearts. I noticed it makes it ebony for some stuff which seems oddly wrong.
l0fi Jun 12, 2024 @ 7:34am 
While this mod is wonderful for fixing a lot of stuff, I would like to leave a small warning: it causes a small bug where Scout-Many-Marshes won't give you his quest. Took me a while to figure out what mod was causing this so thought I would share.
Creperator Dec 31, 2021 @ 3:54am 
Yeah, didn't age well at all kek
💖 Officer Hotpants 💖 Oct 3, 2019 @ 2:12pm 
"The mod will almost certainly get smaller as Bethesda releases additional patches in the future."

*laughs in future knowledge*
Heavenly Demon Feb 13, 2018 @ 5:50am 
now is 2018 and no bloodskal fix ;-;
Lucid Sep 15, 2017 @ 10:12pm 
Just an FYI. this may interfere with Thieve Guild side quests from both parties that assign them. (Delvin & Vox)

Yes it's 2017
Yes it probably wont be fixed
the last update was like a year after the game came out
Tom Jackal Jan 28, 2017 @ 2:36pm 
This mod hasn't been updated since 2012. Go home.
A Dirty Whiterose Shipper May 14, 2016 @ 5:21am 
lookin at that sign, i should open my umbrella
76561198112746487 Jan 1, 2016 @ 7:32pm 
plz fix the infinite loading screen
Ryuk Nov 15, 2015 @ 10:48am 
have one unpleasant problem - Enchanting potions dont work. Guess this mode now conflicting woth unofficial patch.