Skyrim Special Edition
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aljoxo

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aljoxo

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About this mod

Vestige is a complete, comprehensive overhaul and rebalance of Skyrim's Artifacts and Guild Items.

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Vestige

Vestige is a complete overhaul of Skyrim’s artifacts and pre-existing sets designed to balance them while keeping them both powerful and not too gimmicky in order to make artifacts act more like build defining items rather than randomly powerful gear that you may acquire throughout your playthrough. Vestige is heavily balanced around Thaumaturgy's slot restrictions and values while still making the most powerful artifacts still more worthwhile that gear that can be created by the player.
All Artifacts are deleveled, though not all correlate with the maximum level the artifact may have been seen at in the vanilla game.
Vestige incorporates some themes present in one of my previous mods, Sets of Skyrim, bringing the idea of functional set bonuses to Skyrim.

Xbox Version can be found here and is managed by FatalIllusion.

(Soft) Requirements

Spell Perk Item Distributor (SPID): if you want NPCs to be able to benefit from the Set Bonuses.
Thaumaturgy - An Enchanting Overhaul: for maximum consistency, however the mod does not depend on Thaumaturgy and should work perfectly fine without it, however the effects are stronger when used in conjunction with Thaumaturgy.
Mysticism - A Magic Overhaul: In order to gain maximum benefit from certain effects.
Scion - A Vampire Overhaul: In order to gain maximum benefit from certain effects.
I suggest using White Phial - Tweaks and Enhancements by AndrealphusVIII to cover one of the major artifacts I left out of this mod.
I also suggest using Ring of Namira - Improved to provide some minor improvements for the cannibalism mechanic.

Daedric Artifacts

The Daedric Princes of Oblivion are known to create artifacts from their own essences and gift these artifacts to mortals, spreading the princes' influence in return for their power.

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Dragon Priest Masks and Staves

Masks of the Dragon Cult are strange artifacts created by the dragons in the Merethic Era. The highest ranking priests of the Dragon Cult were granted magical masks that defy the laws of time and possess powerful, mysterious enchantments. 

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Aedric Artifacts

Aedric Artifacts are leftovers of the Aedra, those who gave significant portions of their power in order to facilitate the creation of Mundus.


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Aetherial Artifacts

Aetherial Artifacts are created at the Aetherium Forge from a rare material that only the Dwemer knew how to forge.

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Dawnguard Artifacts

Artifacts of the Dawnguard are powerful relics used by Vampire Hunters throughout the ages. They can be obtained by those who side with the Dawnguard.

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Vampire Artifacts

These minor artifacts are powerful relics that are known by the Volkihar clan within Skyrim. These artifacts provide strong boosts to the mortal capabilities of Vampires.

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Minor Artifacts

These artifacts can be found throughout Skyrim, either in dungeons, from guild questlines, or at certain points of interest. While some of these may be competitive with higher tier artifacts, most of these are primarily meant to serve as early to mid-game items.


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Unique Sets
Skyrim has a lot of sets, either unique or guild related. In vanilla, most guild sets are way too strong for how easy they are to obtain but most unique sets end up being significantly weaker than most mid to end game enchanted gear. (I copy pasted this from the Sets of Skyrim page and made the appropriate tweaks, hence why the formatting is different, writing mod pages like this sucks lol).

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Compatibility
This mod should be compatible with any mod that doesn't edit the same records. Some mods that alter the appearance of these armors may not be compatible depending on how it is done. Mods like Visual Animated Enchants are incompatible without a patch because they edit the same records in order to apply the enchant art.
For mods like AbyssBloodmoonFlames of ColdharbourMysticism - A Magic Overhaul, Necrom, and Thaumaturgy - An Enchanting Overhaul there are some mesh and texture conflicts, you can load my mod either before or after these mods, it should not make a difference. I suggest allowing these mods to win mesh and texture conflicts over my mod. (I strongly suggest using these mods)

Current Patches included for:
4thUnknown - Ancient Shrouded Armor Replacer
aMidianBorn Armor Variants Lite
ArteFakes - Unique Artifacts Replacer
Ave's Unique Jewelry Replacer
Belt-Worn Dragon Priest Masks - From Warmonger Armory
Canis Hysteria - The Werewolf Disease
DragonPriest Retexture SE (for the ESP that changes the Acolyte meshes)
- Gauldurbrand - Gauldur Weapons Replacer (under optional files currently)
JS Unique Utopia SE - Daggers
- King-Priest - Enhanced Dragon Priests
Left Hand Rings Modified ESPFE SPIDfied - Thaumaturgy Patch
- Legacy of the Dragonborn SSE
Masque of Clavicus Vile by Mandragorasprouts
Modular Armory - Community Collection (Unique Trollsbane and Zephyr)
- Praedy's Staves AIO (both normal and LOTD versions)
Ring of Namira - Improved (this patch is unnecessary and mostly exists for tooltip consistency and to stupid proof load order)
Unique Uniques SE
Unique Uniques SE Re-Ported
- Ahzidal's Armor Set - My version (both normal and LOTD versions)
- DEATHBRAND - My Version (only the replacer optional file)

Credits
SimonMagus616 for some scripts and several assets from Thaumaturgy and Mysticism.
EnaiSiaion for Lady Stone summon from Andromeda was used as a base for the Konahrik summon.
TitansBane for Reflect Shield script from Reliquary of Myth.
AndrealphusVIII for the Rune Axe fix from Dawnguard Rune Axe Bug Fix.
rotomfan123 for the idea on how to better implement Set Bonuses.
Dareni for help fixing the startup quest and for some wonderful assets from AbyssBloodmoon, and Flames of Coldharbour for the Dragon Priest staves. Also used some assets from Necrom for Miraak. If you want to use Norive's assets in your own work, please ask them first.
GrayMatter90 for the Dremora Spellsword that I used as one of the Dremora types for Sanguine's Rose
DeltaRider for a lot of ideas I shamelessly stole.

Future Plans and Thoughts
strongly suggest players to use this mod in conjunction with Thaumaturgy and Apothecary, however it should work perfectly fine on vanilla from my testing.

With the 2.0 Update, this mod is likely finished. I will most likely be swapping to Artificer when the mod releases.
I generally suggest that Daedric quests be kept to level 20-30.

My Other (Good) Mods
Modern Combat AI
Insightful Leveling
Doomstones - An Uncreative Standing Stone Overhaul
Draugr MCO Improved