Skyrim Improved Daedric Artifacts

  1. Skyrim Better Daedric Artifacts Mod

Daedric/Aedric artifacts mod thoughts - posted in Skyrim: So after playing around with some of the Daedric artifacts and Auriels Bow I thought about it and kinda realized/mumbled to myself that I could make much better gear than the one that were given to you by gods.

If loot from quests could be better than the best gear you can craft, then crafting would be a waste of the investment.So yeah, they should be weaker.Not at all. Since you can use Smithing to improve quest rewards as well and they could alter the 100 Enchanting perk to add an effect to an already enchanted item.

Skyrim Improved Daedric ArtifactsLocations

That would make both skills worthwhile, without making them so overpowered as they are now.As it stands right now, quest rewards are far too weak when compared to gear crafted with 100 Smithing and enchanted with 100 Enchanting (so without abusing the Alchemy vs Enchanting loophole). Crafting currently creates the best gear without having to do any quests or exploration. And it's piss easy to level-up and the material requirements are very very low to boot.In my opinion they should just remove the ability to craft Daedric equipment altogether and remove the 'improve them twice as much'-things from all of the Smithing perks. The legend of muay thai 9 satra full movie download 300mb.

You can still improve everything you find, but it won't be up to ridiculous levels. Oh, and of course remove Fortify Smithing and Fortify Enchanting from potions, ingredients and items.Daedric artifacts should be on their own level (above everything else) and be the absolute best equipment you can find. There are only 16 (?) Daedric artifacts and there are typically only a handful of them that are useful to a particular character. I think that it's a little difficult to balance this 'issue'. If Unique Weapons were stronger than Smithed Weapons people would say that smiting weapons is unnecessary as you can have better weapons by simple doing a quest.

If Smithed Weapons were stronger (What they are) people would say that the Unique Weapons are unnecessary.The latter makes a lot more sense. Crafting can be repeated infinitely if desired to equip companions as well. Unique items are unique, cannot be duplicated and can only be found once.Posts: 3413 Joined: Mon Aug 27, 2007 3:48 am.

If loot from quests could be better than the best gear you can craft, then crafting would be a waste of the investment.So yeah, they should be weaker.So instead of crafting being a waste, questing is now a waste?:angel: (and apparently the person above me just argued the same thing, lol)Seriously, though, they should be pretty equal. It would be better if the Daedric stuff was equal to.Daedric stuff. Er, the craftable armor. I don't make sense, but anyway crafting is super easy in the first place. It seems like doing a quest for a daedric being would net you something better than standing in Whiterun crafting for an hour or less.Posts: 3396 Joined: Mon Jul 31, 2006 4:49 am. And people think Daedric artifacts being meh is a new phenomenon or something.I know it's not a 'new phenomenon', but it is dissapointing that the trend has carried on into Skyrim.

Granted the Daedric quests aren't difficult, it just feels like it is wasted time when your rewarded with something that doesn't even make you consider it's use over the stuff you made yourself. Most of the items come off as a novelty, even if you didn't use exploits to craft your armor/weapons.Posts: 3371 Joined: Sat Jul 21, 2007 12:06 am.

As it stands right now, quest rewards are far too weak when compared to gear crafted with 100 Smithing and enchanted with 100 Enchanting (so without abusing the Alchemy vs Enchanting loophole).i stopped reading there. You have no clue what you are talking about thats for sure. Otherwise you would not call this thing a LOOPHOLE because a merely 3-7% stronger entchants are not really a loophole a loophole is something that can be repeated endlessly. (whats really a loophole is the thing with restoration potions THATS a loophole because you can repeat it endlessly)the problem is that failthesda forget to assign some items (like the artifacts and the nightingale blade for example) to a fitting smithing perk. That is a oversight. They did it with some items (priest masks work with STEEL perk) and forgot it on others.

Skyrim Better Daedric Artifacts Mod

Skyrim Improved Daedric Artifacts

Thats called a BUG.there is a mod already out there that fixes this problem tough.the ebony blade for example has either THREE bugs at once OR which is way way more likely and makes more sense when you look at its stats has only ONE bug and thats that it is actually supposed to be a ONE HANDER. The later is much much more likely considering how easy it was to assign a weapon to a weapon type back in morrowind and oblivion. A simple MISSCLICK by some dev could have done this which is more likely than all the other THREE things at once on the same item.what kind of damage do you guys who flame the crafting part actually think would be OK or BALANCED? Let me tell you this: the game is already pisseasy with a weapon who deals above 200 damage. And guess what`? You can get a weapon that has this damage by only using the fortify weapon% entchant on it.

No alchemy/smithing/entchanting perks needed for it actually. All you need to do is this BUY some things of a few vendors at all.and that is all that is needed to reach this high numbers already.failthesda will never REMOVE any of these effects entirely the only thing they could do if they actually THINK about it is making it so that these entchant effects no longer STACK that would slove the zero manacasting aswell. But that is the ONLY way to balance this thing.and i really really doubt that bethesda will see this option so they will leave it as it is. And there a more important things around than these imo. (endless oghma use for example)Posts: 3492 Joined: Fri Nov 30, 2007 12:45 am.

I was upset that to be a thief in good standing with Nocturnal, you had to give the Skeleton Key back. What is the point of that?To be honest I actually think this was a good move. In Morrowind, you only had 25(?) uses of the Skeleton Key - which felt like too little. Then Oblivion went the total opposite, and once you obtained it you only had to wear out the 'random' button to open any lock - It also fortified your security skill, which to this day I still don't fully understand why. A happy medium would have been difficult to create, we're a hard bunch to please.Still, it woulda been nice to at least keep as some kind of display artifact.Posts: 3406 Joined: Sat Feb 24, 2007 3:39 pm.