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Trainwiz for Legendary Dungeons: Dwarven Delves
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Changelogs
Version 1.1.0
Updated for latest official version of Legendary Dungeons: Dwarven Delves.
Stormforge now has an official implementation of an infinite Shock damage enchantment. As such, the fix implemented by this mod has been removed.
Removed three ITM records.
Version 1.0.4
Added ability to craft enhanced versions of Zelnac's, Bcharac's, and Chendnac's crossbows. Requires the Dwarven Smithing perk in addition to completing Stone Garden.
Added optional patch that replaces Zelnac's, Bcharac's, and Chendnac's cuirasses and boots with more powerful Dwarven Plate variants. Installable via FOMOD. (Requires "Alternative Armors - Dwarven Plate")
Version 1.0.3
Bcharac's craftable armor now teaches the base Resist Frost enchantment when disenchanted, rather than the base Resist Fire enchantment. While the armor itself cannot be disenchanted, this is for consistency purposes should it become via console commands or other means.
Chendnac's craftable armor now teaches the base Resist Shock enchantment when disenchanted, rather than the base Resist Fire enchantment. While the armor itself cannot be disenchanted, this is for consistency purposes should it become via console commands or other means.
Due to an oversight regarding the magic effect "AbFortifyCarryWeight", the King's Craft ability was invisible in the Active Effects menu. This has been fixed by replacing the magic effect with "EnchFortifyCarryConstantSelf", making King's Craft visible to the player.
Added optional patch that adds Light Armor variants of Zelnac's, Bcharac's, and Chendnac's craftable armor. Installable via FOMOD. (Requires "Alternative Armors - Dwarven Mail")
Added optional patch that adds arquebuses (arquebi?) to Zelnac's, Bcharac's, and Chendnac's craftable weapons. Installable via FOMOD. (Requires "Arquebus")
Version 1.0.2
Expanded the patch to include the Stormforge war axe, as well as Zelnac's, Bcharac's, and Chendnac's craftable weapons; all of these weapons now have infinite charges for their enchantments, and can be disenchanted to learn their base enchantments as well.
Bcharac's weapons now teach the base Frost Damage enchantment when disenchanted, rather than the base Fire Damage enchantment. While the weapons themselves cannot be disenchanted, this is for consistency purposes should it become disenchantable via console commands or other means.
Chendnac's weapons now teach the base Shock damage enchantment when disenchanted, rather than the base Fire Damage enchantment. While the weapons themselves cannot be disenchanted, this is for consistency purposes should it become disenchantable via console commands or other means.
The Ghostbottle weapons can now be disenchanted to learn a more balanced version of their Poison Damage enchantment.
With this update, all weapons included in Legendary Dungeons: Dwarven Delves have been fixed. This doesn't mean the end of the mod, however, as there are still a number of issues that need addressing, so stay tuned!
Version 1.0.1
Upon discovering that the unique Ghostbottle weapons from Stone Garden have same issue Mhuvnak's weapons have, the patch has been expanded to include said weapons.
This means that, like Mhuvnak's weapons, the Ghostbottle weapons now have infinite charges for their enchantments. However, unlike Mhuvnak's weapons, they cannot be disenchanted.
For compatibility's sake, the ESP name shall remain unchanged for future updates going forward.
Version 1.0.0
Initial release.
First of all, why? While I wait for my PC version of Skyrim to become playable again, I decided to make a separate build for my Xbox version, made solely for the purposes of testing the new paid Verified Creations. One such Creation, Legendary Dungeons: Dwarven Delves by Trainwiz, adds two new high-level dungeons to explore--Stone Garden and Frostvault--with unique, powerful rewards. Each dungeon has three weapons that can be found with powerful enchantments. At first glance, it's implied that these enchantments are meant to be infinite, considering no enchantment charge bar exists for any of these weapons, and after a quick playthrough of Frostvault I managed to get my hands on Mhuvnak's Theorem and was eager to test out my new toy.
As you could probably guess, this was not meant to be. I discovered the hard way that all of the weapons obtainable in this mod have what I like to call "the Keening problem", in which a weapon with a powerful enchantment has zero charges while the enchantment itself has a cost greater than zero, rendering the enchantment unusable. The result: they're virtually useless outside of disenchanting. That's where this patch comes in. So what does it do? This patch fixes each of the weapons obtainable in Legendary Dungeons by replacing and modifying their enchantments into unique versions, allowing for each weapon to have infinite charges, as Trainwiz probably intended (don't quote me on this). Each weapon can still be disenchanted to learn the base version of their enchantment. What's more, this patch is flagged as ESL to save a slot in your ever-growing load order. The changes made by this patch include the following:
The Poison Damage enchantment cost of the Ghostbottle Scalpel, Ghostbottle Crucible, and Ghostbottle Forcep has been reduced from three to zero. They can also be disenchanted to learn a more balanced version of this enchantment.
Mhuvnak's Theorem, Mhuvnak's Piston, and Mhuvnak's Work weapons have their default Tier 6 Chaos Damage enchantment replaced with a unique version that has zero enchantment cost.
The enchantment costs of Zelnac's, Bcharac's, and Chendnac's weapons have been reduced from ten to zero. Furthermore, Bcharac's and Chendnac's weapons now teach the base Frost Damage and Shock Damage enchantments respectively when disenchanted, rather than all three weapon categories teaching the base Fire Damage enchantment. While the weapons themselves cannot be disenchanted, this change is meant for consistency purposes should they become disenchantable via console commands or other means.
Bcharac's and Chendnac's craftable armor now teach the base Resist Frost and Resist Shock enchantments respectively, instead of all three armor categories teaching the base Resist Fire enchantment. Again, these items can't be disenchanted normally; this is just for consistency purposes.
Due to the magic effect "AbFortifyCarryWeight" being invisible to the player by default, the King's Craft ability (the ability that lets you craft Zelnac's, Bcharac's, and Chendnac's artifacts) was also invisible. As such, this magic effect has been replaced with "EnchFortifyCarryConstantSelf", making King's Craft visible to the player under Active Effects.
You can now craft enhanced versions of Zelnac's, Bcharac's, and Chendnac's crossbows that ignore 50% of Armor, in addition to their unique effects. You must have the Dwarven Smithing perk in addition to the King's Craft ability in order to do so.
Optional patches for Alternative Armors - Dwarven Mail, Alternative Armors - Dwarven Plate, and Arquebus (which add Light Armor and Arquebus variants of Zelnac's, Bcharac's, and Chendnac's artifacts, as well as replace their cuirasses and boots with more powerful variants) are available via FOMOD.
Requirements? Legendary Dungeons: Dwarven Delves is a hard requirement.
Compatibility? This patch is compatible with everything except mods that modify any of the weapons or armor it touches in any way.