Working With the Quicksilver Ingot in Skyrim
Quicksilver Ingot is one of those less commonly used materials in Skyrim's smithing tree. It sits between steel and ebony on the upgrade path for certain weapon types, and it requires a fairly specific setup to actually work with. The item ID you're looking for is Quicksilver Ingot — it shows up as 000115C3 in the Creation Kit. That matters because most people who come looking for this end up trying to spawn it via console, and if you type the wrong number you end up with a duplicate entry or a broken script reference.
Quicksilver Ingot Skyrim Id Reference
I spent way too long debugging a custom armor set last winter where I'd accidentally overwritten the base form for quicksilver material during a mod install. The ingot would spawn fine with the console command player.additem 000115C3 [quantity], but the crafted weapons came out with zero stats. Took me three evenings of tracking down which ESP file had the override before I figured out my mod was pulling a conflicting reference from a leftover .bsa in my data folder. The workaround was simple once I knew what I was looking for — use showdebugstats while hovering over the ingot in-game to verify its editor ID, then cross-reference it against your active mods list in CK. Mismatched IDs between the game's master files and your.esp will silently fail during crafting. Here's the thing most guides skip: quicksilver ingots don't just drop from smelting gold ore. You need the specific quicksilver ore node, which only spawns at certain elevations and mine levels. The Smelter menu won't let you create them from regular gold — the recipe is locked behind the actual quicksilver ore form (Editor ID: QuicksilverOre, Form ID 000115C2).
If you're making a mod that references quicksilver ingots, use the base game's form rather than creating a copy. I ran into this when a friend insisted on duplicating the item for a custom faction quest line. Turns out, NPCs with the "Smith" service tag check the Master Form reference when computing trade values. A duplicate item gets evaluated at base gold worth instead of the proper quicksilver multiplier, so a vendor might offer you 12 septims for an ingot that should be worth 48. The console approach works fine for single-player adjustments. Just remember that anything spawned this way doesn't save properly if you're on a load screen — Skyrim treats console-spawned items as transient objects and deletes them on reload. Not a huge deal if you only need a handful for a crafting spree, but if you're stockpiling for a long-term build, consider using the Papyrus Console instead or just mining the ore nodes directly. The vanilla distribution gives you roughly 3-5 quicksilver nodes per deep mine, and they regenerate on a cell reset cycle. One edge case worth noting: if you're running any mod that rebalances smithing materials (like Expanded Armory or similar overhauls), the quicksilver ingot's base value and required skill level can shift. Always verify in CK after installing these types of mods, because the game itself won't warn you that a referenced form has changed underneath your existing saves.
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The creation recipe also requires the Dark Brotherhood bonus perk if you want the improved version. Without it, you're crafting standard quicksilver gear, which is still solid for mid-game builds but falls off hard once you hit the Dragonborn DLC gear tiers. Worth considering before you invest heavily in upgrading your smithing skill just for this material — it's decent, but not a finisher.