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Found 14 results

  1. View File Accurate Tooltip Stats This mod implements more accurate, context-dependent tooltip displays for weapon damage and armor ratings, using MWSE-lua. In vanilla Morrowind, weapon tooltips will display the official damage values for each attack type (chop/slash/thrust) as listed in the Construction Set. However, the game also takes the player's strength and the weapon's condition into account in determining the actual damage done by the weapon. With this mod, the tooltip damage display will take these factors into account as well. For armor, in vanilla, the armor rating listed in the CS is modified by the player's relevant armor skill to determine the AR displayed in the tooltip, but the game also takes into account the armor's condition when determining the actual AR provided by the armor. With this mod, the tooltip AR display will also take condition into account. In addition, the mod can optionally increase the precision of the damage and AR displays. The vanilla game will only display these values as integers; this mod can cause them to show one digit past the decimal point. This can also optionally affect the armor rating display below the character portrait in the inventory menu. Each component of the mod can be enabled/disabled as desired in the Mod Config Menu. Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Compatibility This mod is compatible with Thrown Projectiles Revamped. Normally, this mod doubles the displayed damage done by thrown weapons before strength is taken into account, as that's what the game does when calculating their damage. However, if you're using Thrown Projectiles Revamped, this mod will not double the damage display for these weapons, because it's no longer needed to ensure accuracy. The mod is also compatible with a number of other mods that change how armor ratings are calculated: Useful Bound Armor, Bound to Balance, Armor Rating, 4NM Combat, and 4NM. This mod will detect whether you're using one of those mods, and if so will take their changes into account when adjusting the tooltip display. There might be conflicts with other MWSE-lua mods that change how armor rating or weapon damage is calculated. (Mods that just change the damage/AR of weapon/armor pieces will be compatible.) Conflicts are also possible with MWSE-lua mods that muck around with weapon or armor tooltips. (However it's perfectly compatible with UI Expansion.) Do not use Accurate Thrown Weapon Tooltips with this mod - that mod is basically incorporated into this one. Contact Feel free to contact me on Moddinghall or the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 05/27/2022 Category Miscellaneous  
  2. Version 1.0

    102 downloads

    This mod implements more accurate, context-dependent tooltip displays for weapon damage and armor ratings, using MWSE-lua. In vanilla Morrowind, weapon tooltips will display the official damage values for each attack type (chop/slash/thrust) as listed in the Construction Set. However, the game also takes the player's strength and the weapon's condition into account in determining the actual damage done by the weapon. With this mod, the tooltip damage display will take these factors into account as well. For armor, in vanilla, the armor rating listed in the CS is modified by the player's relevant armor skill to determine the AR displayed in the tooltip, but the game also takes into account the armor's condition when determining the actual AR provided by the armor. With this mod, the tooltip AR display will also take condition into account. In addition, the mod can optionally increase the precision of the damage and AR displays. The vanilla game will only display these values as integers; this mod can cause them to show one digit past the decimal point. This can also optionally affect the armor rating display below the character portrait in the inventory menu. Each component of the mod can be enabled/disabled as desired in the Mod Config Menu. Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Compatibility This mod is compatible with Thrown Projectiles Revamped. Normally, this mod doubles the displayed damage done by thrown weapons before strength is taken into account, as that's what the game does when calculating their damage. However, if you're using Thrown Projectiles Revamped, this mod will not double the damage display for these weapons, because it's no longer needed to ensure accuracy. The mod is also compatible with a number of other mods that change how armor ratings are calculated: Useful Bound Armor, Bound to Balance, Armor Rating, 4NM Combat, and 4NM. This mod will detect whether you're using one of those mods, and if so will take their changes into account when adjusting the tooltip display. There might be conflicts with other MWSE-lua mods that change how armor rating or weapon damage is calculated. (Mods that just change the damage/AR of weapon/armor pieces will be compatible.) Conflicts are also possible with MWSE-lua mods that muck around with weapon or armor tooltips. (However it's perfectly compatible with UI Expansion.) Do not use Accurate Thrown Weapon Tooltips with this mod - that mod is basically incorporated into this one. Contact Feel free to contact me on Moddinghall or the Nexus with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  3. View File Useful Bound Armor Useful Bound Armor Description This mod causes bound armor to use the normal formula for armor rating (taking light armor skill into account) instead of just providing the base rating regardless of skill. In vanilla Morrowind, most armor provides an armor rating that depends on your relevant armor skill. However, if the armor is weightless (i.e. bound armor), your armor skill is not taken into account and the armor just provides its base AR regardless of skill. Due to how the vanilla formula works, this basically means your effective armor skill is 30 when you equip bound armor. This is fine at low skill, but with high armor skill you're much better off using regular armor as long as it has a remotely decent base AR. With this mod, armor being weightless is no longer a special case; bound armor will use the exact same AR formula as any other armor, using your light armor skill to determine the AR it grants. With a light armor skill below 30, bound armor provides less protection than it does in vanilla, but with high light armor skill, it is potentially much better than in vanilla. Now bound armor will remain useful throughout the game. Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Compatibility Useful Bound Armor should be compatible with just about everything, except for mods that change how armor rating is calculated. In particular, it is not compatible with the Armor Rating mod, which also causes bound armor to take armor skill into account (using a different formula), along with changing the AR formula generally. If you want to overhaul how the game calculates AR, use Armor Rating. If you want to keep the vanilla calculation and just want bound armor to take armor skill into account, use this mod. Version History Version 1.0 - 2021-05-22 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/05/2021 Category Items  
  4. Version 1.0

    97 downloads

    Useful Bound Armor Description This mod causes bound armor to use the normal formula for armor rating (taking light armor skill into account) instead of just providing the base rating regardless of skill. In vanilla Morrowind, most armor provides an armor rating that depends on your relevant armor skill. However, if the armor is weightless (i.e. bound armor), your armor skill is not taken into account and the armor just provides its base AR regardless of skill. Due to how the vanilla formula works, this basically means your effective armor skill is 30 when you equip bound armor. This is fine at low skill, but with high armor skill you're much better off using regular armor as long as it has a remotely decent base AR. With this mod, armor being weightless is no longer a special case; bound armor will use the exact same AR formula as any other armor, using your light armor skill to determine the AR it grants. With a light armor skill below 30, bound armor provides less protection than it does in vanilla, but with high light armor skill, it is potentially much better than in vanilla. Now bound armor will remain useful throughout the game. Requirements This mod requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Compatibility Useful Bound Armor should be compatible with just about everything, except for mods that change how armor rating is calculated. In particular, it is not compatible with the Armor Rating mod, which also causes bound armor to take armor skill into account (using a different formula), along with changing the AR formula generally. If you want to overhaul how the game calculates AR, use Armor Rating. If you want to keep the vanilla calculation and just want bound armor to take armor skill into account, use this mod. Version History Version 1.0 - 2021-05-22 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  5. View File Enchant Capacity Rebalance Enchant Capacity Rebalance Description This mod adjusts the enchant capacities of weapons, armor and clothing for balance and consistency. An MWSE version and a plugin version are included. The changes made by this mod are generally modest, and are mostly within the range of vanilla values. The archive contains spreadsheets listing the unenchanted weapons, armor and clothing items in the game along with their old and new enchant capacities. Weapons The material a weapon is made of plays a large role in determining its enchant capacity. This was generally true in vanilla as well, but it was applied inconsistently and in some cases illogically. Superior materials now have superior enchant capacities across the board. The enchant values of iron and steel weapons (especially iron) have been lowered, while capacities for silver weapons have been increased. (In vanilla, iron and steel weapons tended to have identical capacities, while silver weapons actually had lower capacities than iron/steel.) Enchant capacities for Dwemer and especially glass weapons have been increased. Glass weapons in particular had oddly low enchant values in vanilla; they now have among the highest capacities (surpassed only by adamantium, ebony, stalhrim and daedric), which helps make up for their relative fragility. The type of weapon also now plays a more consistent role in determining enchant capacity. In general, two handed weapons have higher enchant capacities than one handed weapons (in part to make up for them precluding the use of a shield), while the more exotic weapon types like katanas have somewhat higher capacities than more common types. The biggest change in this regard is to staves, which now have significantly higher enchant capacities, the highest of all weapon types. This makes up for the relative inferiority of staves as physical combat weapons (which also prevent the use of a shield), while reinforcing their role as mage weapons. Weapons added by the expansions generally had too high enchant values in vanilla. These have been lowered, especially for the goblin/riekling weapons. An exception is adamantium, which have mostly been increased slightly. The single biggest change is to the Ebony Scimitar, which has been dramatically lowered from its insane vanilla enchant capacity of 80. The enchant capacities of projectiles have also been rebalanced in line with the above, for those who use the Morrowind Code Patch feature that allows enchanting them. Armor Enchant capacities for armor have received generally the same treatment as for weapons. The material an armor is made of plays a large and more consistent role in determining enchant value. Capacities for iron and steel armor have generally been lowered, along with the values for some other relatively low-end armors such as netch leather. Chitin and bonemold enchant values are also generally lower than vanilla, along with the Dark Brotherhood gear. In contrast, Dwemer armor has seen its enchant values rise in some cases pretty significantly. Some other higher-end armors like ebony, adamantium and ice armor have also seen increases (daedric armor is roughly the same on average). The vanilla tendency for armor type (cuirass, pauldron, etc.) to influence enchant capacity has been made more consistent as well. Like in vanilla, shields, and especially towershields, have considerably higher enchant values than other armor types (the Daedric Tower Shield's enchant value of 225, the highest in the game, is unchanged). Greaves and pauldrons have the lowest values, while cuirasses and helms have relatively high values. This was all mostly the case in vanilla, but is now applied much more consistently. Clothing Enchant capacities of clothing are mostly unchanged from vanilla Morrowind. In general, vanilla clothing enchant values are pretty consistent and logical, and are not unbalanced. However, a few adjustments have been made. The enchant values of robes have been increased across the board. Exquisite robes now have an enchant value of 60 (consistent with shirts, pants and skirts), up from the vanilla 40, and lower-tier robes have been adjusted accordingly. Otherwise, the enchant values of exquisite items are unchanged. Extravagant items have capacities half those of exquisite items, expensive items 1/4 those of extravagant, and common items 1/5 those of expensive. This was mostly true in vanilla, but has been applied across the board. This means the values for common amulets and rings have been increased from 1 to 3, while those for common pants, shirts and skirts have been lowered from 2 to 1.5. (In vanilla, common rings/amulets actually had lower capacities than the other common items.) Some of the clothing items added by Bloodmoon had inconsistent capacities compared to similar items; now they're the same as those from Vvardenfell. In addition, a few unique or uncommon items have been adjusted. Imperial and templar belts and skirts have been made consistent with similar items, along with Indoril belts. Therana's Skirt has been significantly lowered consistent with its base item, while Helseth's Robe now has the same enchant capacity as an exquisite robe (up from its tiny value in vanilla). Finally, the Daedric Sanctuary Amulet and Tel Fyr Amulet have seen their values increased to the same level as exquisite amulets. Requirements The plugin version requires Tribunal and Bloodmoon. The MWSE version requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Recommendations As always, Morrowind Code Patch is strongly recommended. In particular, I recommend the use of the "arrow enchanting" feature to allow enchanting projectiles. I also recommend using the "two-handed weapon removes shield" feature, so you can't benefit from enchantments on both a shield and a two handed weapon like a staff simultaneously. Compatibility The MWSE version should be compatible with just about anything; its changes will override any changes to enchant capacity in any of your plugins. The plugin version will generally conflict with any mods that change vanilla unenchanted weapons, armor or clothing, though any conflicts can be resolved by using tes3merge. However, the fixes to the affected items included in Patch for Purists are incorporated in the plugin, so there's no conflict with PFP. The only exception to this is PFP's custom script that it adds to certain "cursed" varieties of weapons or armor to swap them out for an uncursed version after you pick them up. I didn't include these scripts on those items because I didn't want to actually require PFP. This can be addressed by running tes3merge, but if you don't it's not really a big deal. Version History Version 1.0 - 2020-08-23 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/05/2021 Category Items  
  6. Version 1.0

    94 downloads

    Enchant Capacity Rebalance Description This mod adjusts the enchant capacities of weapons, armor and clothing for balance and consistency. An MWSE version and a plugin version are included. The changes made by this mod are generally modest, and are mostly within the range of vanilla values. The archive contains spreadsheets listing the unenchanted weapons, armor and clothing items in the game along with their old and new enchant capacities. Weapons The material a weapon is made of plays a large role in determining its enchant capacity. This was generally true in vanilla as well, but it was applied inconsistently and in some cases illogically. Superior materials now have superior enchant capacities across the board. The enchant values of iron and steel weapons (especially iron) have been lowered, while capacities for silver weapons have been increased. (In vanilla, iron and steel weapons tended to have identical capacities, while silver weapons actually had lower capacities than iron/steel.) Enchant capacities for Dwemer and especially glass weapons have been increased. Glass weapons in particular had oddly low enchant values in vanilla; they now have among the highest capacities (surpassed only by adamantium, ebony, stalhrim and daedric), which helps make up for their relative fragility. The type of weapon also now plays a more consistent role in determining enchant capacity. In general, two handed weapons have higher enchant capacities than one handed weapons (in part to make up for them precluding the use of a shield), while the more exotic weapon types like katanas have somewhat higher capacities than more common types. The biggest change in this regard is to staves, which now have significantly higher enchant capacities, the highest of all weapon types. This makes up for the relative inferiority of staves as physical combat weapons (which also prevent the use of a shield), while reinforcing their role as mage weapons. Weapons added by the expansions generally had too high enchant values in vanilla. These have been lowered, especially for the goblin/riekling weapons. An exception is adamantium, which have mostly been increased slightly. The single biggest change is to the Ebony Scimitar, which has been dramatically lowered from its insane vanilla enchant capacity of 80. The enchant capacities of projectiles have also been rebalanced in line with the above, for those who use the Morrowind Code Patch feature that allows enchanting them. Armor Enchant capacities for armor have received generally the same treatment as for weapons. The material an armor is made of plays a large and more consistent role in determining enchant value. Capacities for iron and steel armor have generally been lowered, along with the values for some other relatively low-end armors such as netch leather. Chitin and bonemold enchant values are also generally lower than vanilla, along with the Dark Brotherhood gear. In contrast, Dwemer armor has seen its enchant values rise in some cases pretty significantly. Some other higher-end armors like ebony, adamantium and ice armor have also seen increases (daedric armor is roughly the same on average). The vanilla tendency for armor type (cuirass, pauldron, etc.) to influence enchant capacity has been made more consistent as well. Like in vanilla, shields, and especially towershields, have considerably higher enchant values than other armor types (the Daedric Tower Shield's enchant value of 225, the highest in the game, is unchanged). Greaves and pauldrons have the lowest values, while cuirasses and helms have relatively high values. This was all mostly the case in vanilla, but is now applied much more consistently. Clothing Enchant capacities of clothing are mostly unchanged from vanilla Morrowind. In general, vanilla clothing enchant values are pretty consistent and logical, and are not unbalanced. However, a few adjustments have been made. The enchant values of robes have been increased across the board. Exquisite robes now have an enchant value of 60 (consistent with shirts, pants and skirts), up from the vanilla 40, and lower-tier robes have been adjusted accordingly. Otherwise, the enchant values of exquisite items are unchanged. Extravagant items have capacities half those of exquisite items, expensive items 1/4 those of extravagant, and common items 1/5 those of expensive. This was mostly true in vanilla, but has been applied across the board. This means the values for common amulets and rings have been increased from 1 to 3, while those for common pants, shirts and skirts have been lowered from 2 to 1.5. (In vanilla, common rings/amulets actually had lower capacities than the other common items.) Some of the clothing items added by Bloodmoon had inconsistent capacities compared to similar items; now they're the same as those from Vvardenfell. In addition, a few unique or uncommon items have been adjusted. Imperial and templar belts and skirts have been made consistent with similar items, along with Indoril belts. Therana's Skirt has been significantly lowered consistent with its base item, while Helseth's Robe now has the same enchant capacity as an exquisite robe (up from its tiny value in vanilla). Finally, the Daedric Sanctuary Amulet and Tel Fyr Amulet have seen their values increased to the same level as exquisite amulets. Requirements The plugin version requires Tribunal and Bloodmoon. The MWSE version requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Recommendations As always, Morrowind Code Patch is strongly recommended. In particular, I recommend the use of the "arrow enchanting" feature to allow enchanting projectiles. I also recommend using the "two-handed weapon removes shield" feature, so you can't benefit from enchantments on both a shield and a two handed weapon like a staff simultaneously. Compatibility The MWSE version should be compatible with just about anything; its changes will override any changes to enchant capacity in any of your plugins. The plugin version will generally conflict with any mods that change vanilla unenchanted weapons, armor or clothing, though any conflicts can be resolved by using tes3merge. However, the fixes to the affected items included in Patch for Purists are incorporated in the plugin, so there's no conflict with PFP. The only exception to this is PFP's custom script that it adds to certain "cursed" varieties of weapons or armor to swap them out for an uncursed version after you pick them up. I didn't include these scripts on those items because I didn't want to actually require PFP. This can be addressed by running tes3merge, but if you don't it's not really a big deal. Version History Version 1.0 - 2020-08-23 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  7. Version 1.3.1

    99 downloads

    There Can Be Only One Description This mod makes Daedric weapons and armor pieces unique items; there will now be only one of each piece in the game (ammunition excluded). I was inspired to create this mod by Mort's One of a Kind. I loved the idea, but I didn't agree with a few of that mod's placement decisions, and I didn't care for how it handled Divayth Fyr, so I decided to create my own implementation of the idea. Use whichever one you like best. In general, Daedric weapons and armor pieces are in (one of) their vanilla locations. I tried to avoid placing them in new locations. I also tried to avoid leaving them in the possession of NPCs the player won't have reason to kill at some point in the game. Unique items that are based on Daedric weapons or armor (such as the enchanted Daedric Cuirass and Greaves given by Therana as a quest reward) are considered separate items, so they are not made into Ebony items, unlike in One of a Kind. However, I did ensure that only one of such items can be obtained. In most cases nothing needed to be done, but in a few cases the items needed to be removed from a leveled list and placed manually. The issue of Dremora and Golden Saints dropping Daedric equipment has been resolved by giving these creatures constant effect Bound Item abilities, so they can still use this high-powered stuff against you, but you'll no longer be up to your eyeballs in it by killing them. Dram Bero's dialogue related to the lost ebony mine has been altered so that he gives out Ebony weapons as a reward, rather than Daedric. The text of the dialogue has been adjusted as needed. Regarding Divayth Fyr and his suit of Daedric armor, see below. This mod also incorporates my Magas Volar Anti-Cheat mod, in order to prevent you from obtaining a duplicate Daedric Crescent. The "spoilers" document in the archive lists the locations of each Daedric weapon and armor piece, and provides a comprehensive list of changes made by this mod. Divayth Fyr Divayth Fyr and his suit of Daedric armor (and Daedric Dagger) is a tricky issue to handle. Mort's mod addresses Fyr by scripting him to disappear upon death, but I wasn't satisfied with that solution (in part because it prevents you from looting his useful key from his corpse). The main version of this mod addresses the issue by giving him different armor and a different weapon. Specifically, he now has a suit of Dwemer armor and a Dwarven Shortsword. I thought Dwemer was more lore-appropriate than Ebony, since Fyr is a well-known collector of Dwemer artifacts. His Heavy Armor skill has been jacked up as high as it will go to (partially) compensate for this change. For those who don't like this solution, there are two alternate plugins available that differ only in how they handle Fyr. In the first alternate plugin (Alt Fyr), Fyr's Daedric armor will disappear upon his death. Disintegrate Armor won't work, and if you did somehow manage to get your hands on it, you would find that it's not useful to you. He also has a constant effect Bound Dagger ability rather than an actual Daedric Dagger. There is a known issue with this plugin, but it's pretty minor: Fyr won't be wearing his pants after his armor disappears, so his corpse will be naked. The second alternate version (Alt Fyr 2) gives Fyr a unique, unenchanted Daedric Robe instead of Daedric armor. It also gives him a Bound Dagger ability rather than a Daedric Dagger. His unarmored skill has been increased to compensate for this change, so his armor rating will be the same as in vanilla. Finally, there is a fourth option. If none of these three ways of handling Fyr are satisfactory to you, open up the main version of the plugin with Enchanted Editor or TESAME and delete the reference to Divayth Fyr. This will result in him having regular, lootable Daedric armor like normal. Compatibility In general, this mod should be compatible with most other mods, and most conflicts that do arise can be resolved by using an object merger such as tes3merge. However, there are a couple things to keep in mind. First, be careful about other mods that also remove instances of Daedric items. If another mod in your load order removes the now one-and-only instance of a Daedric item retained by this mod, you would find no instances of that item at all in the game. Second, this mod removes items from two leveled lists - random excellent melee weapon and l_m_enchantitem_temple_rank8_2 - which has compatibility implications for any other mod which edits these lists. Be sure to use the most recent version (0.40 alpha2) of tes3cmd to generate your multipatch. The older version of tes3cmd does not handle this situation properly because it doesn't know what to do when a plugin removes items from a leveled list. Version History Version 1.3.1 - 2020-10-28 - Incorporated Patch for Purists fix for Severa Magia (now in Dark Brotherhood Faction). Version 1.3 - 2020-04-20 - Moved location of Daedric Tanto about five feet for compatibility reasons. Version 1.2 - 2020-04-07 - Added another alternate plugin that handles Fyr in another different way. Version 1.1 - 2020-04-03 - Added alternate plugin that handles Divayth Fyr differently. Version 1.0 - 2020-04-03 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  8. View File There Can Be Only One There Can Be Only One Description This mod makes Daedric weapons and armor pieces unique items; there will now be only one of each piece in the game (ammunition excluded). I was inspired to create this mod by Mort's One of a Kind. I loved the idea, but I didn't agree with a few of that mod's placement decisions, and I didn't care for how it handled Divayth Fyr, so I decided to create my own implementation of the idea. Use whichever one you like best. In general, Daedric weapons and armor pieces are in (one of) their vanilla locations. I tried to avoid placing them in new locations. I also tried to avoid leaving them in the possession of NPCs the player won't have reason to kill at some point in the game. Unique items that are based on Daedric weapons or armor (such as the enchanted Daedric Cuirass and Greaves given by Therana as a quest reward) are considered separate items, so they are not made into Ebony items, unlike in One of a Kind. However, I did ensure that only one of such items can be obtained. In most cases nothing needed to be done, but in a few cases the items needed to be removed from a leveled list and placed manually. The issue of Dremora and Golden Saints dropping Daedric equipment has been resolved by giving these creatures constant effect Bound Item abilities, so they can still use this high-powered stuff against you, but you'll no longer be up to your eyeballs in it by killing them. Dram Bero's dialogue related to the lost ebony mine has been altered so that he gives out Ebony weapons as a reward, rather than Daedric. The text of the dialogue has been adjusted as needed. Regarding Divayth Fyr and his suit of Daedric armor, see below. This mod also incorporates my Magas Volar Anti-Cheat mod, in order to prevent you from obtaining a duplicate Daedric Crescent. The "spoilers" document in the archive lists the locations of each Daedric weapon and armor piece, and provides a comprehensive list of changes made by this mod. Divayth Fyr Divayth Fyr and his suit of Daedric armor (and Daedric Dagger) is a tricky issue to handle. Mort's mod addresses Fyr by scripting him to disappear upon death, but I wasn't satisfied with that solution (in part because it prevents you from looting his useful key from his corpse). The main version of this mod addresses the issue by giving him different armor and a different weapon. Specifically, he now has a suit of Dwemer armor and a Dwarven Shortsword. I thought Dwemer was more lore-appropriate than Ebony, since Fyr is a well-known collector of Dwemer artifacts. His Heavy Armor skill has been jacked up as high as it will go to (partially) compensate for this change. For those who don't like this solution, there are two alternate plugins available that differ only in how they handle Fyr. In the first alternate plugin (Alt Fyr), Fyr's Daedric armor will disappear upon his death. Disintegrate Armor won't work, and if you did somehow manage to get your hands on it, you would find that it's not useful to you. He also has a constant effect Bound Dagger ability rather than an actual Daedric Dagger. There is a known issue with this plugin, but it's pretty minor: Fyr won't be wearing his pants after his armor disappears, so his corpse will be naked. The second alternate version (Alt Fyr 2) gives Fyr a unique, unenchanted Daedric Robe instead of Daedric armor. It also gives him a Bound Dagger ability rather than a Daedric Dagger. His unarmored skill has been increased to compensate for this change, so his armor rating will be the same as in vanilla. Finally, there is a fourth option. If none of these three ways of handling Fyr are satisfactory to you, open up the main version of the plugin with Enchanted Editor or TESAME and delete the reference to Divayth Fyr. This will result in him having regular, lootable Daedric armor like normal. Compatibility In general, this mod should be compatible with most other mods, and most conflicts that do arise can be resolved by using an object merger such as tes3merge. However, there are a couple things to keep in mind. First, be careful about other mods that also remove instances of Daedric items. If another mod in your load order removes the now one-and-only instance of a Daedric item retained by this mod, you would find no instances of that item at all in the game. Second, this mod removes items from two leveled lists - random excellent melee weapon and l_m_enchantitem_temple_rank8_2 - which has compatibility implications for any other mod which edits these lists. Be sure to use the most recent version (0.40 alpha2) of tes3cmd to generate your multipatch. The older version of tes3cmd does not handle this situation properly because it doesn't know what to do when a plugin removes items from a leveled list. Version History Version 1.3.1 - 2020-10-28 - Incorporated Patch for Purists fix for Severa Magia (now in Dark Brotherhood Faction). Version 1.3 - 2020-04-20 - Moved location of Daedric Tanto about five feet for compatibility reasons. Version 1.2 - 2020-04-07 - Added another alternate plugin that handles Fyr in another different way. Version 1.1 - 2020-04-03 - Added alternate plugin that handles Divayth Fyr differently. Version 1.0 - 2020-04-03 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/04/2021 Category Items  
  9. View File Adamantium Armor Integrated Adamantium Armor Integrated Description This mod places one copy of each adamantium armor piece (except the helm) in Vvardenfell. You never know where you'll find them, but they're definitely not for sale. The official plugin Adamantium Armor makes these same pieces available in Vvardenfell, but makes them rather easy to buy or steal. Adamantium armor is supposed to be rare. Unfortunately, without the Adamantium Armor plugin, it was so rare that practically speaking the only way to acquire a complete set was to murder an important NPC or two. This mod finds a middle ground: adamantium armor is still a rare and precious find, but between Vvardenfell and Mournhold you should be able to put together a complete set without having to resort to ultraviolence against friendly people. Like the official plugin, this mod omits the helm. The official plugin Helm of Tohan makes a unique adamantium helm available on Vvardenfell. (If you want to use it, I recommend the UMOPP version.) The "spoilers" document included in the archive lists the locations of each piece. Requirements Unlike the official plugin Adamantium Armor, this plugin requires Tribunal. Version History Version 1.0 - 2020-03-26 - Initial release. Submitter Necrolesian Submitted 11/04/2021 Category Items  
  10. Version 1.0

    75 downloads

    Adamantium Armor Integrated Description This mod places one copy of each adamantium armor piece (except the helm) in Vvardenfell. You never know where you'll find them, but they're definitely not for sale. The official plugin Adamantium Armor makes these same pieces available in Vvardenfell, but makes them rather easy to buy or steal. Adamantium armor is supposed to be rare. Unfortunately, without the Adamantium Armor plugin, it was so rare that practically speaking the only way to acquire a complete set was to murder an important NPC or two. This mod finds a middle ground: adamantium armor is still a rare and precious find, but between Vvardenfell and Mournhold you should be able to put together a complete set without having to resort to ultraviolence against friendly people. Like the official plugin, this mod omits the helm. The official plugin Helm of Tohan makes a unique adamantium helm available on Vvardenfell. (If you want to use it, I recommend the UMOPP version.) The "spoilers" document included in the archive lists the locations of each piece. Requirements Unlike the official plugin Adamantium Armor, this plugin requires Tribunal. Version History Version 1.0 - 2020-03-26 - Initial release.
  11. View File Helm of Tohan BTBGI Patch Helm of Tohan BTBGI Patch Summary This mod edits the stats of the unique Helm of Tohan from the official plugin of the same name (a.k.a. EBQ_Artifact.esp) to be in line with the changes made to the regular Adamantium Helm by BTB's Game Improvements - Necro Edit. Specifically, the changes are as follows: Value: 5000 -> 750 Armor Rating: 70 -> 45 Equipment Health: 900 -> 1000 Enchant Capacity: 150 -> 65 Value, AR and health are now identical to the regular Adamantium Helm in BTBGI Necro Edit. Enchant capacity is still the highest of all medium helmets, but is now lower than the daedric helmets. Requirements Either version of this patch requires the official plugin Helm of Tohan. It can be used with any version of Helm of Tohan (I recommend the UMOPP version). If using the plugin version, it must load after Helm of Tohan to be effective. The MWSE version of the patch also requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Alternatives There's no need to use this mod if you're using Sigourn's BTBGI Equipment Patcher, which modifies the helm along with a number of other items. Use this mod to patch the helm without touching the other vanilla items that Sigourn's patcher modifies. Version History Version 1.1.1 - 2021-09-30 - Added MWSE-lua version of the patch. Version 1.1 - 2020-09-27 - Lowered value and enchant capacity for consistency with BTBGI Necro Edit. Version 1.0 - 2019-07-18 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/04/2021 Category Items  
  12. Version 1.1.1

    77 downloads

    Helm of Tohan BTBGI Patch Summary This mod edits the stats of the unique Helm of Tohan from the official plugin of the same name (a.k.a. EBQ_Artifact.esp) to be in line with the changes made to the regular Adamantium Helm by BTB's Game Improvements - Necro Edit. Specifically, the changes are as follows: Value: 5000 -> 750 Armor Rating: 70 -> 45 Equipment Health: 900 -> 1000 Enchant Capacity: 150 -> 65 Value, AR and health are now identical to the regular Adamantium Helm in BTBGI Necro Edit. Enchant capacity is still the highest of all medium helmets, but is now lower than the daedric helmets. Requirements Either version of this patch requires the official plugin Helm of Tohan. It can be used with any version of Helm of Tohan (I recommend the UMOPP version). If using the plugin version, it must load after Helm of Tohan to be effective. The MWSE version of the patch also requires MGE XE and the latest version of MWSE 2.1. Just install MGE XE and run MWSE-Update.exe to download the latest build. Alternatives There's no need to use this mod if you're using Sigourn's BTBGI Equipment Patcher, which modifies the helm along with a number of other items. Use this mod to patch the helm without touching the other vanilla items that Sigourn's patcher modifies. Version History Version 1.1.1 - 2021-09-30 - Added MWSE-lua version of the patch. Version 1.1 - 2020-09-27 - Lowered value and enchant capacity for consistency with BTBGI Necro Edit. Version 1.0 - 2019-07-18 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  13. View File LeFemm Redacted |Features| This mod adds several changes to the LeFemm/Tribunal cuirass replacers to make them more consistent with their male counterparts. By far one of my biggest pet peeves with the LeFemm content was that it made stylistic changes to the same items for no reasons. Wear one piece of armour as a male character and it's black, then wear the same piece of armour as a female character and it magically becomes purple! Clearly, whoever made the original mod was not of sound mind, so I have taken it upon myself to ammend such insanity. Currently this mod ammends the four cuirass replacers from the base LeFemm mod (no changes to the new armours added): - Steel: The moulded ass guard has been replaced with the vanilla steel skirt, and the red cross belt has been removed. - Netch: Nothing much has been changed, though the belt and scarf textures have been changed to make them match the male cuirass' textures. - Imperial Chain: The weird hanging gems have been removed, and the front fastening for the leather harness has been given an imperial buckle texture. The strange chain apron has also been replaced with the regular armoured imperial chain skirt. - Imperial Steel: The leopardskin scarf and belt trim have been replaced with a more universal Imperial belt trim texture, and the purple steel chestplate texture has been replaced with the standard Legion cuirass texture. This mod will of course require either LeFemm armour or Tribunal. Future plans include fixing up the other problems with these meshes, including some UV errors and other modelling mishaps that they shipped with. I might also consider revising Bloodmoon's female cuirass meshes, or adding a male model for the gold and domina LeFemm meshes. Submitter EndoranWest Submitted 10/27/2021 Category Items  
  14. Version 1.0.0

    96 downloads

    |Features| This mod adds several changes to the LeFemm/Tribunal cuirass replacers to make them more consistent with their male counterparts. By far one of my biggest pet peeves with the LeFemm content was that it made stylistic changes to the same items for no reasons. Wear one piece of armour as a male character and it's black, then wear the same piece of armour as a female character and it magically becomes purple! Clearly, whoever made the original mod was not of sound mind, so I have taken it upon myself to ammend such insanity. Currently this mod ammends the four cuirass replacers from the base LeFemm mod (no changes to the new armours added): - Steel: The moulded ass guard has been replaced with the vanilla steel skirt, and the red cross belt has been removed. - Netch: Nothing much has been changed, though the belt and scarf textures have been changed to make them match the male cuirass' textures. - Imperial Chain: The weird hanging gems have been removed, and the front fastening for the leather harness has been given an imperial buckle texture. The strange chain apron has also been replaced with the regular armoured imperial chain skirt. - Imperial Steel: The leopardskin scarf and belt trim have been replaced with a more universal Imperial belt trim texture, and the purple steel chestplate texture has been replaced with the standard Legion cuirass texture. This mod will of course require either LeFemm armour or Tribunal. Future plans include fixing up the other problems with these meshes, including some UV errors and other modelling mishaps that they shipped with. I might also consider revising Bloodmoon's female cuirass meshes, or adding a male model for the gold and domina LeFemm meshes.
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