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Found 8 results

  1. 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  
  2. Version 1.0

    128 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.
  3. Version 1.3.1

    136 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.
  4. 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  
  5. Version 1.0.1

    138 downloads

    Area Effect Arrows Integrated Description This mod is an alternative to the official plugin Area Effect Arrows that spreads out the new projectiles around the game world rather than just dumping them all in one shop. There's no longer a new shop in Vivec. Instead, AEA's new projectiles are distributed between five merchants: Uulernil (Pelagiad), Thorek (Balmora), Aryne Telnim (Tel Aruhn), Llether Vari (Ald-ruhn), and Alusaron (Vivec). They're also added to a few marksman-related leveled lists. Also included is an integrated version of BTB's AEA derivative Area Effect Projectiles, as well as a "PAR Edit" version that, like in BTB's mod, contains the changes made by Ghostnull's Particle Arrow Replacer. Requirements This mod is a replacement for the original Area Effect Arrows/Projectiles. You don't need any other version of AEA/AEP with this mod. If you use the "PAR Edit" version of AEP Integrated, you don't need the original Particle Arrow Replacer plugin, but you do still need the meshes included in PAR. Version History Version 1.0.1 - 2020-10-27 - In all three plugins, incorporated Patch for Purists fix to leveled item l_m_wpn_missile_arrow (added Iron Arrow at level 1). - In AEP (PAR Edit) plugin, incorporated PFP fixes to Cruel Viperbolt (correct enchantment) and Poison Grip Arrow (name change). Version 1.0 - 2020-03-29 - 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.
  6. View File Area Effect Arrows Integrated Area Effect Arrows Integrated Description This mod is an alternative to the official plugin Area Effect Arrows that spreads out the new projectiles around the game world rather than just dumping them all in one shop. There's no longer a new shop in Vivec. Instead, AEA's new projectiles are distributed between five merchants: Uulernil (Pelagiad), Thorek (Balmora), Aryne Telnim (Tel Aruhn), Llether Vari (Ald-ruhn), and Alusaron (Vivec). They're also added to a few marksman-related leveled lists. Also included is an integrated version of BTB's AEA derivative Area Effect Projectiles, as well as a "PAR Edit" version that, like in BTB's mod, contains the changes made by Ghostnull's Particle Arrow Replacer. Requirements This mod is a replacement for the original Area Effect Arrows/Projectiles. You don't need any other version of AEA/AEP with this mod. If you use the "PAR Edit" version of AEP Integrated, you don't need the original Particle Arrow Replacer plugin, but you do still need the meshes included in PAR. Version History Version 1.0.1 - 2020-10-27 - In all three plugins, incorporated Patch for Purists fix to leveled item l_m_wpn_missile_arrow (added Iron Arrow at level 1). - In AEP (PAR Edit) plugin, incorporated PFP fixes to Cruel Viperbolt (correct enchantment) and Poison Grip Arrow (name change). Version 1.0 - 2020-03-29 - 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  
  7. Version 1.0.0

    131 downloads

    This mod adds replayability to the longsword you can gain by beating umbra, only this one lasts longer and you have a more higher amount of hits with the enchantment, because lets admit its annoying using the weapon and using up its enchantments hits and realising you dont even have soul gems. So hopefully this mod helps you last longer before having to recharge the weapon. -Charge amount from 90-190 -Duration 120-150
  8. View File Umbra's Charge This mod adds replayability to the longsword you can gain by beating umbra, only this one lasts longer and you have a more higher amount of hits with the enchantment, because lets admit its annoying using the weapon and using up its enchantments hits and realising you dont even have soul gems. So hopefully this mod helps you last longer before having to recharge the weapon. -Charge amount from 90-190 -Duration 120-150 Submitter Alice In Wonderland Submitted 08/18/2021 Category Miscellaneous  
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