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Weapons and Armor Balance Mod


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#1
Site Bot

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Name: Weapons and Armor Balance Mod
Size: 36.79
Version:



You can view this file here

Disclaimer: This topic has been created automatically for discussion regarding this file. The owner may or may not view comments left here.

#2
kasaidraco

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Wow. 56000 downloads no comments and no endorsements?

#3
Pawel1997PL

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It also has more dl than views, does it actually work?

#4
CR3AMofH3LL

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Yeah no images...

#5
evrydayjunglist

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image of what? it mods stats.

#6
Sepherios

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The description of the mod is a little vague, it doesn't say which items were rebalanced...

#7
Adamboozer4

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Had an endorsement of compatibility from Roht or UR. Good enough for me to try it out.

#8
eljone

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Uploaded at 2:00, 1 Jan 1970? woot o_O?

#9
vilezoidberg

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Copy of ReadMe. TLDR: Author is a weaboo, but otherwise seems like balanced changes

*NOTE*
The names of the weapon mod and the armor mod have been shortened SIGNIFICANTLY (to the generic "Weapon Mod" and "Armor Mod"), in order to avoid a bug created by their previously unwieldy titles which made it impossible to access the Data Files option through the launcher once the mods were installed. The creators of the mods apologize sincerely to any individuals who fell victim to this bug (in fact, we ourselves have as well). *Discovered v. 1.3*

The Main Changes in the Armor Mod Are as Follows:
1. Dwemer armor now has the same defensive value as Orcish, to fill the void in heavy armor between silver and ebony.
2. Glass and Ebony armor are now referred to as "Obsidian" and "Emerald", to distinguish them from the wood "ebony" and common glass (emerald is more suited to combat use than ordinary glass or non-obsidian volcanic glass).
3. The defensive value for Daedric armor is now higher, to match its rarity.
4. The defensive values of various unique armor pieces have been increased, for the same reason as that of Daedric armor's improvement.
5. The defensive value of heavy leather boots has been lowered from a bizarre 50 to a more reasonable and realistic 15 points.
6. The protective capabilities of Orcish armor have been increased significantly to reflect the imposing appearance, and supposedly masterful craftsmanship which highlight it, as well as to improve the options of players who wish to use medium armor, yet are discouraged by the dearth of effective pieces thereof. This type of armor has also increased in value as a result of its greater utility. *added v. 1.1*
7. Indoril armor has been increased in protective and monetary value in order to grant an extra edge of difficulty to ordinators (yet grant a greater reward to the player who defeats them), and to provide yet another improved option for medium armor to the player. Furthermore, greaves have been added to the standard Indoril set of armor (contact the author of this mod if you wish to create a new model for the greaves). *added v. 1.1*
8. Ebony (now obsidian) armor, in order to compensate for the increase in medium armor values and heightened daedric effectiveness, has been the subject of its own rise in protective and monetary value. *added v. 1.1*
9. As a result of the changes in the names of ebony and glass, the corresponding raw materials are now renamed "Raw Obsidian" and "Raw Emerald", and certain dialogue options now reflect this change. *added v. 1.1*
10. The defensive values of most legendary pieces of armor have been raised to correspond with their supposedly immense power. *added v. 1.1*

The Main Changes in the Weapon Mod Are as Follows:
1. The ranges of nearly all weapons have been changed to reflect their actual length, as it was very strange that a dagger, a fist, and a claymore had exactly the same effective reach.
2. The thrusting and chopping damage ranges of halberds have been switched, as the more deadly part of a halberd is its axe-like blade, rather than its spear point. The slashing damage has been set at a value between the thrusting and chopping values.
3. The ordinary katana now exists in two forms, one of which is a one-handed, swift blade, and the other of which is a two-handed, but more damaging sword. This has been done in order to reflect its varied styles of usage within traditional Japanese techniques (including Iaido, Kenjutsu, and others). Steel katana and dai-katana (now nodachi) are no longer able to harm supernatural creatures, as a result of the fact that, historically, all blades of those types were not mystical in nature or blessed. *added v. 1.3*
4. Nordic weapons now damage creatures immune to normal weapons, as a result of their superior workmanship and mystical runic etchings.
5. Glass and Ebony weapons are now referred to as "Obsidian" and "Emerald", for the same reasons as the names of Glass and Ebony armor types are being changed. *added v. 1.1*
6. There exist in the game two types of iron spears, one more powerful than the other; I found that this results from one of the types being an "iron long spear" rather than an ordinary iron spear. I have changed the in-game name of the long spear to make it distinguishable from its counterpart, as well as giving it the extra range which it logically should possess. *added v. 1.1*
7. All dai-katana are now renamed as "nodachi" to be more faithful to the actual Japanese appellation for such blades. *added v. 1.1*
8. The iron dagger obtained during character generation is now worth the same amount as the other weapons of its type in the game. *added v. 1.2*
9. Most unique weapons have undergone significant increases in damage potential, as it made little sense that an enchanted daedric dai-katana (now nodachi) would be as powerful as an ancient and legendary blade. *added v. 1.2*
10. Katana and nodachi have been made more effective slashing weapons than chopping devices, in order to reflect their actual historical usage by samurai. *added v. 1.2*
11. The weights of certain weapons have been modified to be more realistic in view of their material, appearance, and type. *added v. 1.3*

#10
Jackleson

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In response to post #15984435.


Spoiler

OMG WTF?




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