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Various leather types and armor sets


Simpson3k

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I know this is probably more work than rewarding but i was always wondering why every animals hide ends in one and the same leather. I mean its not like every ore you can mine is melted into "metall ingots" either, each ore has its own ingot, so why not make every hide end as its own leather and every leather leads to its own armor. Of course one could say that the very lower animals all end as basic leather armor, like everything up to wolfes. But saberthoottiger could give leather for saberthoot armor or something. That why one could craft more powerfull leather type armors as alternatives to the thieve guld and dark brotherhood armors. Perhaps even reuse their armor parts. I mean, ok vulcan glass or dragon scale are pretty powerfull light armor types but they look so... powerranger like.. not cool for sneakers :>

 

 

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  • 4 months later...

There are some monsters in the game that might be worthy of named leathers (e.g., giant-hide leather, troll leather), but you might be better off looking for a tiered system (e.g., common leather, uncommon leather, rare leather) or having the hides themselves be components for the armor recipes (and possibly removing them as a leather recipe component). If you go with a tiered system, maybe gate their crafting behind perks that open armor sets that would require them.

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The Bandolier Mod kinda uses this idea, with the ability to create dyed Leather, for the dark bandolier and pouches. I think certain creatures should have unique leather or materials, that you could use to make specific gear. Like how you need Daedra Hearts to make Daedric weaponry. Maybe you would require Heartstones from Solstheim to make certain battle-mage armour? Or you could need Troll hide, Werebear/Werewolf Pelts and Sabrecat pelts to create a unique set of fur/leather armour? And maybe special armour required named enemies like the Udefrykte?

Edited by JDTonts
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