Skyrim
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mrjentipede

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mrjentipede

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About this mod

vanilla fixed to balance the player and npcs

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Balances armor values and weapon damage with smithing bonuses (game settings are modified, not any individual items or characters).

The problem: the player can smith armor and weapons to make them considerably more powerful, but npc's only have base armor and weapons

The solution: change the game setting multipliers to narrow the gap, place more emphasis on weapon skill rather than tempering, reduce the bonuses conferred by smithing

With this mod...
  • NPCs and the player are now more reasonably well-matched based on their equipment
  • Players benefit more moving up from iron -> steel -> etc rather than just improving smithing skill
  • Difficulty mods that change damage to/from player are not needed except for extra challenge
  • Armor/weapon merchants are actually viable late game
  • A player no longer requires to be a smith to be a strong warrior or archer
  • This design improves the BASE defense of all armors and thus reduces (but does not eliminate) the bonuses by tempering.  I believe this way shifts to a more equipment-centric experience.  


Vanilla: Max armor skill -> 40% boost to armor
Max weapon skill -> 50% boost to weapon damage
Bandit with fur armor -> 5% damage resist
Bandit with iron armor and shield -> 9.6% damage resist
Ebony warrior -> 35% damage resist
Max armor rating -> 667 (80%)
To reach max armor: potion/enchanting exploits


With Mod: Max armor skill -> 15% boost to armor
Max weapon skill -> 100% boost to weapon dmg
Bandit with fur armor -> 13% damage resist
Bandit with iron armor and shield -> 24% damage resist
Ebony warrior -> 77% damage resist
Max armor rating -> 300 (90%)
To reach max armor : Daedric armor (no shield) with 100 heavy armor, juggernaut, well-fitted and matching set