Skyrim

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disi

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disi30

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About this mod

Adjust armor and weapon values across all installed mods to balance the game.

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My intention is to unify the weapon damage and armor ratings across all installed mods. This way you can add any new item and it will be balanced.

The increase in damage and armor ratings is in correlation with the weight of an item. Items made of iron weight about half as much as dragonbone items and all the other materials are somewhere in between.
http://www.uesp.net/wiki/Skyrim:Weapons
http://www.uesp.net/wiki/Skyrim:Armor

Everything is optional and adjustable to let the user create a custom experience of the game.

Weapons:
- change the base damage values for bow, onehanded and twohanded skill weapons
- critical damage will be half normal damage (vanilla style)

Armor:
- change the base armor values for light and heavy skill armor
- optional change robes and hoods clothing to light armor
- optional make robes and hoods craftable

Material:
- change material weights and therefore the resulting damage/armor rating
- how much of each material is in an item can be adjusted, but has good default values
- add a Boost to certain precious materials to make them more powerful

Armor and Weapon Weight:
- this is an optional setting to override the weights with random values (roleplaying purpose)

Calculations used:
- Weight = MatWeight*Parts
- BoostValue = MatWeight*Boost
- Armor = Min+Weight+BoostValue+-Random
  non-body armor will be 1/3 of body armor rating
- Damage = Min+((Weight+BoostValue)*Speed)+-Random
- Crit Damage = Damage/2

Status:
- it runs for me without or with 200+ active mods
- the min values should be greater than the random change, otherwise you might end up with a weapon of 0 damage or armor with 0 armor rating

Installation:
- click to install via Mod Manager
NMM:
- run "Data"\SkyProc Patches\ArmoWeapUnizer\ArmoWeapUnizer.jar"
MO:
- activate the mod
- open the "Data" tab and navigate to "SkyProc Patches/ArmoWeapUnizer"
- right click on "ArmoWeapUnizer.jar" and choose "add as Executable"
- run the patcher from the dropdown menu
BOTH:
- once the patch is ready, activate ArmoWeapUnizer.esp in NMM or MO as usual

Uninstall:
- deactivate ArmoWeapUnizer.esp

Troubleshooting:
- it does not run in SUM, please run it as a standalone Skyproccer
- some robes/hoods appear as craftables in the list without values, they do not produce anything and are bogus or leftover armors from mods or the base game
- very rarely either the armor or weapons thread may stop and the data is missing from the patch in the end, just rerun the patcher if this happens

Compatibility:
- Immersive Armors and Immersive Weapons introduces custom materials covered in this mod
- Warmonger Armory works out of the box
- Heavy Armory - New Weapons works out of the box
- CCO introduces custom materials covered in this mod
- WAFR introduces custom materials covered in this mod
- you can add your own custom materials to the materials.ini file for compatibility
- you can add your own keywords to the armor patch exclusion and/or the robes/hoods exclusion ini for compatibility*

Future plans:
- get a materials.ini going that is close to vanilla values

Add custom material from other mods:


Recommended mods:
- Wintermyst - Enchantments of Skyrim - comes with a lot of very fancy enchantments that can all be disenchanted and learned
- Xtended Loot - does enchant nearly every single item in the game, making crafting and disenchanting obsolete (disenchantment not possible)

*every keyword in keywordsarmor.ini is inherited into keywordsrobes.ini. At the moment only IA-Keywords are additional in the robes ini, because the mod lets you change ingame the robes and hoods to light armor

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Examples (4.0):
Copy the Sage script from here and paste it into the Sage Cell-Server, then hit evaluate...
https://sagecell.sagemath.org/

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Motivation:
https://www.youtube.com/watch?v=MWUJvTyl-m4 :)