I'm looking through these changes carefully, and something I've noticed is that most Adamantium weapons are labeled "magic"... but not the Adamantium Spear, specifically. I'm guessing it's a mistake, but?? I doubt hollaajiith's around but maybe someone will see me shouting into the void.
Edit: Noticing that artifacts aren't touched at all either, I imagine that's on purpose though
Edit 2: Aaand now I'm realizing a bunch of magic silver weapons (all the "cruel" weapons) aren't even marked as silver for some reason, just magic, even in the base game
Hi hollaajith, I've used & loved this (& the armour) overhaul for years. I use your tables to change every weapon/armour stat in every mod I download. However, my guesstimates for the new equipment in Tamriel Rebuilt, Province Cyrodiil & Skyrim: Home of the Nords may not be fully in keeping with the spirit of these overhauls. Is there a chance you might do an addon for these overhauls to cover their equipment? Even just a factor table for the new materials available, I would gladly change every stat myself.
Playing with this now, the changes seem reasonable and the weapon resistance thing is much appreciated! I edited the mod slightly, making only silver, daedric and artifact weapons bypass it, moreover I removed the flag from all the bows, so only arrows/bolts are taken into account now. That made me really value silver weapons and ammunition, I strongly suggest trying this.
I should think Ebony and glass should be included seeing that they are mode of basically blood of God!
But I like the idea. Makes the rading tombs and Daedric ruins much harder actually. To defeat undead and daedra you need either Daedric or silver weapons. Daedric is hard to find and silver isn't that good at higher levels.
I concur with using this system, at least for an optional version of the mod--even better if used with the system where enchanted normal weapons only harm immune enemies if the enchantment itself damages them.
It always bothered me how there's really no benefit to ever using weaker melee attacks out of the three moves. Could you make a version where attacks with lower base damage have higher caps while moves with higher base damage have lower caps? (Example: chop 4-13, slash 1-18, thrust 2-16)
Either that or a system where weaker attacks are faster, less tiring and have more chance to hit--if possible. Anything that keeps them from being completely worthless (outside of skill grinding).
25 comments
Edit: Noticing that artifacts aren't touched at all either, I imagine that's on purpose though
Edit 2: Aaand now I'm realizing a bunch of magic silver weapons (all the "cruel" weapons) aren't even marked as silver for some reason, just magic, even in the base game
However, my guesstimates for the new equipment in Tamriel Rebuilt, Province Cyrodiil & Skyrim: Home of the Nords may not be fully in keeping with the spirit of these overhauls. Is there a chance you might do an addon for these overhauls to cover their equipment?
Even just a factor table for the new materials available, I would gladly change every stat myself.
But I like the idea. Makes the rading tombs and Daedric ruins much harder actually. To defeat undead and daedra you need either Daedric or silver weapons. Daedric is hard to find and silver isn't that good at higher levels.
Either that or a system where weaker attacks are faster, less tiring and have more chance to hit--if possible. Anything that keeps them from being completely worthless (outside of skill grinding).