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Weaponry of Resdayn Rebalanced
v. 1.2
a combat rebalance mod
by Rosynant

Changelog:

v. 1.2: added compatibility patches for several mods, fixed misassigned flags of silver/enchanted weapons, nerfed bound weapons, reverted changes to (most) throwing weapons
v. 1.1: increased reach of spears, more detailed rebalance changes to some weapon types
v. 1.0: initial release

=============
WHY THIS MOD?
=============

To put it gently, Morrowind isn't the most balanced game of all times. For unknown reasons Bethesda decided that beating the air with your bare fists
will reach the enemy as easily as attacking with a battle axe and that random goblin clubs are better than rare daedric maces.
This mod fixes these problems by making weapon ranges more realistic, rebalancing some clearly over-the-top equipment from expansions
and adjusting stats of other weapons accordingly. It also provides some additional combat improvements. Covers Tamriel Rebuilt and other mods, works with OpenMW.

================
WHAT DOES IT DO?
================

-------------
Weapon ranges
-------------

In Morrowind the reach of almost all weapons is 1.0 (around 6 feet). There are some exceptions to this rule,
but with the vast majority of weapons you'll reach the opponent from exactly the same distance, no matter if it is a shortsword or a claymore.
That's why I decided to make weapon ranges more diverse and realistic by adjusting them to every weapon's length.
After some testing of hit boxes it turned out that the minimal effective attack distance is 0.5, so I assigned this value to the hand-to-hand mode.
Later I took samples of different weapons, measured them, calculated mean values and used the 0.5 as a reference starting point.
The final ranges I came up with are the following:

- Hand-to-hand (fHandtoHandReach): 0.5
- One-handed maces (BluntOneHand): 0.55
- One-handed axes (AxeOneHand): 0.59
- Short blades (ShortBladeOneHand): 0.6
- Two-handed axes (AxeTwoClose): 0.79
- Two-handed hammers (BluntTwoClose): 0.89
- Long blades (LongBladeOneHand): 0.97
- Staves (BluntTwoWide): 1.52
- Two-handed swords (LongBladeTwoClose): 1.54
- Spears (SpearTwoWide): 1.60*

*Spears are actually the same length as claymores, but to preserve their highest reach I took the liberty to increase it slightly.

------------------------
Weaponry from expansions
------------------------

In vanilla most weapon stats follow a coherent pattern of increased power and price, depending on the material they are made of.
However, Tribunal and Bloodmoon threw this logic out of the window, making many weapon types feel out of place when compared to the base game gear.
Adamantium weapons are better than glass, but disproportionally cheaper, stalhrim weapons are absurdly heavy and costly, riekling and goblin gear is very powerful,
while it clearly shouldn't be, and there are some arrows and darts so overpowered that using them can easily break the game.
Now all expansion weapons are in line with those found in vanilla.

-------------------
Other weapon tweaks
-------------------

After having adjusted weapon ranges and rebalanced equipment from expansions, I found out that a lot of weaponry still needed additional tweaks:

-bound weapons: using bound weapons is almost like cheating, since they are as powerful as the best items in the game (Daedric),
while easy to obtain via spells or enchanted equipment. Now they all deal less damage than their Daedric counterparts.

-misassigned weapon flags: there are many inconsistencies regarding silver weapon/ignores normal weapon resistance flags. Not all silver weapons
are treated as such and there are some non-silver weapons flagged as silver. In addition, there are enchanted weapons that don't bypass the normal weapon resistance,
while some unenchanted weapons, like adamantium, clearly should have the flag, but they don't (and vice versa). Now all silver weapons are indeed marked as silver,
all enchanted weaponry bypasses normal weapon resistance and the non-enchanted weapons that ignore normal weapon resistance are also appropriately flagged.

--------------------
General weapon stats
--------------------

Finally, I realized that long blades are disproportionally powerful in comparison with other weapons. I decided to fix this by providing every weapon type with
a unique advantage in combat in order to make using it a viable choice and to encourage diverse playing styles. In particular:

- One-handed axes: deal more max chop damage to be a viable alternative for one-handed swords.

- One-handed maces: deal more min/max chop/slash damage. Given the fact that they are faster, now they can be a viable alternative for one-handed axes.

- Staves (unenchanted): have by far the highest enchant capacity of all weapons. They are in general weak, so it makes sense for them to outclass other weaponry in at least one aspect.
Now they truly are the mage's first choice.

- Spears: with new reaches, only slightly higher than those of claymores, spears had to be better in something to make using them a reasonable option.
Now they are unsurpassed when it comes to thrusting damage. They are also faster.

- Halberds: in vanilla they dealt thrust damage comparable to spears and were pretty weak in terms of chop/slash, even though they have blades similar to those of axes.
Now their thrust damage is reduced, while chop/slash are increased and fall between those of one-handed and two-handed axes. They are also much heavier.

----------------
Combat dynamics
----------------

In Morrowind enemies tend to be pretty static during combat and pause between attacks.
I included an additional plug-in that makes creatures and NPCs attack ~40% more frequently during combat. The GMSTs responsible for that are the following:

fCombatDelayCreature: 0.1 -> -0.5
fCombatDelayNPC: 0.1 -> -0.5

-------
Patches
-------

Weaponry of Resdayn Rebalanced (WoRR) includes patches that apply all the changes mentioned above to the following mods:

- Tamriel Rebuilt by the Tamriel Rebuilt Team: https://www.nexusmods.com/morrowind/mods/42145
- Greater Dwemer Ruins (GDR) by Darknut: https://www.nexusmods.com/morrowind/mods/43544
- Sotha Sil Expanded (SSE) by Trainwiz and SSE Team: https://www.nexusmods.com/morrowind/mods/42347
- More Deadly Morrowind Denizens (MDMD) by Autumn: https://www.nexusmods.com/morrowind/mods/48745

NOTE:

- weapon range adjustments in this mod make use of reach values < 1, which are not accepted by the vanilla engine; thus, to actually experience all the changes you need either OpenMW or MCP
- reduced hand-to-hand reach affects creatures, meaning they also attack at a closer distance; the increased enemy aggressiveness from the combat plug-in compensates for this drawback

============
REQUIREMENTS
============

- Tribunal
- Bloodmoon
- Tamriel Data & Tamriel Rebuilt (v. 21.01) for the TR add-on
- Greater Dwemer Ruins for the GDR patch
- Sotha Sil Expanded for the SSE patch
- More Deadly Morrowind Denizens for the MDMD patch
- OpenMW (or MCP)

=============
COMPATIBILITY
=============

WoRR is compatible with everything that doesn't directly touch weapon stats or modify the same combat GMSTs. If you use such plug-ins,
make sure to load this mod after them to overwrite any changes. Or use a merging tool. Also keep in mind that new weapons added by mods will not have their
ranges/stats automatically adjusted to match the values established by WoRR. You would have to change them manually or leave them as they are, it will not break anything.
That being said, WoRR should be compatible with any texture/mesh weapon replacements.

WoRR is compatible (but not dependent on) Patch for Purists. All appropriate changes from PfP have been incorporated.

WoRR includes compatibility patches for:

- Tamriel Rebuilt
- Greater Dwemer Ruins
- Sotha Sil Expanded
- More Deadly Morrowind Denizens

This mod has been checked & cleaned with Enchanted Editor.

============
INSTALLATION
============

The mod contains two folders:

- "Main": the main mod and the combat module
- "Patches": patches for other mods

To install the mod just put the files from the "Main" folder into the Morrowind Data Files directory or use your mod manager of choice. For OpenMW users follow the guidelines outlined here:
https://openmw.readthedocs.io/en/stable/reference/modding/mod-install.html. Check the plug-ins while launching the game (I recommend loading them at the end of your mod list).

If you play TR, GDR, SSE or MDMD, also put the files from the "Patches" folder into the Morrowind Data Files directory. Make sure you have installed the original mods.
Load each patch either immediately after the corresponding mod or at the very end of your mod list.

=======
CREDITS
=======

Bethesda for creating one of the best games of all times.

===========
PERMISSIONS
===========

Do whatever you want, just credit me. It's always nice.

================
DETAILED CHANGES
================

| Vanilla |

- Bound Weapons -

All bound weapons deal 0.75x damage of their Daedric counterparts.

- Other -

Peacemaker: silver weapon -> yes
Icicle: silver weapon -> yes
Herder's Crook: silver weapon -> yes
Greed: silver weapon -> yes ; ignores normal weapon resistance -> yes
Fury: silver weapon -> yes ; ignores normal weapon resistance -> yes
Cruel Viperstar: silver weapon -> yes
Cruel Viperarrow: silver weapon -> yes
Cruel Viper Bolt: silver weapon -> yes
Cruel Sparkstar: silver weapon -> yes
Cruel Sparkarrow: silver weapon -> yes
Cruel Spark Bolt: silver weapon -> yes
Cruel Shardstar: silver weapon -> yes
Cruel Shardarrow: silver weapon -> yes
Cruel Shard Bolt: silver weapon -> yes
Cruel Frostarrow: silver weapon -> yes
Cruel Flamestar: silver weapon -> yes
Cruel Flamearrow: silver weapon -> yes
Cruel Flame Bolt: silver weapon -> yes
Steel Blade of Heaven: ignores normal weapon resistance -> yes
Karpal's Friend: ignores normal weapon resistance -> yes
Wind of Ahaz: ignores normal weapon resistance -> yes
Racerbeak: ignores normal weapon resistance -> yes
Airan-Ahhe's Spirit Spear: ignores normal weapon resistance -> yes
Sword of Augustas: ignores normal weapon resistance -> yes
Throwing Knife of Sureflight: ignores normal weapon resistance -> no
Fiend Spear (cursed var.): enchantment -> fiend_spear_en

| Bloodmoon |

- Riekling -

Rieklings are primitive little mobs, their weapons should be pretty bad.

Riekling Lance (both var.): value 100 -> 25 ; chop 1-10 -> 2-5 ; slash 1-15 -> 2-5 ; thrust 13-25 -> 7-14
Riekling Blade: health 500 -> 300 ; weight 20 -> 10 ; value 250 -> 50 ; chop 13-28 -> 3-17 ; slash 18-30 -> 3-15 ; thrust 11-23 -> 1-6
Rusted Riekling Blade: health 500 -> 200 ; weight 20 -> 10 ; value 150 -> 25 ; chop 10-18 -> 2-15 ; slash 12-20 -> 2-13 ; thurst 4-13 -> 1-5
Frostgore: ignores normal weapon resistance -> yes

- Huntsman -

Look very rudimentary, so they are a little bit worse than iron.

Huntsman axe: value 100 -> 20 ; chop 1-20 -> 1-12 ; slash 1-15 -> 1-6 ; thrust 1-3 -> 1-2
Huntsman bolt: value 5 -> 1 ; chop 3-3 -> 1-2
Huntsman crossbow: value 500 -> 100 ; chop 25-25 -> 15-15
Huntsman longsword: value 500 -> 25 ; chop 1-15 -> 1-12 ; slash 1-18 -> 1-16 ; thrust 1-15 -> 4-14
Huntsman War Axe: value 125 -> 25 ; chop 1-30 -> 1-16 ; slash 1-20 -> 1-8 ; thrust 1-5 -> 1-2
Huntsman spear: value 500 -> 15 ; chop 1-7 -> 1-3 ; slash 1-7 -> 1-3 ; thrust 1-22 -> 5-14

- Nordic Silver -

I assumed the following order from worst to best nordic weapons:
TR's nordic iron (90% steel, price steel x0.5) -> TR's nordic steel (90% nordic, price nordic x0.9) -> nordic (100%) -> nordic silver (100% nordic, price nordic x2) -> berseker silver (110% nordic, price nordic silver x3)

Nordic Silver Axe: value 1000 -> 190 ; chop 1-35 -> 2-22 ; slash 1-22 -> 2-22
Nordic Axe of Paralysis: value 2000 -> 240 ; chop 1-35 -> 2-22 ; slash 1-22 -> 2-22
Berserker Silver Axe: value 1000 -> 600 ; chop 1-35 -> 2-25 ; slash 1-22 -> 2-25 ; thrust 1-5 -> 1-7
Nordic Silver Battlaxe: value 1000 -> 230 ; chop 5-50 -> 1-38 ; slash 6-35 -> 1-29 ; thrust 1-5 -> 1-4
Berserker Silver Battleaxe: value 1000 -> 720 ; chop 5-50 -> 1-44 ; slash 6-35 -> 1-33 ; thrust 1-5 -> 1-4
Nordic Silver Battleaxe (Heart-Fang's var.): named "Heart-Fang's Battleaxe" ; value 120 -> 2000 ; chop 6-35 -> 1-50 ; slash 6-35 -> 1-39
Nordic Silver Claymore: value 1000 -> 340 ; chop 6-35 -> 1-29 ; slash 6-30 -> 1-24 ; thrust 6-24 -> 1-17
Berserker Silver Claymore: value 1000 -> 1080 ; chop 6-35 -> 1-33 ; slash 6-30 -> 1-28 ; thrust 6-24 -> 1-20
Nordic Silver Dagger: value 1000 -> 65 ; chop 5-10 -> 5-7 ; slash 5-10 -> 5-7 ; thrust 7-15 -> 6-7
Nordic Silver Longsword: value 1000 -> 220 ; chop 9-28 -> 2-17 ; slash 9-20 -> 1-23 ; thrust 9-20 -> 4-21
Nordic Silver Longsword (Skaal Tracker): named "Skaal Longsword" ; value 1200 -> 280 ; chop 9-28 -> 2-17 ; slash 9-20 -> 1-23 ; thrust 9-20 -> 4-21 ; enchantment tracker longsword charge amount 0 -> 100
Berserker Silver Longsword: value 1000 -> 690 ; chop 4-18 -> 2-20 ; slash 4-15 -> 1-26 ; thrust 4-15 -> 4-24
Nordic Silver Mace: value 1000 -> 150 ; chop 5-20 -> 3-17 ; slash 5-20 -> 3-17 ; thrust 1-5 -> 1-3
Nordic Silver Shortsword: value 1000 -> 125 ; chop 6-12 -> 4-13 ; thrust 6-12 -> 4-13

- Stalhrim -

It's rare and precious. Given the rating of the armor, I thought it should be on pair with glass, but around 20% more expensive. And definitely should not be so heavy.

Ancient Nordic Pick Axe: value 8000 -> 1000
Stalhrim Dagger: weight 5 -> 3 ; value 15000 -> 5000 ; chop 10-16 -> 5-15 ; slash 10-16 -> 5-15 ; thrust 10-16 -> 5-15
Stalhrim Longsword (both var.): weight 70 -> 18 ; value 650000 -> 19 000 (enchanted one 23 500) ; chop 4-40 -> 3-23 ; slash 4-55 -> 11-31 ; thrust 5-50 -> 9-29
Stalhrim Mace: weight 65 -> 11 ; value 40000 -> 11 500 ; chop 5-45 -> 4-24 ; slash 5-45 -> 4-24 ; thrust 2-6 -> 2-4
Stalhrim War Axe: weight 35 -> 22 ; value 50000 -> 14 500 ; chop 1-40 -> 11-31 ; slash 1-30 -> 7-17
Mace of Aevar Stone-Singer: weight 90.0 -> 15.2 ; value 50000 -> 12000 ; chop 30-90 -> 10-50 ; slash 30-90 -> 10-50 ; silver weapon -> no

- Other -

Silver Staff of Paralysis: value 86 -> 110 ; chop 20-45 -> 2-7 ; slash 20-45 -> 3-7 ; thrust 15-30 -> 1-5
Silver Axe of Paralysis: value 850 -> 150 ; chop 15-40 -> 1-20 ; slash 10-20 -> 1-11 ; thrust 5-10 -> 1-3
Silver Sword of Paralysis: value 900 -> 200 ; chop 20-45 -> 2-14 ; slash 12-25 -> 1-20 ; thrust 8-20 -> 4-18
Winterwound Dagger: value 1000 -> 500
Shadowsting: value 5000 -> 25000
Stormfang: value 10000 -> 2000 ; chop 1-30 -> 1-35 ; slash 1-25 -> 1-30 ; thrust 1-18 -> 1-23
Wolfrender Silver Dagger: value 1 -> 100
Spear of the Hunter: value 25000 -> 75000
Ebony Arrows of Slaying: enchantment bm_arrowslay_en damage health 5000-5000 -> 100-100
Spear of the Snow Prince: health 500 -> 1000 ; value 2000 -> 6000 ; chop 2-6 -> 2-12 ; slash 2-6 -> 2-12 ; thrust 1-18 -> 12-32
Blood Axe: ignores normal weapon resistance -> yes
Solvistapp: ignores normal weapon resistance -> yes

| Tribunal |

- Adamantium -

It's a valuable and resistant material, but it doesn't make sense for it to exceed glass or ebony. It shouldn't be so heavy either.
Now all adamantium weapons have much more reasonable weight, deal around 10% less damage than glass and their values are adjusted to match armor prices.
They also ignore normal weapon resistance.

Adamantium Axe: value 5000 -> 4300 ; weight 35 -> 29 ; chop 1-60 -> 1-30 ; slash 1-40 -> 1-20 ; thrust 1-6 -> 1-3 ; ignores normal weapon resistance -> yes
Adamantium Claymore: value 10000 -> 11 500 ; weight 50 -> 32 ; chop 10-40 -> 10-32 ; slash 10-40 -> 10-32 ; thrust 10-30 -> 10-24 ; ignores normal weapon resistance -> yes
Adamantium Mace: value 1000 -> 3500 ; weight 23 -> 18 ; chop 5-20 -> 5-21 ; slash 5-20 -> 5-21 ; thrust 1-5 -> 1-4 ; ignores normal weapon resistance -> yes
Adamantium Shortsword: value 1000 -> 2900 ; weight 20 -> 10 ; chop 7-15 -> 7-14 ; slash 7-15 -> 7-14 ; thrust 7-20 -> 7-16 ; ignores normal weapon resistance -> yes
Adamantium Spear: value 5000 -> 2900 ; weight 25 -> 17 ; chop 1-10 -> 1-7 ; slash 1-10 -> 1-7 ; ignores normal weapon resistance -> yes
Adamantium Jinkblade of Wounds: value 1000 -> 3600 ; weight 20 -> 10 ; chop 7-15 -> 7-14 ; slash 7-15 -> 7-14 ; thrust 7-20 -> 7-16 ; ignores normal weapon resistance -> yes

- Goblin -

It's trash, not the best gear of its type in the entire game.

Goblin Club: value 3000 -> 25 ; chop 1-60 -> 6-7 ; slash 1-60 -> 5-6 ; ignores normal weapon resistance -> no
Goblin Sword: value 100 -> 50 ; chop 10-35 -> 7-14 ; slash 10-35 -> 7-14 ; thrust 10-35 -> 7-14 ; ignores normal weapon resistance -> no

- Other -

Spring Dart: value 6 -> 60 ; damage cut down by 1/2 (rounded up if odd; left unchanged if 0 or 1)
Fine Spring Dart: value 6 -> 80 ; damage cut down by 1/2 (rounded up if odd; left unchanged if 0 or 1)
Poison Grip Arrow: value 10 -> 15 ; enchantment ebony_arrow_sadri_en poison 50 s -> 20 s
Black Dart: value 6 -> 60 ; enchantment black_dart_EN poison 120 s -> 12 s ; ignores normal weapon resistance -> yes
Bleeder Dart: value 6 -> 60 ; enchantment bleeder_dart_EN damage health 5-5 120 s -> 10-10 12 s ; ignores normal weapon resistance -> yes
Carmine Dart: value 6 -> 70 ; enchantment carmine_dart_EN damage fatigue 30 s -> 10 s / poison 30 s -> 10 s ; ignores normal weapon resistance -> yes
Fine Black Dart: value 6 -> 80 ; enchantment black_dart_EN poison 120 s -> 12 s ; ignores normal weapon resistance -> yes
Fine Bleeder Dart: value 6 -> 80 ; enchantment bleeder_dart_EN damage health 5-5 120 s -> 10-10 12 s ; ignores normal weapon resistance -> yes
Fine Carmine Dart: value 6 -> 90 ; enchantment carmine_dart_EN damage fatigue 30 s -> 10 s / poison 30 s -> 10 s ; ignores normal weapon resistance -> yes
Spite Dart: silver weapon -> yes
Dwarven Dart: damage cut down by 1/2 (rounded up if odd; left unchanged if 0 or 1)
Dwarven Shock Dart: damage cut down by 1/2 (rounded up if odd; left unchanged if 0 or 1)
Her Dart: silver weapon -> yes
Odd Dwemer Weapon: value 600 -> 1000 ; weight 35 -> 18 ; health 100 -> 1000 ; chop 12-12 -> 8-30 ; slash 15-15 -> 20-25 ; thrust 15-15 -> 2-15 ; ignores normal weapon resistance -> yes
Trueflame (echanted var.): speed 1.00 -> 1.35
Rathalas Dagger: silver weapon -> yes
Othril Dagger: silver weapon -> yes
Iryon Dagger: silver weapon -> yes
Droth Dagger (both var.): silver weapon -> yes
BiPolar Blade: ignores normal weapon resistance -> yes
Mace of Slurring (both var.): ignores normal weapon resistance -> yes

| Tamriel Rebuilt |

In particular:

- Huntsman -

Huntsman Longbow: value 800 -> 40 ; chop 2-25 -> 2-14 ; ignores normal weapon resistance -> no
Huntsman Shortsword: value 100 -> 15 ; chop 1-12 -> 4-8 ; slash 1-15 -> 4-8 ; thrust 1-12 -> 6-10
Huntsman Arrow: value 5 -> 1 ; chop 1-8 -> 1-2

- Nordic -

Nordic Battle Axe: chop 2-45 -> 1-40 ; slash 2-45 -> 1-30 ; thrust 1-6 -> 1-4
Nordic Warhammer (var. 01): chop 1-45 -> 1-40 ; thrust 1-15 -> 1-3
Nordic Warhammer (var. 02): ignores normal weapon resistance -> no
Nordic Silver Spear: value 1200 -> 125 ; chop 1-7 -> 2-5 ; slash 1-7 -> 2-5 ; thrust 2-35 -> 5-20
Nordic Silver Seax: value 650 -> 190 ; chop 7-25 -> 4-17 ; slash 9-20 -> 6-14 ; thrust 9-27 -> 6-17
Nordic Silver Longbow: value 1000 -> 350 ; chop 2-35 -> 2-32
Danswyrm Silver Dagger: value 1200 -> 80 ; chop 5-10 -> 5-7 ; slash 5-10 -> 5-7 ; thrust 7-15 -> 6-7
Danswyrm Silver Shortsword: value 1200 -> 160 ; chop 6-12 -> 4-13 ; thrust 6-12 -> 4-13
Nordic Steel War Axe: value 180 -> 95 ; chop 1-35 -> 2-22 ; slash 1-22 -> 2-22
Nordic Steel Warhammer: value 240 -> 175 ; chop 1-45 -> 1-38 ; slash 1-35 -> 1-19 ; thrust 1-4 -> 1-3
Nordic Steel Spear: value 170 -> 63 ; thrust 6-26 -> 5-20
Nordic Iron Seax: value 45 -> 50 ; chop 5-16 -> 5-14 ; slash 3-12 -> 3-11 ; thrust 3-18 -> 3-16
Nordic Iron Spear: value 80 -> 30 ; thrust 5-20 -> 5-17

- Stalhrim -

Stalhrim Longbow: value 55000 -> 24000 ; weight 30 -> 7 ; chop 2-60 -> 2-40
Stalhrim Shortsword: value 35000 -> 5800 ; weight 34 -> 7.5 ; chop 3-36 -> 8-16 ; slash 3-36 -> 8-16 ; thrust 3-34 -> 8-18
Stalhrim Spear: value 35000 -> 9600 ; weight 52 -> 12.5 ; chop 2-19 -> 2-7 ; slash 2-19 -> 2-7 ; thrust 5-50 -> 6-36
Stalhrim Arrow: value 15 -> 10 ; chop 6-12 -> 2-5

- Adamantium -

Adamantium War Axe: value 1000 -> 4700 ; chop 1-35 -> 1-31 ; slash 1-19 -> 1-21 ; thrust 1-5 -> 1-4 ; ignores normal weapon resistance -> yes
Adamantium Warhammer: weight 45 -> 38 ; ignores normal weapon resistance -> yes
Adamantium Battle Axe (both var.): value 5000 -> 5600 ; chop 1-60 -> 4-44 ; slash 1-40 -> 4-30 ; thrust 1-6 -> 1-5 ; ignores normal weapon resistance -> yes
Adamantium Staff: weight 12 -> 9.5 ; value 2800 -> 2000 ; chop 2-14 -> 2-11 ; slash 3-14 -> 3-11 ; thrust 1-10 -> 1-8 ; ignores normal weapon resistance -> yes
Adamantium Staff of Fire: weight 12 -> 9.5 ; chop 2-14 -> 2-11 ; slash 3-14 -> 3-11 ; thrust 1-10 -> 1-8
Adamantium Longsword: weight 30 -> 24 ; value 5000 -> 5800 ; chop 2-26 -> 2-22 ; slash 1-35 -> 1-30 ; thrust 4-32 -> 4-27 ; ignores normal weapon resistance -> yes
Adamantium Broadsword: weight 18 -> 14 ; value 1000 -> 4400 ; chop 4-25 -> 4-21 ; slash 2-24 -> 2-21 ; thrust 2-24 -> 2-21 ; ignores normal weapon resistance -> yes
Adamantium Saber (both var.): weight 25 -> 18 ; value 3000 -> 3500 ; chop 3-32 -> 3-27 ; slash 3-33 -> 3-28 ; ignores normal weapon resistance -> yes
Adamantium Scimitar: weight 30 -> 22 ; value 3750 -> 4400 ; chop 2-26 -> 2-22 ; slash 1-41 -> 1-35 ; thrust 3-32 -> 3-27 ; ignores normal weapon resistance -> yes
Adamantium Katana: weight 35 -> 21 ; value 5500 -> 6400 ; chop 3-34 -> 3-29 ; slash 1-32 -> 1-27 ; ignores normal weapon resistance -> yes
Adamantium Dai-Katana: weight 40 -> 26 ; value 15000 -> 17500 ; chop 1-47 -> 1-38 ; slash 1-41 -> 1-33 ; thrust 1-22 -> 1-18 ; ignores normal weapon resistance -> yes
Adamantium Dagger: weight 9.0 -> 4.0 ; value 1000 -> 1400 ; chop 6-10 -> 5-7 ; slash 6-10 -> 5-7 ; thrust 1-13 -> 5-8 ; ignores normal weapon resistance -> yes
Adamantium Tanto: weight 9.0 -> 4.5 ; value 1100 -> 1800 ; chop 7-18 -> 7-15 ; slash 7-18 -> 7-15 ; thrust 7-18 -> 7-15 ; ignores normal weapon resistance -> yes
Adamantium Wakizashi: weight 23 -> 11.5 ; value 1200 -> 3100 ; chop 9-18 -> 9-15 ; slash 8-19 -> 8-16 ; thrust 5-9 -> 5-8 ; ignores normal weapon resistance -> yes
Adamantium Halberd: weight 25 -> 29 ; value 10000 -> 5800 ; ignores normal weapon resistance -> yes
Adamantium Longbow: weight 18 -> 9.5 ; value 1500 -> 7300 ; ignores normal weapon resistance -> yes
Adamantium Crossbow: weight 23 -> 12 ; ignores normal weapon resistance -> yes
Adamantium Throwing Star: value 1500 -> 18 ; chop 1-6 -> 1-4 ; silver weapon -> no
Adamantium Arrow: value 25 -> 6 ; ignores normal weapon resistance -> yes
Adamantium Flame Arrow: value 25 -> 7
Adamantium Bolt: value 25 -> 6 ; ignores normal weapon resistance -> yes
Adamantium Giserne: ignores normal weapon resistance -> yes ; silver weapon -> no
Adamantium Club: ignores normal weapon resistance -> yes
Edge of the Abyss: weight 35 -> 24 ; ignores normal weapon resistance -> yes
Mithras' Stanchion: weight 12 -> 9.5 ; ignores normal weapon resistance -> yes
Halberd of Torrid Vengeance: ignores normal weapon resistance -> yes
Vaden's Fang: ignores normal weapon resistance -> yes

- Goblin -

Goblin Arrow: value 10 -> 1 ; chop 7-12 -> 1-2 ; ignores normal weapon resistance -> no

- Other -

Spear of Ashamubdul: value 264 -> 2640
Silver Longbow: silver weapon -> yes
Silver Mace: silver weapon -> yes
Mace of Deep Crushing: silver weapon -> yes
Saber of the Swift Blade: silver weapon -> yes
Axe of Boethiah's Cleaving: ignores normal weapon resistance -> yes ; silver weapon -> yes
Silver Mace of Flame: silver weapon -> yes
Nchunak's Bow: silver weapon -> no
Sword of Taldeus: ignores normal weapon resistance -> no ; silver weapon -> no
Bthung Impaler: silver weapon -> no
Mur-Armakad: ignores normal weapon resistance -> yes ; silver weapon -> no
Hammer of Saint Kaladas: silver weapon -> no
Dwarven Arrow: ignores normal weapon resistance -> yes
Dwarven Junk Mace: ignores normal weapon resistance -> yes
Great Mace of Hellfire: ignores normal weapon resistance -> yes
Silversling: ignores normal weapon resistance -> yes
Shank of Thunderbolt: ignores normal weapon resistance -> yes
Iron Spider Dagger: ignores normal weapon resistance -> yes
Battle Axe of Strength: ignores normal weapon resistance -> yes
Steel Crossbow of Ghostlight: ignores normal weapon resistance -> yes
Steel Battle Axe of Precision: ignores normal weapon resistance -> yes
Mosslog: ignores normal weapon resistance -> yes
Iron Flamesaber: ignores normal weapon resistance -> yes
Kana-revis: ignores normal weapon resistance -> yes
Sashka's Reaver: ignores normal weapon resistance -> yes
Pilgrim's Staff: ignores normal weapon resistance -> yes
Sword of Divusa Darano: ignores normal weapon resistance -> yes
Cat-handler's Cudgel: ignores normal weapon resistance -> yes
Old Soldier's Sword: ignores normal weapon resistance -> yes
Sacrificial Dagger: ignores normal weapon resistance -> yes
The Bloat-staff: ignores normal weapon resistance -> yes
East-Wind: ignores normal weapon resistance -> yes
Artful Letter-Opener: ignores normal weapon resistance -> yes
Old Chitin Dagger: ignores normal weapon resistance -> yes
Old Imperial Dagger: ignores normal weapon resistance -> yes
Poisoned Saber: ignores normal weapon resistance -> yes
Staff of Uraame's Call: ignores normal weapon resistance -> yes
Alchurnod: ignores normal weapon resistance -> yes
Velothi Shortsword of Malice: ignores normal weapon resistance -> yes
Velothi Spear of Malice: ignores normal weapon resistance -> yes
Orc Longbow: named "Orcish Longbow"

| All one-handed axes |

Chop attack (max) x1.1

| All one-handed maces |

Chop attack (min/max) x1.2
Slash attack (min/max) x1.2

| All staves (unenchanted) |

Enchant x2

Exceptions:
-Ebony x1
-Silver x3
-Dreugh x3
-Glass 4.2 -> 55
-Daedric x3
-Adamantium x1
-Wabbajack x1
-Old Elven Staff x1

| All spears |

Thrust attack (min/max) x1.5
Speed +0.4

Exceptions:
-Spear of the Hunter: thrust (min) x1
-Muatra: thrust (max) = 95
-Yoku Spear: thrust (min/max) x1
-Spear of Ashamubdul: thrust (min/max) x1

| All halberds |

Chop attack (min/max) = chop attack (min/max) of the battle axe of the same type x0.75
Slash attack (min/max) = slash attack (min/max) of the battle axe of the same type x0.75
Thrust attack (min/max) = thrust attack (min/max) of the spear of the same type x0.5
Weight x2

Exceptions:
-Bthuangth's Harvester: all attacks (min/max) as Dwarven Halberd +1
-Reachman Halberd & Bloodletter Halberd: all attacks (max) as Iron Halberd +1
-Old Elven Halberd: thrust as Dwarven x0.5
-Scythe: all attacks x1
-Daedric Naginata (both var.) & Anarchy: chop&slash (min/max) = chop&slash (min/max) of Daedric Dai-Katana x0.75 ; thrust (min/max) = thrust (min/max) of Daedric Spear x0.75
-Ebony Bardiche & The Horker's Tooth: chop&slash (min/max) = chop&slash (min/max) of Ebony Battle Axe x0.9 ; thrust (min/max) = thrust (min/max) of Ebony Spear x0.25
-Orcisch Halberd: chop&slash (min/max) = chop&slash (min/max) of Orcisch Battle Axe x0.9 ; thrust (min/max) = thrust (min/max) of Orcish Spear x0.25
-Adamantium Giserne: chop&slash (min/max) = chop&slash (min/max) of Adamantium Battle Axe x0.9 ; thrust (min/max) = thrust (min/max) of Adamantium Spear x0.25
-Ebony Warscythe: chop&slash (min/max) = chop&slash (min/max) of Ebony Dai-Katana x0.75 ; thrust (min/max) = thrust (min/max) of Ebony Spear x0.75
-Yoku Halberd: all attacks (min/max) as Dwarven Halberd x0.9
-Utanogo: all attacks (min/max) as Daedric Naginata x1.25