More Deadly Morrowind Denizens - yes. Beware the Sixth House - if it doesn't change any weapon stats, than yes. Tribunal Rebalance, Bloodmoon Rebalance - I'm afraid those mods might have some influence on weapons from official DLCs. Than it would be compatible only for vanilla weapons. I thought a lot about this since I had made this mod, but didn't try it. But don't worry, my mod won't break any of listed mods.
this is cool. i find the mid-tier of armors and weapons the most appealing so it's a little sad they don't last very long, especially with how relatively easy it can be to find a ebony weapon
so just for clarification does this kinda normalize weapons stats to a point but material changes speed/damage while youve made speed/reach changes to the weaponry itself? any chance dagger gets crit or something?
No, I didn't realize, that I can give to some dagger a critical hit. I just slightly increased most daggers maximum damage to 7-9. And to be honest, I wasn't sure about what to do with daggers. I think they should've more damage, with only shorter range. Do you have any suggestions?
If I could throw my hat into the ring for a moment, maybe you could increase the critical hit damage multiplier on daggers? I'm not sure if that would require MWSE or something to implement but it would make sense if daggers were the best choice for sneak attacks.
With pleasure, but I don't use MWSE. I am on OpenMW. Moreover, I play only on my smartphone. I made this mod only by Construction Set. Can I increase the critical hit damage multiplier for daggers in CS?
The crit multiplier is hardcoded as far as I'm aware, so no. I'm sure it could be done in MWSE but I don't know about OpenMW, either way it would definitely mean work outside of the CS. Maybe you could try patching the weapons from OAAB_Data?
I've always wanted a game where an old bandit can kill a high level NPC or even the player with a rusty old short sword if they let their guard down.
Professional warriors in real life still get humbled by "nobodies" because a fight is always a risk. Risk is always risky. The skill behind the blade counts more than the blade itself, if it's not about to break of course.
I have some weapon mods already installed - a bit afraid to install this on top of them but I want to try it. Will figure it out. Thanks!
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There's too much sets to edit.
Beware the Sixth House - if it doesn't change any weapon stats, than yes.
Tribunal Rebalance, Bloodmoon Rebalance - I'm afraid those mods might have some influence on weapons from official DLCs. Than it would be compatible only for vanilla weapons. I thought a lot about this since I had made this mod, but didn't try it.
But don't worry, my mod won't break any of listed mods.
Professional warriors in real life still get humbled by "nobodies" because a fight is always a risk. Risk is always risky. The skill behind the blade counts more than the blade itself, if it's not about to break of course.
I have some weapon mods already installed - a bit afraid to install this on top of them but I want to try it. Will figure it out. Thanks!