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EndinessDragoon

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About this mod

This OPENMW mod tries to balance and make Bound items more enjoyable to play with. Adding a variety of effects to the bound weapons and armor to make a new playthrough feel fresh.

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List of changes: Changes made to:
Spells - All Bound spells now cost more, but also gives the choice to summon other bound weapons. Such as Bound Claymore.
Weapons + Armor - All Bound Weapons and Armor are a tad bit weaker than Daedric but makes up for it with new enchantments and giving Greaves and Pauldrons to make a complete set of Bound Armor. The max AR of Bound Armor is set to 60, and the damage is scaled down just a tad bit from daedric. Weapons now have a burden effect that is exactly half of what the Daedric counterpart weighs. Armor is the same as weapons and carry a constant effect burden spell. You can counteract this effect through resist magicka. The health condition of all Bound items have been brought down to 1/4th of the daedric counterparts as well. Meaning you will have to work around having a "normal" health condition. Since end game items have godly amounts of health condition this is a fair tradeoff for having one of the best lightweight armor sets in the game.
Enchanted Gear - Demon, Devil, Fiend, are now scaled to make more sense for what they are. Demon is the cheapest enchanted versions of Bound Equipment, Devil is the next tier above, which only grant One of Two effects, Reflect, or Spell Absorption. Fiend is the next tier, and now gives a better Elemental Shield effect.
The starting Bound Spell is now "Bound Blunted Weaponry". Making it a great choice for mages to have a staff early game.

NEW* - As of 1.04 Bound Weaponry and Armor now gives a choice for every different variant of each weapon skill i.e. When you cast Bound Long-Blades, you will get a choice for a Bound Claymore, Bound Katana, Bound Dai Katana, or the Base Bound Longsword. Meaning the player can choose which weapon he/she will bring into battle, the previous nerfs still apply and every weapon now has a unique enchantment.

NEW* - As of 1.05. Bound Armor can now be changed to suit your armor class. There is a spell for sale at Arrille's Tradehouse in Seyda Neen. Merely Purchase the Spell from him called "Conjure - Select Armor Class". After Casting this spell, your character will be prompted to select what Class of Armor the Bound Item will be. After selecting the option, when you cast an armor type spell, the item will be either "Unarmored -  Giving a bonus' from Unarmored Skill which is useful to a Mage or Low Level Build. Likewise any armor based Bound Armor will have Weight tied to the item and will be classes either as Light, Medium, or Heavy Armor. If you wish to change it at any time merely cast the spell again. This is useful as the armor will still be useful late game when you get more armor from having higher Armor skills.

NEW* - As of 1.8. The Unarmored Version of each armor piece are now actually Clothing. This was something that always bothered me, that when wearing the base game's Bound Armor, it would level your Light Armor but you couldn't use it to increase its armor rating. Now it legitimately can be viably used for an unarmored build. It no longer has a base armor rating, but instead utilizes the Shield effect. I have also figured out a way to make arrows and Darts stack and no longer have to be manually reloaded. The shields cannot be unarmored however, and you unfortunately are unable to see the helmet on the Player character, this is due to there being no Head Piece that is a clothing item; the helmet takes the place of the belt slot. Couple of things to note about the Unarmored Pieces. They act as both a Clothing Piece and an Armor Piece, this means if you try to equip a Cuirass over the Bound Cuirass it will destroy the Bound Item. This is done so that you cannot equip a Daedric Cuirass over an existing Bound Cuirass. That would be funny...

To those who think it was nerfed too much please read.

Let's look at some alternatives to boost our Armor Rating and compare. My spell to cast Bound boots which also gives bound greaves, automatically increase my AR from 0 to 12. That is with the nerf to the AR, If we look at something like Alteration and the "Shield" effect to get the same 12 AR bonus and duration it will cost the player 73 magicka to cast the spell. Whereas my spell only costs 15 Magicka. (Used to cost only 6). Bound Armor and Weapons also confer powerful enchantments which make it worth while. As a level one character I can still wear the full set of Bound Gear. The weight isn't an issue unless you are not caring about your encumbrance.