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Rizalgar

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Rizalgar

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About this mod

Adds armor set bonuses, much like in ESO and other popular MMO's. Granting the player spell effects based on x amount of armor pieces equipped.

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UPDATE - Jan 06, 2019

I regret to inform you I am no longer updating this mod. I have since moved to Skyrim modding. If you want to check out what I am up to, you can go to my GitHub to see the work I am doing for Skyscape from TripleSixes

GitHub.com/Rizalgar

Thank you for downloading my mod, I hope you enjoy(ed) it!

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Please, if you come across any errors, make a post in the Bugs section with detailed explanation of what happened, or if possible; screenshots or a video

------Update Notes------

V1.0 is in.
All base vanilla armors have set effects now.
Working on adding in pre-enchanted armors to their proper fields now.
Starting work on cloth/robes etc for unarmored caster-types.

V1.1
All enchanted counterparts now count towards set bonuses

V1.11
Contains a hotfix removing the spam and properly adding the set effects when using Blades and/or Blackwood armors

V1.11b Removed the chest I used out of laziness. Again.
Removed the Amber sets script, as it was not working properly.
Realized even with health regen I am healing myself rather often so going back to each set and any bonus that applies Health or Fatigue will include a Magicka bonus as well in next update

TBR - V1.2 - Re-wrote Amber script, working flawlessly. Adopted the Magicka bonuses into every appropriate set. Starting work on Madness sets now. Expected update release is Wednesday, 12/19. Any suggestions for changes etc should be brought up now so they can be applied next update.

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What does this mod do?

This mod applies scripted set bonuses to armor. 

What does that mean?

It means, for example, that if you equip two pieces of Ebony armor, you will obtain a spell effect from having them equipped. This spell will be removed when you unequip them.

Ok, so?

So all of this is done via scripting, which is very unique, and, entirely compatible with other mods that modify armor, as long as it doesn't change the ID of the armor. What is also great about it, is that since the spells are added via script, that still leaves the armor open for enchantment.

Has this been done before?

Most likely, I highly doubt I'm the first person to do this. However, I wanted to do it to take a break from my Morrowind modding (Thanks ADD!) that has been consuming many hours over the last week.
While I'm sure it has been done before, everyone has their own take on what effects should be added, how many, how powerful, etc. I tried to take into account the commonness of the armor, the value and the enchantment value when I was making the effects in an attempt to keep it as balanced as possible. Some sets may be OP, some may be UP. That could also be preference though. I know that NONE of the sets are OP on the hardest difficulty without enchantments. 

What sets have you done?

So far, it's a short list. It takes a lot of time to find a balanced spell set for each set, then create the effects, attach them to scripts, create globals, etc. However, I plan on adding a few every day until they are all added and mitigated into the game.

Here is a list of the currently available sets

Blackwood
Blades
Chainmail
Daedric
Dwarven
Ebony
Rusty Iron

Yes, I am going alphabetically and progressively down the list. Starting with vanilla content, then adding in the DLC armors. I started with rusty iron because I had to start a fresh game and that was openly available at the beginning.

So what are the effects?

---Note, sets are interchangeable. I.e. you can have a 3 set bonus from Dwarven with a 2 set bonus from Chainmail and so forth. Get creative.---

Here is a list containing each implemented sets effects. ( I wrote it ahead of time to use kind of like a framework )
The bonuses start at two pieces, down to five, they will be in that ascending order.

Blackwood and Blades armors have the same set effect

2 - Fortify Heavy Armor  - 5
3 - Fortify Blade, Blunt - 5
4 - Shield, Reflect - 10
5 - Fortify Strength - 10

Chainmail

2 - Feather - 25
3 - Fortify Agility - 5
4 - Fortify Marksman, Light Armor 10
5 - Restore Health, Fatigue, 2, 5

Daedric 

2 - Permanent Scamp minion, Fortify Strength - 15
3 - Fortify Fatigue, Health - 40, 25
4 - Fortify Heavy Armor, Blade, Blunt 15
5 - Fortify Endurance, Restore Fatigue, Health - 15, 7, 5

Dwarven 

2 - Fortify Heavy Armor - 8
3 - Fortify Blade, Blunt - 8
4 - Fortify Endurance - 8
5 - Fortify Strength, Agility - 8

Ebony 

2 - Fortify Fatigue, Health - 30, 20
3 - Fortify Strength - 10
4 - Reflect Damage, Spell - 10
5 - Fortify Blade, Blunt - 15

Elven

2 - Fortify Fatigue - 30
3 - Fortify Marksman - 15
4 - Fortify Agility - 10
5 - Restore Fatigue - 8

Glass

2 - Fortify Fatigue, Health - 35, 25
3 - Restore Fatigue, Health - 8, 3
4 - Fortify Agility, Marksman - 10, 15
5 - Feather, Fortify Light Armor - 35, 15

Imperial Dragon Heavy

2 - Fortify Fatigue, Feather - 100, 50
3 - Fortify Blade, Block, Blunt - 15
4 - Restore Fatigue, Health - 10, 4
5 - Shield, Reflect Spell - 20

Imperial Dragon Light 

2 - Fortify Fatigue, Feather - 100, 50
3 - Fortify Blade, Blunt, Marksman - 15
4 - Restore Fatigue, Health - 10, 4
5 - Shield, Reflect Damage - 20

Iron

2 - Fortify Fatigue - 25
3 - Fortify Strength - 7
4 - Restore Fatigue, Health - 3, 1
5 - Fortify Blade, Block, Blunt - 5

Leather 

2 - Fortify Fatigue - 15
3 - Fortify Light Armor, Marksman - 8
4 - Fortify Agility - 5
5 - Feather - 75

Mithril

2 - Fortify Light Armor - 8
3 - Fortify Blade, Marksman - 8 
4 - Feather - 40
5 - Fortify Fatigue, Health - 25, 15

Orcish

2 - Fortify Strength - 10
3 - Fortify Endurance - 10
4 - Fortify Block, Blunt - 10
5 - Restore Health - 5

Rough Leather 
2 - Fortify Fatigue - 10
3 - Fortify Light Armor, Marksman - 5
4 - Fortify Agility - 5
5 - Feather - 45

Rusty Iron

2 - Fortify Fatigue - 20
3 - Fortify Strength - 5
4 - Restore Fatigue, Health - 3, 1

Steel

2 - Fortify Strength - 10 
3 - Fortify Blade, Block - 10
4 - Fortify Endurance, Restore Fatigue - 10, 4
5 - Reflect Damage, Reflect Spell - 10