This is a great idea and makes perfect sense. Thank you. Two comments/questions:
1. Would it be possible, as someone mentioned, to remove the buff and only keep the penalty? I was hoping that was adjustable in the .ini, but apparently noy.
2. This system would be perfected if the penalty was scaling with shield weight. Maybe something as "simple" as -1 agility/speed per 1 weight unit. That way, a fur shield weighing 2.0 would get -2 (seems fitting, otherwise who would ever use a fur shield?). A Daedric Shield, weighing 24.0, would get -24, which sounds like a lot actually but then again, if gives a LOT of benefits, especially if also enchanted. (The relation to weight and penalty can of course be discussed at length.)
Interesting ideas, as have others in the comments. I especially like the idea of a scaling debuff depending on shield weight. I never though this mod would get enough attention to receive many ideas on how to improve it. If I ever find the motivation to try and implement peoples suggestions, then yours are definitely a consideration.
Glad to hear it! Yeah something to make it something to consider whether you want to use a shield or not, and also WHAT shield you want to use.
There is definitely a need for this: One of my favorite playstyle is a Nightblade type using 1-handed for close combat and assassinations but no armor for more efficient spells. It is one of the very few builds that get a downside from using a shield (spell efficiency). For a pure mage it is just to equip a staff (2-handed), and he suddenly has no encumbrance and no magic penalty, but all the enchantments from the beast of a shield he "fake-equips"? Bah!
just a mere bump to show support for this mod if you are done building forts :P
Scaling for tpyes of shields? scaling for strength? scaling for block attribute? Separate buffs and debuffs in the ini? Different buffs or debuffs for mage or warrior types? :D :D
Randomly stumbled on this and yeah, seems like a really great idea. Glad you updated it to affect all actors and not just the player too. I guess the only downside to shields before was the little bit of extra encumbrance which just isn't enough to balance out all the different styles of melee combat.
Great mod Mixxa! I have one request. Is there any way that you can make a variant of this mod that takes away the buff from not wearing a shield but keeps the nerf for wearing one? Maybe it could be an ini edit? I dont like the fact that mages, archers, and warriors wielding giant two handed weapons get a speed and agility buff solely because they arent wearing a shield, yet I love the idea that someone wearing a shield is slightly less fast and agile. If this is possible to do, could you make it so that this variant also affects npc's?
P.S. I have another shield mod idea as well. I never liked the fact that there was never a penalty for mages wearing shields, so what if there was an additional magic effectiveness penalty of say 5%, for wearing a shield, that would be taken into account even if the wielder is a master of the armor skill that they use? So say u have an armor skill of 100, without a shield. With such a mod your spell effectiveness would be 95%. As soon as you equip your shield, it would go down to 90% spell effectiveness. This combined with your DTS mod, would really give incentive to design a spell and sword styled character, like the skyrim styled spell in one hand, weapon in the other.
20 comments
I don't see an ini--how is the amount customized?
1. Would it be possible, as someone mentioned, to remove the buff and only keep the penalty? I was hoping that was adjustable in the .ini, but apparently noy.
2. This system would be perfected if the penalty was scaling with shield weight. Maybe something as "simple" as -1 agility/speed per 1 weight unit. That way, a fur shield weighing 2.0 would get -2 (seems fitting, otherwise who would ever use a fur shield?). A Daedric Shield, weighing 24.0, would get -24, which sounds like a lot actually but then again, if gives a LOT of benefits, especially if also enchanted. (The relation to weight and penalty can of course be discussed at length.)
Cheers!
There is definitely a need for this: One of my favorite playstyle is a Nightblade type using 1-handed for close combat and assassinations but no armor for more efficient spells. It is one of the very few builds that get a downside from using a shield (spell efficiency). For a pure mage it is just to equip a staff (2-handed), and he suddenly has no encumbrance and no magic penalty, but all the enchantments from the beast of a shield he "fake-equips"? Bah!
Scaling for tpyes of shields? scaling for strength? scaling for block attribute?
Separate buffs and debuffs in the ini? Different buffs or debuffs for mage or warrior types? :D :D
This mod is very low on my list of priorities, so me making further features for it is unlikely.
Maybe this small older mod that doesn't let you have a shield still equipped while using any kind of 2 handed weapon (melee, bow, staff) would go well with this. Rivalrys Shield Unequipper at Oblivion Nexus - mods and community (nexusmods.com)
P.S. I have another shield mod idea as well. I never liked the fact that there was never a penalty for mages wearing shields, so what if there was an additional magic effectiveness penalty of say 5%, for wearing a shield, that would be taken into account even if the wielder is a master of the armor skill that they use? So say u have an armor skill of 100, without a shield. With such a mod your spell effectiveness would be 95%. As soon as you equip your shield, it would go down to 90% spell effectiveness. This combined with your DTS mod, would really give incentive to design a spell and sword styled character, like the skyrim styled spell in one hand, weapon in the other.
Shield: Existing nerf.
One-handed weapon: Existing buff.
Two-handed weapon: No change (neither buff nor nerf).
That way, a one-handed swashbuckling style is more viable, while two-handers get more damage as usual.