About this mod
Makes Daedric armor unique-by-proxy. Bound armor will now use the Mythic Dawn's bound armor model. Dremora armor has the appearance of Morrowind's Daedric, with ranked helmet progression and gauntlets for melee fighters.
- Requirements
- Permissions and credits
- Changelogs
Daedric De-Homogenized
Bound Armor De-Homogenized
The Mythic Dawn's bound armor is a beautifully designed piece of equipment that Bethesda dangled in front of us from the moment we left character creation. Meanwhile, the five bound armor spells that are available summon bound armor that uses the same model as the Daedric set. No longer. The models for bound armor have been replaced with those of the Mythic Dawn's bound armor. This is purely a cosmetic change. Aside from importing changes from the UOP, the bound armor pieces are otherwise unchanged. The spells to summon bound armor remain untouched.
This is, in my opinion, a consistent lore-friendly approach for the Champion of Cyrodiil to wear this armor. That's because it's no longer the Mythic Dawn's specialty armor, but simply the bound armor every Conjuration wizard can call on. It's the robes that are the uniform of the Mythic Dawn, not the armor. When you infiltrate their ranks, the first thing they give you is a set of robes. They're even referred to as "ROBED assassins." The fact that they can summon a full set of bound armor, along with a weapon, all at once; that tells you everything you need to know of the Mythic Dawn. They're powerful. In Vanilla Oblivion, it takes 100 Conjuration to roll a full set of bound armor and a bound mace into a single spell for 30 seconds. And they've got the clout to send waves of these master Conjurers to their deaths for one target. Mehrunes Dagon didn't give them something as mundane as personalized armor for
Dremora De-Homogenized
Continuing in my quest to make Daedric armor actually unique, I have model-swapped all the leveled sets of Dremora armor to use assets from McMuffin's Daedric Lord Armor. My rationale being that it makes more sense to have the lower-ranked Dremora wearing armor we've already seen. As there was not yet an Oblivion crisis during the events of the third game, we weren't exactly seeing the top generals of the Daedra. With this mod, when a Valkynaz does show up wearing full Daedric, they can hopefully make a bit more of an impression with their fancy spikes.
The three Daedric helmets from Morrowind have been transposed onto the six existing Dremora helmets in ranked order:
- The Caitiff and Kynval helms are now "Face of Inspiration," with Armor and Value equivalent to Orcish.
- The Kynreeve and Kynmarcher helms became "Face of Terror," with Armor and Value equivalent to Ebony.
- And finally the Markynaz helm and the MQ14 Dremora helm are "Face of God," with Armor and Value equivalent to Daedric. Also it's important to note that at present, "Face of God" uses the model for "Face of Terror." Unfortunately, there are currently no assets of "Face of God" made for Oblivion. If/when I can get my hands on one, or learn to convert it myself, then I'll update it.
The rest of the MQ14 Dremora set has been made playable and named simply "Dremora Cuirass/Gauntlets/Greaves/Boots." Stats are equal to Daedric. Dremora Lords have been re-equipped with the full MQ14 set, including "Face of God." Dremora Lords are scripted to fight during the "Defense of Bruma," so you'll be able to pick up a full set during the course of the main quest.
All other sets of Dremora armor have been unchanged stats-wise and remain flagged as non-playable.
Update 2.1: Gauntlets
And now we come to the glaring issue Dremora have with their gear. Apparently, Khajiit tweakers hijacked the entire shipment of Dremora gauntlets for skooma money or something...because not a single Dremora wears them. In fact, there aren't actually any Dremora gauntlets in the game! The gauntlets that I edited for the playable set were originally named "MQ14DaedricGauntlets," and nobody was using them. The Valkynaz didn't even wear Daedric gauntlets, and those exist.
Well not anymore! I have created six new pairs of gauntlets, one for each ranked-set of Dremora armor. Stats are balanced in line with the rest of their respective sets. They are flagged non-playable. I have hand-placed (heh) the gauntlets onto every melee Dremora NPC, including both Dremora Conjuration summons. For those Dremora whose equipment is determined via level-list, I created one for them to use.
I've also made sure nobody is wearing gear outside their rank. Valkynaz and Markynaz should always have their respective helms. Everyone else has a 50% chance for their helm. Churls are fodder and get no helms.
Technical Details & Credits
All I have done, on a technical level, is re-package assets from other authors. Then, using TES4Edit, I redirected the file-paths of the armors to utilize the new models.
Bound Armor
- Ramseus did the work of splitting up the Mythic Dawn Armor into separate pieces. By default, it is a bodysuit & helmet combo, similar to the Dark Brotherhood's Shrouded set. The body needed to be split from one single mesh into four. Due to this, there will be minor gaps at the hands and feet when using individual pieces, as the armor
simply wasn't designed to be separated and worn with other gear. - DungBeetle made the 1st-Person Fix, to address the missing 1st-Person meshes for Mythic Dawn armor. Bethesda never made any because they never intended for us to wear it. So when you did, your arms would be invisible in 1st-Person.
Dremora Armor
- McMuffin recreated the the Daedric armor from Morrowind in his excellent Daedric Lord Armor, a set of models so good they've been backported back to Morrowind.
Installation
Simply place Meshes, Textures, and the ESP files into 'Oblivion\Data'.
It is HIGHLY recommended that you use Mod Organizer 2, LOOT, and Wrye Bash for all your Oblivion modding needs. A bashed patch may be required to avoid conflicts, particularly if you use other mods which add or alter level-lists. Run LOOT to help you assign Bash Tags to your mod-list before patching. For this mod, both plugins should get the Graphics tag. Additionally, Dremora De-Homogenized should receive the Invent.Add, Invent.Remove, and Names tags.
Gopher's Mod Organizer Tutorial
Compatibility
Incompatible with anything that edits the Bound armors, Dremora armors, or the melee Dremora NPCs, without patching. You can use Wrye Bash's bashed patch function to resolve almost all compatibility issues in your load order. This is recommended, and with larger load orders, is practically a requirement. If using Maskar's Overhaul, you will have to disable his changes to Dremora in Maskar's ini for my changes to show. I don't use Maskar's, so I am unsure if this will resolve all incompatibilities.