Skyrim
0 of 0

File information

Last updated

Original upload

Created by

clone63

Uploaded by

clone63

Virus scan

Safe to use

Tags for this mod

About this mod

Re-balances some of the weapons from PrivateEye's Heavy Armory mod with the intention of a more fluid, natural feel.

Requirements
Permissions and credits
Changelogs
Original, amazing mod:  https://www.nexusmods.com/skyrim/mods/21120

These changes are all with the Weapon and Armor Fixes Redone- True Orchish and Daedric version.

Heavy Armory is a great mod and a must-use for me.  Some small things in it just didn't suit what I was after in Skyrim, on an immersive/seamless level.  Over time, I tweaked it to my tastes in little ways.  I thought I'd upload this ESP (original H.A. REQUIRED) in case someone would also like it. 
Some of the weapon types did not have quite the right animations from the base game.  It felt awkward to me seeing a bunch of Imperial's or whoever throwing short spears around, side to side, for example.  I also noticed some of the stats and values weren't quite in line with the rest (true orcish and daedric of course). 
Alterations by type:
  • Short spears I removed because the animation just looks weird one handed, and they look weird sheathed.  Kept standard spears because the animation doesn't look too odd as a 2 hander, especially since the models are quite blade-like.
  • Tridents I removed because it seems like a bizarre weapon to use outside of military forms and there is kind of a glut of 2 handed swinging-that-should-be-thrusting weapons.
  • Hatchets had sword damage at faster speeds and less weight, just slightly less reach.  Now they are essentially a step up from daggers, with less reach, damage and weight than a sword, because if you've handled a real hatchet, there isn't much to them.  I would have liked to actually give them the perks and benefits of daggers to add more options for the stealthy folks, since they are the next smallest weapon in the game, but that's beyond my efforts.  Pricing is between dagger and short sword, not certain what factor I used, I think +50% dagger.
  • Short swords were quicker originally, but some had sword level damage, so I tuned them to be 1 (or 2 depending on tier) less damage, speed of 1.1, not 1.15, and 1 or 2 less weight, reach upped a pinch.  $ at -20% sword.
  • Mauls seemed to be 3 more da than the mace. I made it 2, but dropped the weight so they're less extreme of a difference.  $ +20% mace.
  • Clubs were basically just worse than anything, stat wise, which I get, but I liked the idea of a barbarian style character being viable, so they're sword-stat like, with a pinch less reach, +1 weight, cheap (2x dagger $) intending on a speedier mace alternative.  Still nothing special, casue I mean, c'mon, they're clubs -_-
  • Spears had huge reach for the mesh (1.75) so I made it 1.5, weighed more than a G. sword.. (why??).  I sped them up due to lightness, dropped damage and weight; since they're all hilt, it sounded like a good maneuverable weapon.  There is no thrusting animation but I always found it didn't look too unusual to swing a 2 handed spear; also many of them look more blade like, similar to the glaives.
  • Glaives being spear-like but da/wgt now in between spear and Great sword.
  • Quarterstaves aren't changed much, made them a little cheaper (½ Gsword) and sped them up (it's a stick..), dropped the da. a pinch (it's a stick..).  Seemed like it should be the 2H weapon for the least combative character, like a mage, not bothering with a shield and just aiming to spam enchant damage quickly.
  • Halberds weren't changed much.  They're the axe between Gsword and B. Axe, with a pinch extra reach to compensate.  
  • Long maces just a lighter option to warhammers, essentially. 
  • Reguard weapon variations removed because they just looked wildly out of place and not quite as hot as the rest of the mod.
  • Nordic Halberd I specifically removed as well, as it just wasn't the great quality (IMO) the rest of the mod is.
  • Skyforge variants also removed, since I use model replacers, they didn't fit at all. 

This is only an ESP replacer.  You NEED the original mod.  You will need to bash or smash again after installing this.

If you find this mod useful to your playthrough, go endorse the original mod, not mine.  It's just tweaks, PrivateEye made it all possible.