Skyrim

About this mod

Adds a fully functioning Berserker Armor (inspired from Berserk) to Skyrim with some immersive features, along with a craftable Dragon Slayer (Guts' iconic weapon) and a challenging boss fight.

Requirements
Permissions and credits
Changelogs
LE  |  SE

INTRODUCTION

This mod is an overhaul of the SK's Berserker Armor by Bagserk. I changed the way the transformation works to be more in line with the original armor in Berserk (ie. you transform into the 'wolf' form directly instead of into the 'skull' form first), and overhauled the effects you get from the transformation to be as accurate as possible with the original armor in the manga (ie. more immersive effects compared with the original mod). I also tried to make the armor feel as immersive as possible in Skyrim by relating the armor with some parts of Skyrim (eg. attributes, effects, skills, spells/shouts, quests, etc), as if it's the part of Skyrim itself.

If you have no idea on what Berserk is and what Berserker Armor is, you need to read the spoilers below. The spoiler about Berserk is optional, but the spoiler about Berserker Armor is highly recommended to read. Some features in this mod are very specific to the armor in the manga, so you need to at least have a basic understanding on what the armor is and how it works in order to play this mod immersively.

(If you already know about them, feel free to skip to the next part; or still read the spoilers below just for the nostalgia).

What is Berserk?
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What is Berserker Armor?
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FEATURES

  • A highly durable badass-looking armor
  • Augments the wearer's strength, speed, and capabilities with some drawbacks
  • Has RPG elements: the armor is affected by your race, level, stats, skills, and your actions in the game
  • A challenging boss fight
  • A craftable armor set and unique weapon
  • New toggle-able heavy weapon mechanism
  • Lightweight scripts, negligible performance impact


Berserker Armor in this mod works very similar with the one in the manga. Upon wearing it, a lesser power to unleash the armor will be added. Cast it to make the armor transform. Or alternatively, if you're wearing the armor in combat and you get damaged until your Health is reaching the Automatic Transformation's Health Threshold (in the MCM menu, under Others tab) or lower, the transformation will automatically be triggered. In order to transform, you need to equip both the Cuirass and the Boots.

The transformation has a duration which scales with your Health and Stamina. The higher either or both of them, the longer the duration will be. Hence a stronger character (with higher Health and/or Stamina) will be able to utilize the armor longer than a weaker character.

Armor's Augmentations

Upon transforming, you will get augmented strength, speed, and capabilities.

Augmented strength
Anything related with strength will be augmented, such as attack damage, damage resistance, stagger resistance, carry weight, jumping height and jumping length. They will be augmented (ie. scaled) based on your character's race, weapon skills, armor skills, Sneak skill, Health, and/or Stamina. The stronger or higher your race/weapon skills/armor skills/Sneak skill/Health/Stamina, the higher the augmentation amounts will be. In addition, you can also now resist knockdown and disarming attacks by blocking, and become unhindered by armor weight.
More details in the spoiler below.
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Augmented speed
Same as strength, anything related with speed will also be augmented, such as attack speed and movement speed. They will be augmented (ie. scaled) based on your character's race, weapon skills, armor skills, and/or Sneak skill. The stronger or higher your race/weapon skills/armor skills/Sneak skill, the higher the augmentation amounts will be. In addition, you can also now sprint on water.
More details in the spoiler below.
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Augmented capabilities
Several other aspects of your character will also be augmented, such as attributes (Health, Stamina, and Magicka) regeneration, skills fortification, skills learning speed, resistances to negative effects (magic, poison, and disease), racial ability effectiveness, and spell effectiveness. They will be augmented by fixed values and not scalable like the strength and speed augmentations. In addition, if your Heavy or Light Armor skill is high enough, you will be able to reflect or avoid blows by chance. You will also gain unlockable combat techniques.
More details in the spoiler below.
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Self-repairing feature
In addition to these augmentations, the armor also repairs the wearer's injuries and repairs itself if damaged. Whenever you get damaged, the armor will immediately heal you. So, unless you get hit with a killing blow, you will still be able to survive any grave injuries even without using potions.

Armor's Drawbacks

These augmentations come with several drawbacks, however.
  • Upon transforming, there's a chance that you will lose control instead of transforming normally.
  • After the transformation (or lose control) wears out, you will get some side effects (namely aftermath effects) as the result of utilizing the armor.
  • If you manually transform again when the aftermath effects are still in effect, you will be introduced to dangerous transformation instead of normal transformation.

Lose control
If lose control happens to your character, they will lose control and indiscriminately attack anyone in their line of sight. By default, your followers will not be attacked. But you can turn on the Frenzy Mode option (in the MCM menu, under Lose Control tab) to make your character also attack your followers. There are some conditions to trigger this effect and some factors which determine the likeliness of this effect to happen.
More details in the spoiler below.
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Aftermath effects
Aftermath effects are negative effects which come as the result of utilizing the armor. They reflect the wearer's poor condition after being pushed to the limit and the deterioration of the wearer's senses. They will be experienced after finishing any transformation or lose control. They have a duration which mainly depends on your Health and Stamina (ie. the higher either or both of them, the longer the duration will be). Hence you will suffer these effects longer as you utilize the armor longer.
More details of the effects are in the spoiler below.
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Dangerous transformation
This transformation is the same with normal transformation, except that it's dangerous. Under this transformation, on top of reparation (ie. restoring your Health whenever you get damaged), the armor also causing damage whenever you're moving or getting hit with a critical strike. This is to simulate the armor's invasive reparation which can lead to death through blood loss if the armor is being used excessively.
More information in the spoiler below.
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Obtaining the Armor

The armor parts you will obtain in the beginning are the Cuirass and the Boots only (NO Helmet, NO Gauntlets). Only after transforming will you get the full armor set (and they're automatically equipped, no need to equip manually). They're heavy armor by default. To get the light armor version, bring the armor to any smithing forge to convert it to light armor. Convert again in any smithing forge to get the heavy armor back.

IMPORTANT NOTE:
DO NOT try to use console command AddItem or use any AddItem mods to get the other parts of the armor!! It will BREAK the armor's mechanisms!! You have been warned!

There are 2 ways to obtain the armor:
  • Immersive way: go to the place where the armor is located at, and defeat the boss who is guarding it.
  • Instant way: get the armor instantly via an MCM option.

Immersive way
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Instant way
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Craftable Armor Replica

You can craft replica of the armor set in any smithing forge. The replica doesn't have the features which the actual armor has. It also has slightly lower stats to make it balanced in vanilla game: the heavy armor version is between Ebony and Daedric, while the light armor version is between Glass and Dragonscale.
More information in the spoiler below.
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Armor Model Options

There are several armor models for Berserker Armor provided in this mod. I provide them because I don't have any skill in modelling and can only rely on the existing armor models made by talented authors out there. They're provided so that you can choose which one you prefer to use in the game. I tried to use armor models which are suitable with the theme of Berserker Armor. Each of them has their own pros and cons. Read the details in the spoiler below.
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Craftable Dragon Slayer

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You can craft the notable weapon used by Guts himself as his signature weapon: The Dragon Slayer. A massive weapon which was responsible for the deaths of countless monsters, demons, and even apostles in his hands. The weapon has a custom "heavy swing" sound, along with 58 weight and a damage far surpassed other weapons in the same category. It's also treated as both a greatsword and a warhammer (perks for both of them work for the weapon). It can also further be augmented to have some magical properties.
More details in the spoiler below.
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Heavy Weapon Mechanism

The Heavy Weapon Mechanism (HWM) is a new mechanism provided by this mod which aims to distinguish between normal weapons and weapons which truly look heavy. It does so by adding a new mechanism when such heavy weapon is equipped. The weapon will be swung slower but has more impact (causes stagger). Whether a weapon is categorized as a heavy weapon or not is based on its weight.
More details in the spoiler below.
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COMPATIBILITY

General Compatibility Notes
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Available Patches
Currently patches are available for these mods:
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Supported Mods
Supported mods are mods in which one or more of their features are integrated, utilized, or connected with one or more of the features of this mod, usually without needing any patch. Currently this mod supports the following mods:
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How to make a compatibility patch?
There are several features which can be made compatible via a patch. I designed the mod to be easily patch-able, although some conflicts do need to be solved via script-patching. But generally, it only needs a couple of copy and paste to make a patch, as explained in the spoiler below:
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INSTRUCTIONS

Installation
It's recommended to install this mod in a new game. Or you can install it in existing save files, but make back up first so you can always revert back to your back up files before installing this mod.
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Load Order
Since the installation is done via an installer, the plugins' load order may become a problem if you don't know the correct order. You have to make sure your load order is correct before running the game, or else some parts of the mod may not work, or may cause a game-breaking glitch, or may even cause the game to CTD. Here is the correct load order:
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Updating
Since this mod employs some event-based functions, you can't simply uninstall an old version then install a new version or replace an old version with a new version. You have to make sure these steps are fulfilled when updating:
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Uninstallation
It's generally not recommended to uninstall this mod from an existing save file because of the scripts (but it should not be harmful). You can also reload your backup saves before this mod is installed, but of course you will lose your progress. If you insist to uninstall the mod from your existing saves, you can try to follow these steps:
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QUESTIONS & ANSWERS

The boss is too difficult! How can I defeat him?
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My armor model is buggy/glitchy! What should I do?
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RECOMMENDATIONS

Recommended Mods

Unofficial Skyrim Legendary Edition Patch
 (USLEEP), to fix many bugs and issues in vanilla game. The mod has been developed and tested with it installed. Some fixes have been forwarded to the mod, but the ones which can't be forwarded without making it a requirement are covered via the USLEEP patch.

Cobb Bug Fixes, to avoid the horrendous Ability condition bug which can cause Ability effects to stop re-checking their conditions once they've been applied to an actor for some amounts of time. The main monitor ability of the mod has been applied in a way to avoid this bug from happening, but some other abilities have not (not applicable). You should really just have it anyway, to prevent abilities from any mods from bugging out in your game.
 
moreHUD Inventory Edition, to have a wide inventory description panel (so that you can read the long descriptions of the armor's effects), because some effect descriptions from this mod are quite long.

Wider MCM Menu for SkyUI, for the same reason with moreHUD Inventory Edition but for the MCM menu, because some option names and option descriptions in the MCM menu are quite long.

FileAccess Interface for Skyrim Script (FISS), to save and load your MCM option settings so that you don't have to manually set all of the options whenever you start a new game.

Enhanced Skyrim Factions - The Companions Guild, if you don't want to be forced to become a werewolf when doing Companions questline.

Dynamic Animation Replacer + EVG Conditional Idles, to have immersive injured, fatigued, and headache animations when suffering the aftermath effects.

Suggestions for Modders

As a casual modder with limited knowledge and experience, there are many things I simply can't achieve regarding this mod, in which if I have the suitable skillset or experience, this mod would have been a lot better. That's why, in this section, I put my suggestions in a hope that some skilled modders will continue and complete this mod by making addons or improvements. If you want to make addons or improvements over this mod, the following suggestions may help you to decide on what can be done.
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CREDITS
Credits for these people whom without them this mod would not have been possible!
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