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About this mod

An unofficial update to Enroys' Lore Friendly Guns of Skyrim mod. Makes a few changes to avoid crashes, and allow more expected functionality.

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An unofficial update to Enroys' Lore Friendly Guns of Skyrim mod. Makes a few changes to avoid crashes, and allow more expected functionality.
Post a Comment or Bug Report if there are any issues. There shouldn't be.

Note to YouTubers - If you cover this in a video, you don't have to let me know. But I'd like to, just because it would be cool to watch.

OVERVIEW


Mind that Dawnguard and Dragonborn DLCs are required for the original mod. This was unfortunately not included on the Description page or Requirements list.
Hearthfire is required for the base mod as well, but this mod will remove it as a requirement, as it is not needed. There are two files, the Patch to the Original Mod, and the Extras, along with a version of Extras that removes some stuff that doesn't make sense.
Note there was only a couple actual "fixes" that were needed, being the Silver and Poison ammo crashes, and arguably the smithing benefit for some guns.


LORE

Everything on the Original Mod's Page is the same.

In short, the Altmeri Dominion's use of numerous powerful Battlemages caused the Emperor to pour resources into developing something as a counter. The Handgun technology was the result, based on old Dwemer designs.

Weather Handguns were developed during the Altmeri/Empire war, or after, and the Altmeri Dominion's opinion of this technology along with why it has been tolerated isn't stated, that would be up to Enroys to explain.
If I were to guess, Handgun Technology may not of been ironed out enough, wasn't mass-produced enough, or was too new for current armies to adapt to using. If it's after the war, I'd imagine that the Altmeri Dominion would think of the technology as fruitless, and that their Battlemages are simply superior. But that is pure speculation on my part.

The Lore for my Extras is that over time, different people and factions have learned to utilize this technology for their own purposes. Some designs are functional, others teeter on being ridiculous designs imagined by Children. Some are simple variations. People have learned that adding more propellant can improve projectile speed, while removing some can make for a quieter projectile.

The Dragonborn can also use their knowledge of crafting Handguns to create Replicas of not only current designs perfectly, but also unique designs, though these are not quite as good. They may even be able to envision designs that never existed.
 

HANDGUNS OF SKYRIM - PATCH

Makes changes to the original mod's .esp. It does overwrite the original ESP.


- Silver Bullets and Poison Bullets that used to crash the game no longer cause crashes. The issue was the mesh.nif files (The 3D bullets themselves). Note that the Silver/Sun/Auriel effects on projectiles don't work as intended, they need to be on a weapon that fires the ammo. This is an issue modders have dealt with for years and the solution (there is one) is a bit much for me. The bullet descriptions reflect this now. At the very least, they don't crash now.



- All weapons require the appropriate perk to craft and to enhance. Formerly, Dwarven was to craft, and Arcane Blacksmith was used for Enhancing across the board. Now, Steel is Steel, Dwarven is Dwarven, and so on.

- The Vampire Hunter's Handgun (AKA Silver Handgun) requires Arcane Blacksmith, as it has a passive effect. It now benefits from the perk for upgrades, as all Handguns do. Crafting it is possible in the base mod, and requires Arcane Blacksmith as well. It now also requires joining the Dawnguard (first mission).

- Some other basic changes, Iron Handguns benefit from Steel Smithing rather than nothing, if (for some reason) you want to gain the full use of it. Crafting Imperial and Stormcloak Handguns are unlocked by default, as Imperial Armor is. Stalhrim benefits from the Ebony Smithing perk (Like Vanilla). Nordic is a weird exception, crafting with Advanced Armors and upgrading with Arcane Blacksmith. This is Vanilla rules, so I rolled with it. Sanctus upgrades with Daedric Smithing. Raptor's Eye upgrades with Ebony Smithing.

- The Blades Handgun is craftable with Ebony Smithing, as you advance through the Blades questline.

- Increased all Projectile Speeds by 15%. Note that just like in the original mod, some Magic bullets are slower, and bullet speeds get better with better bullets. Cheep are slower than Quality, Burrowing are faster again, etc. The reason I did this is because after a lot of use with this mod, It really felt like alot of the bullets were lagging along. This increase is very slight, and makes things feel more fluid.


HANDGUNS OF SKYRIM - EXTRAS

Adds new weapons and ammo. Should be Lore Friendly.


Nordic Handgun
Damage: 24
Matches Nordic Equipment set from the Dragonborn DLC (to the best of my ability). Requires said DLC, as does the rest of the mod.


Nightingale Handgun.
Damage: 30
It is similar to Ebony tier. It is quieter, but not silent. It is craftable and not enchanted. Requires Ebony Smithing, and advancement through the Thieves Guild questline. It is similar to the Raptor's Eye and the craftable Replica, but with no scope and is quieter. Why it exists - I thought it looked cool. The Lore is that it is either a Prototype to the Raptor's Eye, that the Raptor's Eye was the prototype, or they're simply Variants. Up to the player, and Enroys can have the final say.


Shrouded Handgun.
Damage: 28
It is a compact weapon stained with blood. Literally. The wood stain finishing used was literal, actual people blood. They were probably innocent, if that helps. It is quieter, but not silent. It is craftable and not enchanted. Requires unconventional (not very rare) crafting and upgrade materials. Requires Ebony Smithing, and advancement through the Dark Brotherhood questline, in any manor.


Double Steel Handgun
Damage: 42
It has the Damage, Crit Damage, and combined Crit Chance of 2 Steel Handguns. It is short range and very slow to reload. It's DPS is still close to 2 shots from a regular Steel Handgun. It fires both barrels at once for 42 damage. I dunno how to make it 2 shots. It is craftable and not enchanted. It is very expensive to craft. Craftable if you help Lars in Whiterun. The design is ridiculous, so I imagine that a child like Lars thought of it.


Subsonic and High Velocity Ammo
Damage: 8, 12, 18
Subsonic Ammo is slower and weaker, but you get more out of your Fire Salts, and the Ammo itself is Silent. Your gun isn't. Can be stealthier, or used as budget ammo.
High Velocity Common and Quality rounds added. They are both 20% faster than the regular versions (After the additional 15%). Require 2 Fire Salts and 2 Rolls of Paper instead of 1 each, as the "cases" are bigger and there's more propellant. These require Elven Smithing for Cheep and Advanced Armors for Quality. I did this because the Light-Armor side of the Smithing Tree doesn't get much better ammo like the Heavy-Armor side does.


All new Handguns were balanced based on the patterns observed for Vanilla Weapons and the Original Guns Mod.
(Example: Skyforge Steel is almost always +3 Damage, +1 Crit Damage, and +50% value over Steel. Similar patterns exist.)
Mind that these are Base Damage numbers. Numbers increase in-game based on your Skill.

I also added Cheat Guns and Cheat Ammo. Console Command only. If that's not your thing, just ignore them. Original mod has OP ammo as well through Commands. One of the cheat guns is something 99% of you are immediately going to think of, and probly wish I included. You're welcome.

I'd prefer you explore the Cheat items yourself, it's funnier. And I did this for those who don't care. Below is full-disclosure of the cheat-items.
Spoiler:  
Show

- The Noob Toob - Made to be the stronger than Dragonbone with a pretty good reload. Not a God Item or too OP, but very strong.
- The Super Steel Handgun - A Double Steel Handgun with much faster reload and extra crit chance/crit damage. Rip and Tear, Dragonborn. Until it is done. Not a God Item or too OP, but very strong.
- The Literal Gat of Akatosh - Exactly what it sounds like. Fires x10 rounds at 10k damage each at 100% crit chance for double damage. Not a God Item or too OP, but very strong. This is a flat-out lie, if you can't tell.
- Bullshit Bullet - If you want to make any gun an instant kill. OP. Extreme.
- Gamecrasher 9000 Bullet - I left it in the game. You're welcome. (Will crash-to-desktop, no freezing)



HANDGUNS OF SKYRIM - OPTIONALS

Weather these weapons are Cannon to the Original Mod's Lore is up to the player, and Enroys can have the final say.


Skyforge Steel Handgun
Damage: 24
Craftable. I didn't lock it behind the entire Companions Questline, just the first quest, "Take up Arms". It does need Arcane Blacksmith and you need to use the Skyforge specifically. Grey-Mane doesn't sell them, as I don't know how to add them to his Vendor List without making it possibly conflict with other people's mods for him. Future fix, I'm sure. Requires Steel Smithing.


Ancient Nord Handgun
Damage: 21
Craftable. Ancient Nords likely didn't have this technology, but I do not care. However, I'm a (relatively) nice guy, so this is optional. The Lore could be that it was a prototype design, or the Dragonborn just made it in that style for some reason. Craft anywhere anytime.


Nord Hero Handgun
Damage: 24
Craftable, if you can also craft Nord Hero equipment. Also optional. Requires Skyforge, Ancient Nord Handgun, Steel Smithing, and advancement through the Companions questline.


Replicas
Sanctus Replica - an un-enchanted, slightly weaker replica with Elven and Dwarven Smithing (Due to the gun's lore) and Upon speaking to Gelebor for the first time (where you find Sanctus).

Raptor's Eye replica - an un-enchanted, slightly weaker replica with Ebony Smithing, as you advance through the Theieves Guild questline.



Other Notes:
- I considered making High Velocity Burrowing ammo. I still might. It would be pretty strong, all things considered. I would make the Steel version require Steel and Advanced perks, and the Dwarven one require Dwarven and Advanced perks.
- I won't make High Velocity Subsonic ammo. It makes no sense. It's subsonic (slower, quieter) due to less propellant. So I'd just be making Cheap Lead shot again.
- My current ideas for new guns are a Vampire gun, and a Mage Gun from the College.
- If you're using a mod like the Add Item Menu, the Nordic Handgun may not show up. No idea why.
help "nordic handgun" 4
that will give you the base ID.
- If anyone thinks of other faction/interesting guns to add, I'll consider it.

Thanks To:
Enroys, the creator of the original Lore Friendly Guns of Skyrim.
And anyone who downloads this.

Facts and Trivia:
Spoiler:  
Show

- The Skit I made in the Videos tab inspired me to get into making this mod. That, and Enroys' original mod.
- I made the Skit to see how hard it would be. Yes, it's my voice. No, I don't talk like that.
- The gun in the Skit is the Advanced Steel Handgun - basically a personal-use reskin of the added Nordic Handgun, stat-wize. Might release.
- This mod has no Bayonets. If I do them, I'd want to add more Bash damage somehow.
- I actually had to "fix" the Gamecrasher 9000 because it wouldn't crash the game...
- The Shrouded Handgun's Upgrade Material was Bloody Rags, I changed it because it's funny.
- The piece on the Shrouded Handgun is a magic suppressor.
- The Quieter guns are actually quieter at further distances. It does work. They're not completely Silent tho.
- I made the Nightingale Handgun using parts from the Raptor's Eye before realizing it was a Nightingale weapon itself.
- I intended to hide the Noob Toob somewhere early on. I decided against it.
- The Super Steel Handgun was the original Double steel Handgun. But it was way too overpowered.
- I spent literally 5 hours trying to make Silver Bullets do more damage vs undead. I failed.
- I hate farming Fire Salts.