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Shadow Paladin

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23 comments

  1. hoodman0556
    hoodman0556
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    Not trying to be a dick, but Broadswords were not meant to be used to bash anything, unless you meant half-swording. When fighting against unarmored opponents (the general rank and file of the Middle Ages) Skyrim techniques were used; against an armored opponent however, the knights used a technique known as "half_swording" wherein they would grab about halfway up the blade with a certain grip in order to prevent cutting themselves. They would then attempt to thrust the point into weak areas of the armor, such as at the joints or in between plate segments. They by no means attempted to bash their way through heavy steel armor; the sword blade would chip and break if they attempted to do so. Here's a video explaining half-swording and even shows someone grabbing the blade with both hands to bludgeon a dummy with the pommel. https://www.youtube.com/watch?v=vwuQPfvSSlo

    Now, I understand that the game has limitations. Half-swording is not going to work. So how about we give the broadsword a bonus to fighting enemies in light armor? Justification is that the broadsword can easily slice through leather and other light materials. In addition, give the broadsword (and honestly, anything else that can thrust) a bleed effect on enemies that can represent a "thrust" on an armored opponent, helping defeat heavily armored opponents not by reducing the effectiveness of armor, but by having the bleed effect sap their life away. Perks can improve the broadsword to also sap stamina/magicka of opponents.
  2. HlaineMadLarkin
    HlaineMadLarkin
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    Is it normal, if this mod changes the katana and wakizashi perks and removes the ones for hatchets and mauls? 'Cause that's exactly what it does with me...
    1. TdogTheFist
      TdogTheFist
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      Yeah, it does that for me and my buddy too...
    2. raulfin
      raulfin
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      The last update to this was the day after SkyRe version 0.99.23.5 was released. Maul and hatchet perks were added in SkyRe v1.
      This mod overwrites;
      Light Weapon AV - Downgrades Light Weapon tree to the version from SkyRe 0.99.23.5, removing any perks added to the tree in updates.
      Perk Form List - Removes 29 perks from the list. Including perks from Alchemy, Enchanting, Light Weapons, Heavy Weapons, Alteration, Conjuration and Wayfarer.


      I've added broadsword perks to the latest SkyRe update at SkyRe Compatibility and ReProccer Patches.
      Broadswords now benefit from parts of the Xiphos and Masterful Fencer perks as follows;
      Xiphos: Broadswords gain the "X% damage bonus to staggered targets", they do not gain the double damage bonus effect from using a shield.
      Masterful Fencer: Broadswords gain the "Attacks against blocking enemies deal no damage." and "Attack against enemies that don't block ignore X% armor", they do not gain the "Timed blocks reduce incoming damage by X%."
  3. Viatos
    Viatos
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    How's this?
     
    Broadsword power attacks cost 10/20/30% more stamina, but deal 20/35/50% more damage and double that against blocking opponents.
     
    A skilled opponent (one with high Block) still benefits from blocking; an amateur, by concentrating on a defense he cannot sustain, will be destroyed. This makes broadswords unique as a power attacking light weapon; where heavier light weapons are consistently potent (represented by their entry perks, bleeding damage and armor penetration respectively) the broadsword shines due to its ability to marry strength and skill as exemplified by the power attack.
    1. VoIitio
      VoIitio
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      That's nice.
  4. angbor
    angbor
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    This mod is not compatible with ASIS, because there will be CTDs if the NPCs have the perks. Therefore it's necassary to add SkyRe_Plugin_Perks_ Broadsword.esp to [ModExclusions] in the Asis.ini.
    1. noumak39
      noumak39
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      Thank you!
    2. red_codec
      red_codec
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      holy crap i didn't know! thank you!
  5. Garahell
    Garahell
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    Please Update this mod, I really like the idea for the broadswords
    Thanks
  6. ArgintSilver
    ArgintSilver
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    Does it work with the last SkyRe version?
  7. Co0n
    Co0n
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    Nice intention, wrong solution.
    You enhance 1h only or shield + 1h more than the broadsword itself.
    People who cant bash because their offhand is wielding something else have no benefit.

    You could instead add the knockdown to certain powerattacks by x% chance.
    1. shadow_paladin
      shadow_paladin
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      I actually thought about that particular problem for a while and decided that, at least for the initial release, players could quick-swap out their offhand weapons or spells to make use of the perk. I agree this isn't the best solution, but I haven't found a good one that keeps the flavor I wanted just yet.
    2. lordofevery1
      lordofevery1
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      http://skyrim.nexusmods.com/mods/9247
  8. rhapsodios
    rhapsodios
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    AFAIK broadsword already had increased stagger chance compared to other bladed weapons (though the chance was reduced in a recent update, iirc). I believe that broadsword's perk is the inherent properties of the weapon.

    Like if you compare longsword and broadsword (you can see the stats from reproccer xml) you can easily see that while longsword has longer reach and slightly faster attack speed, broadsword does more damage. Similiarly, a katana has shorter reach yet faster speed but still lower damage. (unless attack speed increase is significant, damage per hit is more important) This is true for all "base weapons" (broadsword, war axe and mace) - they are more powerful unless you specialize in one of the more situational weapon types.

    I've recently played Skyrim with SkyRe for almost 300 hours, with heavy usage of broadsword, and I can tell you that it's truly effective just as it is. It doesn't need any more increased stagger or decapitation chance perks in my opinion. A better option would be to change Blademaster perk to, besides its own effect, to grant very slightly increased stagger chance for broadswords only.
    1. shadow_paladin
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      This is the kind of feedback I'm looking for. So here's a question: do you feel that the broadswords are powerful enough compared to the more exotic weapons in the late game using their inherently higher stagger chance? I've found that longswords, for example, with their ability to negate armor are extremely powerful and, technically, have increasing returns as enemies have more armor.
    2. mcdraken
      mcdraken
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      If u compare longsword to anything else pls consider the huge drawbacks the weapon has. Its a spellblade/duelist stuff. Broadsword is broadsword. The best all-rounder for the lowest cost.

      But arguing about that is pointless imo. We all know broadsword dont requires a new perk. but who cares? Ur granting an alternate option people might choose and like. Gj.

      Im suggesting a dagger perk too. lots of guys asked for it. u shall give them what they want.
    3. ScottLaRock
      ScottLaRock
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      What weapons in SkyRe don't already have a perk tree in the 'vanilla' version of it? Maybe you could remove the inherent broadsword bonuses and give them back with the perks, slightly worse than the bonuses before at first and the better towards the end. (in a perk with multiple ranks)
    4. NotteLadro
      NotteLadro
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      I feel that while maybe the critical chance is excessive, that simply switching this to give broadswords a slightly increased stagger choice would be worse of a choice, as you'd essentially be butting in on the scimitar perk, which would be pointless since scimitars are lighter, possibly slightly faster and ALSO have a higher base damage. Unlike what's pointed out above, a scimitar is essential a broadsword, but superior and with its own perk path to begin with. If all broadswords are going to do is just knock people around, but a scimitar can do the same and also deal more damage, well, why not go with a scimitar?

      Broadswords need something, and while this perk may be a tad overpowered for the conditions, I think it's in the right direction, since broadswords really have nothing going for them aside from a higher critical chance that also applies to many other weapons.
  9. shadow_paladin
    shadow_paladin
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    Completely forgot to include the script I used for the mod and didn't notice the self-reference for the master file. Clearly shouldn't be modding when tired. Please redownload the package if you've already done so.
  10. ScottLaRock
    ScottLaRock
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    The esp requires itself as a master file, making it impossible to load the main menu of the game and thus the game itself. Just a heads up before someone says it less nicely.