Bound Armory Extravaganza - the MCM version by Various Artists
Skyrim » Magic - Gameplay
Added: 30/10/2016 - 11:53AM
Updated: 25/03/2017 - 03:27PM

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Uploaded by Gruftlord


Last updated at 15:27, 25 Mar 2017 Uploaded at 11:53, 30 Oct 2016

Covers all your Bound Weapon needs - now with MCM support:
32 different bound weapons and tools to chose from, adjustable damage scaling, improved visuals - complete with a neat MCM

Bound Armory Extravaganza adds tons of new bound weapons and adds damage scaling and special effects based on your conjuration perk selection.
The weapon selection, damage scaling and special effects can all be selected and adjusted in a mod configuration menu (MCM).

Simply select the type of weapon each spell shall summon in the MCM under Bound Armory -> Weapon Selection.
There are two spells for One-handed Weapons, so you can have a different weapon in each hand.

The available weapons are:

1H Weapons:
Sword, War Axe, Mace, Dagger, Blades Sword (Katana), Short Sword, Short Spear, Hatchet, Hammer, Club, Punch Dagger, Katar, Ancient Ulak, Ulak, Flameless Sword, Flameless Dagger

2H Weapons:
Battleaxe, Greatsword, Warhammer, Halberd, Scythe, Glaive, Trident, Long Mace, Quarterstaff, Flameless Battleaxe

Bow, Crossbow, Flameless Bow, Flameless Crossbow

Pickaxe, Woodman's Axe
These can be found separately.

Mystic Binding
Bound Weapons deal daedric levels of damage and gain 10% of your Conjuration skill level as bonus damage.
This damage is physical, stacks with weapon perks and skill level and is reduced by enemy armor rating.
The damage scaling can be disabled in the MCM under Damage Settings.

Soul Stealer
Bound Weapons cast Soul Trap on targets and receive a special effect.
The effect depends on your choice of Spell School in the Damage Settings in the MCM.
Available Options include: No special effect; Magicka, Health or Stamina absorption; a stagger effect; or elemental and sun damage. To gain the elemental and sun damage, you also need to summon an atronarch of the respective element or an undead.
The default selection is Magicka absorption.

Oblivion Binding
Bound Weapons gain 1% of your current Magicka as bonus damage per Conjuration Mastery and Dual Casting Perk (That is: With Conjuration Dual Casting, Novice, Apprentice, Adept, Expert and Master Conjuration you gain 7% of your current Magicka as bonus damage).
This damage is physical, stacks with weapon perks (but not skills) and is reduced by enemy'sĀ armor rating.
The damage scaling can be disabled in the MCM under Damage Settings.

Further damage and compatibility options are available which can be loaded below Bound Armory in your load order. Your MCM Damage Settings may automatically be overruled by these options.
  • GaigeTheMechromancer released a mod with intrinsic compatibility: Enchant Bound Weapons. With it Bound Armory weapons will receive an (or better yet: up to 4) elemental enchantment, if you are wearing the right jewelry, which you can craft yourself.
  • A SPERG patch done by Omnigma is available under optional files, that extends SPERG Bound Weapon damage to all BAE weapons.
  • A Requiem patch done by Alexandriel is available under optional files. It is recommended to disable BAE Damage Scaling and Magic School (no automatic overruling).
  • Ordinator is compatible out of the box. For the best experience, load Ordinator later than BAE and set Damage Scaling and Magic School in BAE Damage Settings to none (no automatic overruling).

Will there be a Special Edition version of BAE?
- We aim to release a version for the special edition, but we first need to see if the necessary tool + SkSE and SkyUI are updated for SE.

What about support for consoles?
- Unfortunately it doesn't look like SkSE and SkyUI will work on consoles, so at this point, we have to wait and see.

Is this mod compatible with [insert famous overhaul mod]
- At the current state, unless otherwise noted: No. But just as with the original Bound Armory, we plan to add support for various overhauls. If you are an experienced user of both Bound Armory and any overhaul mod and want to help us with a compatibility patch, please contact us in the comments section.

How exactly do the first weapons work? Are they unarmed weapons or what?
- For the sake of working well with Bound Armory's perks, the fist weapons all work as regular daggers. If you feel you could help us make them balanced unarmed weapons that work well for use with Ordinator or Requiem, please let us know what you can come up with.

Please ask permission from the original creators, if you want to redistribute this in any way or form.