Skyrim

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Gruftlord

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About this mod

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

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  • French
Changelogs
This mod is no longer supported.
The new version for Skyrim Special Edition can be found here



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

Ranged:
Bow, Crossbow, Flameless Bow, Flameless Crossbow

Tools:
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's 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).




What about console support?
- Unfortunately without SkSE and SkyUI on consoles, this is nit possible.

Is this mod compatible with [overhaul mod]
- Unless otherwise noted: No. If you are an experienced user of both Bound Armory and any overhaul mod and want to help with a compatibility patch, please contact us in the comments section.

How exactly do the first weapons work? Do they count as unarmed weapons?
- For the sake of working well with Bound Armory's perks, the fist weapons are all classified as daggers.

Known Issues
  • When switching to this Mod from another Bound Weapons Mod you will lose your Spells from the old Mod. Furthermore, if you have a Bound Weapon equipped in your Save Game when uninstalling or installing any bound weapon mod, this can lead to CTD when ever trying to summon a bound weapon. Equip a different Weapon before changing Mods. If you accidentally ran into this issue and are only reading this section after it happened, you can try this guide to fix it: Fixing the Bound Sword Crash.
  • The Bound Crossbow will sometimes not be equipped and stays on the Back. Not sure why, but it happens with other Bound Crossbow Mods as well. Summoning another Weapon, preferably Two-Handed before casting Bound Crossbow may help. Or Resting and Recasting. If all else fails, try reloading. This will also happen, when using a vanilla Crossbow Mesh as Bound Weapon. There is probably not much that can be done against this.




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