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Gruftlord

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  1. Gruftlord
    Gruftlord
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    Welcome to the latest version of the Bound Armory story.

    When i started the project over three years ago, i couldn't have imagined what would become of it.
    Starting by updating Aertyr's Bound Weapons Redux i would ask a lot of mesh creators for permission to use their work and ended with the wide selection of weapons the mod is now known for.
    From the get go, there has been a constant influx of feedback from the users, mostly asking for compatibility with various overhauls (and it would seem it is continuing here ).
    What would first seem overwhelming turned into joy, when people simply started sending me the finished patches.
    I would then restructure the mod with version 1.4 to make compatibility and adding of new weapons much easier.
    While true, it also led to a massive explosion of individual download files on the page, itself becoming a bit unwieldy.
    Once again i got contacted, this time by nokturnihs, who kickstarted the idea of an MCM version.
    When nokturnihs left Skyrim moding for reasons, the MCM did show a lot of potential of what was possible with this approach.
    This is where JibstaMan came in. He refactored the scripts, streamlined them and made them his own.
    The little details he further added bring the mod to a whole new level of polish. The new splash screen gives the mod it's new face and the renaming feature for the spells makes using them more immersive and fit right in with the vanilla spells.

    My time with this mod has been a very enjoyable one, so without further ado:
    To all you contributors, be it scripting, meshes, patches, ideas or feedback: I say thank you.
    And now, let's all enjoy this new and shiny version.

    Have fun!
    Gruftlord
  2. Gruftlord
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    Hello friends of awesome Bound Weapons,

    Bound Armory Extravaganza has finally been released for SSE.
    I ran the mod through the recommended converters (for esp, meshes and repacked the bsa) and it seems to be running fine as far as I can tell.

    I tested a few weapons and they all seem to appear properly in-game and the MCM looks to be fully functional. Since i didn't do any extensive tests and SKSE64 is also still in alpha, this is considered an alpha release, too.

    the mod can be found here

    Jump in, give it a try and let me know what you think and which error you find.

    Once again a big thank you to all people that helped create the mod.

    Cheers!
  3. rodr1ss
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    thank you, thank you very much, I never liked axes. I'm more of a greatswords fan and it has always bothered me having to raise the greatsword and ax skills in the perk. finally thanks to you I can conjure a greatsword, of course without counting the infinity of other weapons. and thanks for leaving the button to get the spells because I had no idea how to make it work. thank you so much
  4. lukabloodstone
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    i like to play as a multi class character, capable (depending on what i feel like using) i sometimes go monk style and use fist weapons such as uluks and weapons like that, and this mod makes it ten times easier to make it a magic monk style
    . i am totally endorsing this mod and gonna track, this mod is a game changer for me 
    my nord abbadon thanks you! 
  5. Santimods96
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    Is compatible with PERKUS MAXIMUS??

    I question because the previous version Bound Armory - with PerMa SPERG Requiem and SkyRe Compatibility at Skyrim Nexus - Mods and Community (nexusmods.com) ... it was

    So ... this is compatible?
  6. WarrenHam
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    Hi, I wanted to say I love playing with your mod.
  7. DarasuumArray
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    Anyone know where I can find a patch for BAE - SkyRe (assuming it's needed)?
  8. Zhupu68726
    Zhupu68726
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    ???
  9. Enderstine
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    I like the looks of this mod. The Scythe is pretty neat looking, even though it's mostly just Daedric Shields and swords slapped together. This wouldn't be so bad if the Scythe was WAY too big. Not to mention it conjures weirdly by starting on your back and then appearing in your hands. But hey, it looks better than most Scythe mods out there, and it does look like you made the mod where Conjured weapons can be used at end game, so that's nice.
  10. DRAKE187
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    What do the scythe, hand weapons and glaive count as in terms of what perks affect them?
    1. tomtheclone
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      The Scythe is treated as a Battle Ax. The Glaive is a greatsword. Not sure what you mean by "hand weapons".
  11. tomtheclone
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    -- deleted --
  12. ApocNizmith
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    Still needs a huge dmg buff, 2 hander with right enchants on 4 pieces of gear is over 300+dmg, even with bound weapon scaling you implemented you are looking at about 1/3rd of that from this. Tempering a weapon with smithing and alch you can achieve base damage of close to 200 dmg no perks into weapon skill or armor enchants that further boost this damage.
    At 10% of master level conjuration, and 1% of total mana, you gain 10 points of damage from conjuration and 3-5 points depending on your mana investment means you have a base damage of 27-29 damage. This is awful. On Legendary difficulty, using this, with maxed perks you would do all of 12 points of damage per hit. The base damage should be 20-40% of conjuration and a minimum of 5% current mana cap in order to remain as viable as a tempered weapon. A legendary tempered (before perks) Daedric 1 handed sword is 43, add 1 handed perks, enchantments etc it can exceed 400 dph, 800+ dph and a critical and over 2400 points of damage on a sneak attack. I mean cool mod bro, but it should at least be on par with standard tempered weapons to be viable past adept difficulties.
    1. Gruftlord
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      you already gain up to 7% of current Magicka as bonus damage, i think you missunderstood the description. With a high enough investment in Magicka this leads to very viable bound weapons; especially considering that you are still playing as mostly a caster.
      I am very satisfied with the balancing as is. I did not intend to fully match the damage of the highest self-tempered weapons.