taking a quick look at it both in-game and in SSEEDit, there are a few (non-game-breaking, just annoying) issues with the mod:
1. the cuirass (chest plate) of the set takes up Slot 46, which is commonly used for stuff like Cloaks of Skyrim. using the spell will unequip your cloak 2. some parts of the armour have noise values registered to them, so sneaking will be affected. it is heavy armour though, so that may or may not be what you want, just take note 3. it's classed as heavy armour. again, this is not bad in itself (it fits with how bound sword will give 1H exp etc), but a mage build typically also relies on flesh spells. some perks (like the one doubling the armour rating of flesh spells when wearing no armour) will be affected. however, it seems to most likely benefit from the heavy armor tree, so if for some reason you're a mage that's training heavy armour, this is probably for you (need to confirm this though) 4. there's no script or condition to check whether the spell is already active and the bound armor already equipped. so for example, if you recast the spell while bound armour is already in effect, it will just deactivate and unequip all the armour pieces instead of resetting the duration of the spell (which is what you would expect). again, this might probably be a feature for some, but it's really annoying for me, especially when used together with Ocato's Recital from Enai's Apocalypse mod (auto cast spells upon combat) and going in and out of combat quickly
again, many of these are subjective, so people will prefer it that way, while others may not. just putting it here for people to note
1. Worth noting that if you have the bound armor equipped, you can't unequip it by re-equipping a cloak or anything else that takes up the same slot. The only way to unequip it is to wait for the effect to wear off (or dispel it with another mod) or cast the spell again. (at least, it didn't work for me)
3. It seems like Flesh spells are effected if you cast the Flesh spell afterwards; however, if you cast the armor after the flesh spell, any related perks seem to stay activated. (more testing required, probably) And yes, it does seem to be effected by Heavy Armor perks (and gives HA XP). (Personally, I wouldn't mind it being heavy armor since I would imagine you'd use it as a Conjurer instead of flesh spells because it would boost your Conjuration skill instead of Alteration, and you'd probably end up getting Daedric armor from the Atronach Forge after the Ritual Quest; however since it's a Master level spell, you'd get it at the same time as enchanted Daedric armor, making it largely irrelevant; should really be an apprentice or adept level spell (and be scaled by cost thusly), and probably have it not effect Flesh spells at all to give a reason to use it over armor obtained from the AF beyond weight.)
4. This is a big issue I have with the mod as well. I'd rather have the duration refresh than have a second cast "dispel" the effect.
tbh, i would prefer it the way it is(for the recasting thing), because you can just edit the duration to have "infintie duration" and make it so it can only be turned off by recasting(if your gonna just keep recasting the spell, might as well just make it have infinte duration)
Like the visuals but can't endorse. Had to manually edit things to get rid of the constant flames and flame sound. Also recasting it makes the bound armor go away instead of refresh, which is quite annoying. Is there a way to make the bound armor either permanent, or refresh when cast?
how did you end up removing the flames? I can't seem to find what I need to change in files, or CK. Would really appreciate if you could post instructions. Using Bow in first person through flames is very tedious. Thanks!
kinda wished someone would Modernize this mod. because the idea is brilliant. I think playing as a bound warrior is really dry and more varieties of bound play is always welcome.
slightly related, but do you think a spell could be made to cast a bound shield as well as a bound sword at the same time as one spell?
i only ask because i use a mod called smartcast that allows the user to use spell rings, but the problem with these rings especially when using the bound sword is that it kind of places an invisible sword to your left hand when you cast it in your right hand and the mod pretends there are two swards being used when there is only one sword, i wish it would leave the left hand alone in this case, hence my question.
if a sword and shield bound weapon set could be cast as one spell, it could potentially fix this little issue.
How powerful is this? I'm assuming that it's as powerful as Daedric armour, but does it count as heavy or light armour? Is it possible to reach the armor cap of 567, or 85% damage reduction, using this spell alone?
121 comments
Facebook || Youtube || Patreon || Nexus || Steam || Reddit Thread
edit: nvm it's not by this author
1. the cuirass (chest plate) of the set takes up Slot 46, which is commonly used for stuff like Cloaks of Skyrim. using the spell will unequip your cloak
2. some parts of the armour have noise values registered to them, so sneaking will be affected. it is heavy armour though, so that may or may not be what you want, just take note
3. it's classed as heavy armour. again, this is not bad in itself (it fits with how bound sword will give 1H exp etc), but a mage build typically also relies on flesh spells. some perks (like the one doubling the armour rating of flesh spells when wearing no armour) will be affected. however, it seems to most likely benefit from the heavy armor tree, so if for some reason you're a mage that's training heavy armour, this is probably for you (need to confirm this though)
4. there's no script or condition to check whether the spell is already active and the bound armor already equipped. so for example, if you recast the spell while bound armour is already in effect, it will just deactivate and unequip all the armour pieces instead of resetting the duration of the spell (which is what you would expect). again, this might probably be a feature for some, but it's really annoying for me, especially when used together with Ocato's Recital from Enai's Apocalypse mod (auto cast spells upon combat) and going in and out of combat quickly
again, many of these are subjective, so people will prefer it that way, while others may not. just putting it here for people to note
1. Worth noting that if you have the bound armor equipped, you can't unequip it by re-equipping a cloak or anything else that takes up the same slot. The only way to unequip it is to wait for the effect to wear off (or dispel it with another mod) or cast the spell again. (at least, it didn't work for me)
3. It seems like Flesh spells are effected if you cast the Flesh spell afterwards; however, if you cast the armor after the flesh spell, any related perks seem to stay activated. (more testing required, probably) And yes, it does seem to be effected by Heavy Armor perks (and gives HA XP). (Personally, I wouldn't mind it being heavy armor since I would imagine you'd use it as a Conjurer instead of flesh spells because it would boost your Conjuration skill instead of Alteration, and you'd probably end up getting Daedric armor from the Atronach Forge after the Ritual Quest; however since it's a Master level spell, you'd get it at the same time as enchanted Daedric armor, making it largely irrelevant; should really be an apprentice or adept level spell (and be scaled by cost thusly), and probably have it not effect Flesh spells at all to give a reason to use it over armor obtained from the AF beyond weight.)
4. This is a big issue I have with the mod as well. I'd rather have the duration refresh than have a second cast "dispel" the effect.
Trying to remove that effect
1) Can we have light-armor varient of it please?
2) Can we somehow disable flames on it? When I use bow I can see nothin
i only ask because i use a mod called smartcast that allows the user to use spell rings, but the problem with these rings especially when using the bound sword is that it kind of places an invisible sword to your left hand when you cast it in your right hand and the mod pretends there are two swards being used when there is only one sword, i wish it would leave the left hand alone in this case, hence my question.
if a sword and shield bound weapon set could be cast as one spell, it could potentially fix this little issue.