About this mod
Different weapons deal different damage depending on new enemy armor types inspired from the award-winning 2022 video game Elden Ring(tm)
- Requirements
- Permissions and credits
- Donations
Weapon types
Standard: 100% Effective against everything. Every other weapon is balanced relative to it.
Includes: Straight swords, polearms, and everything else not included
Axes: Same as Standard but bonus against plants (Only Spriggans atm)
Blunt: Mace, hammers, unarmed attacks, quarterstaffs, pickaxe
Piercing: Pointy sticks such as projectiles, spears, rapiers
- Note: Crossbows include the 50% armor penetration from vanilla
- I included common keywords from other weapon mods such as Animated Armoury
Weapon effectiveness
Armor types
- For generic humanoids (such as Bandits, Vampires, Falmers, etc), their equipment will be detected if they have atleast 1 pieces of light or heavy armor in order to determine what armor type they will be considered. (Unarmored, light, or heavy)
- Enemies under the effect of armor spells count as being Heavy armored.
Unarmored
Fleshy targets with no particular protections. Clothes count as unarmored. (Ex: Most animals, rieklings, giants, lurkers...)
Light armored
Wearing light armor, or armor with a lot of gaps, thick hide, and scaly creatures. (Ex: Dragons, mammoths, draugrs,...)
Heavy armored
Wearing heavy armor, automatons, natural armors (ex: Automatons, chaurus, mudcrabs,...)
Brittle
Creatures made of hard, brittle material (ex: Skeletons, gargoyles, ash spawns, Frost and Storm atronachs,...)
Vegetation
Made of plants. (Non-burnt Spriggans)
Normal
Anything that doesn't fit in other categorys or not covered by the mod. (Fire Atronach, etc)
Compatibility
Mobs from other mods will receive the correct armor types if they have the right keywords
I included some patches for Skyrim Immersive Creatures, Creation Club mods, Beasts of Tamriel, & Monster Mash
FAQ
Difference with other mods like Know your Enemy and Resistance and Weaknesses?
I don't know, i don't use these mods. You can compare.
Does it apply to Player/NPC/followers?
Player no, NPC/followers yes.
Spell damage type?
Spell damage types is above my skill level. In Elden Ring heavy armored units have resistance to fire/cold but weak to thunder and magic.
Bethesda already gave most creatures some elemental resistances. A lot of monsters are %resistant to physical like ghosts. Otherwise you can check out "Lore Friendly Resistance Changes" and "Enemy Resistance Tweaks" which only change elemental res.
Future plans?
Mod is finished unless there's a bug.