About this mod
Distinct Weaponry aims to introduce playstyle variety by adding weapon speed variation, using the excellent Skyvalor as a base
- Requirements
- Permissions and credits
- Changelogs
Distinct Weaponry aims to introduce playstyle variety by adding weapon speed variation, using the excellent Skyvalor as a base. Weapon speeds have been split between Heavy and Light based on their material, and are slightly boosted relative to vanilla in order to make combat feel more responsive. Bow speeds have been normalized to just the two categories.
Heavy Weapons feel roughly equivalent to their vanilla counterparts, swinging slower but hitting harder.
- Iron* | Steel*, Orcish, Draugr | Dwarven, Honed Draugr | Nordic | Stalhrim, Ebony | Dragonbone
Light Weapons swing faster and are designed to derive more of their DPS from secondary damage sources such as enchantments and poisons.
- n/a | Silver, Imperial* | Elven, Falmer | Honed Falmer | Glass | Daedric**
*The bows for these materials use the opposite weight. The Long Bow and Hunting Bow are Light, and the Imperial Bow is Heavy.
**Despite being on the Heavy side of the Smithing tree, Daedric weapons have been made Light due to the lack of a final tier Light option. With late-game enchanting they are still the best weapons in the game.
Daggers have the same speed regardless of material. They swing very fast and have had their damage significantly reduced relative to Skyvalor as a result. Stealth kills will rely on power attacks and damage-boosting perks.
Two-Handed Weapons have been buffed and are balanced against dual-wielding, factoring in the optional 35% dual wielding damage reduction from Skyvalor. While in vanilla dual-wielding sacrifices blocking there are many popular mods which introduce dual-wield blocking, so they are treated as equivalent.
Math for Nerds
Weapons are first divided into Heavy and Light, and then assigned a tiered "enchantment factor" based on when they appear in the leveled lists (Orc weaponry has a lower enchantment factor due to appearing earlier in the game, despite their higher Smithing tier). This enchantment factor adds damage equivalent to a single level-appropriate damage enchantment in order to balance faster-swinging weapons which apply enchantment damage more often.

Note: Bow DPS numbers use a different formula due to how draw speed calculations work, they should not be compared to melee weapons.
Compatibility
ADXP - Disables Weapon Speed multipliers, instead relying on animations for speed. MCO is still compatible, however.
Two-Handed Animation Mods - If designed around Precision and the (poor) vanilla weapon balance, these mods may make two-handed power attacks deal multiple strikes, multiplying damage output to levels not intended by this mod.
Mod-Added Weapons - If they are flagged using the appropriate material keyword and are a vanilla weapon type, mod-added weapons will have their damage and speed values correctly overwritten. Mods that introduce new materials or weapon types such as Animated Armory will need a separate patch.