About this mod
Tweaks many modded armor sets with the vision of balance. Intended for use with SPID distribution, not included here.
- Requirements
- Permissions and credits
Ancient Imperial
Colovian Prince
Wayrest Sellsword
Wind Ruler
Kitsune Hunter
Gorm
Volodavkaa's Daedric Daggers
Three-Eyed Swallow
The original armor mod is required for all of these mods. These are small tweaks, if you're going to endorse this then endorse the original sets, that's the real work. There are no textures or meshes here, these items could appear in game but would be invisible I assume. The recommended levels next to each set are for SPID distribution. All these sets are craftable.
If you want to truly balance your game, you should enter each DISTR file, (not included here,) and set the distribution to take place above these levels.
Many of these changes will forward tweaks from Xtudo's enhancements. These files DO NOT include the improved textures from Xtudo's enhancements though, so downloading, (and endorsing please,) Xtudo's changes is still recommended. Just make sure this file overwrites those.
Please note not all tweaks may be noted. I did many of these tweaks not intending to upload them, until I saw SPID files, (like many Colovian Prince ones,) distributing glass level armor to bandit outlaws, level 5 enemies. There are also multiple tweaks to things like crafting recipes and values which has no effect on how strong you/enemies are while wielding it. This isn't intended to balance the game 1 for 1 with vanilla. Bandits will obviously be stronger if you give them fancy mod added sets, especially when they were wearing fur/iron still at level 40. This only fixes some outliers. Sets are balanced primarily with players in mind, with SPID being a secondary consideration that will vary depending on what files you use. I made tweaks to the SPID files themselves on my end to properly balance them, (not included here,) as many DISTR files will have the same chance of a level 5 bandit outlaw or a level 50 bandit chief having an outfit, (which is impossible to balance just by tweaking the armor itself.)
Most of these changes only make sense with an armor rating rebalance mod! Most small armor rating tweaks are unnoticeable, (especially early game,) and don't justify the extra weight. I use Armor Rating Overhaul - Standard Edition. Using Equipment Durability System NG gives you a reason to change armor sets instead of tempering the best you find and sticking with it until the next tier. With durability, even if you find an enemy with glass tier armor, it can break without finding the materials to temper it.
The ancient Imperial armor, (when worn as a full set. The light cuirass was worse than fur but the gauntlets better than elven,) for example the cuirasses had no benefit over leather or banded iron armor, having worse armor and more weight. Both the light and heavy variants are now the highest defense items around leather or steel tier with the tradeoff of extreme weight, (which has zero effect on enemies, so they will only benefit from the extra armor,) providing quite good defense early game for light armor warriors with the tradeoff of worse sneaking. The heavy variant is now noticeably heavier than banded iron or steel, but is the strongest early game set provided you can find/craft it and handle the extra weight. Early game sets are incredibly awkward to balance, as fur is essentially pointless with Imperial available mid tutorial and leather being better and almost effortless to make. I tried.
Update : Three-Eyed Swallow : Forwarded and requires tweaks by Xtudo, (ESL version, download the improved textures too.) Recommended level : None. This is an incredibly strong set, moreso than Dragon. If you want to distribute it, it should be only to unique endgame bosses or strong NPC's level 50+.
Made it craftable. By default the NPC who drops this set, (or any other NPC really,) just isn't strong enough to justify this set dropping. I was considering removing the NPC who drops this, only making it craftable or from levelled SPID lists, she was incredibly strong on my load order though. (Arguably worthy of a Dragonscale set, which this was moved to. She's a monster with Onslaught and Spell Variance, if you want to actually earn it.) Also increased the strength of the unattainable duplicate set Xtudo made for the NPC, greatly increasing her armor rating and giving her some enchants, (and raised her min level from 35 to 45.) This set can't be looted off bodies, so you could distribute it to NPC bosses who you want to be incredibly powerful.
Changed the material keyword on every piece from Nordic heavy/light to the relevant Dragon material keyword.
Light version : Was stronger and lighter than glass. Visually, it's a heavy set consisting of plate armor so I gave it extra armor befitting that. Too many sets here were sitting around glass, so I moved it up into Dragonscale tier. It's heavier, stronger, and much more expensive than Dragonscale. This is intended to be a POST game set now, never needing replacement. Craft Dragonscale since it's easier on your pockets for level 35-45, then make this when you're drowning in materials and want a final upgrade, (and for sneaks who are so good at it, they don't need to worry about weight but have already levelled light armor. There is quite a large difference in armor from Dragonscale armor, as Bethesda already powercrept their own sets with the CC Dragonscale Plate. Blame Todd if this set is too strong for your liking.)
Since this is a post game set, even the temper recipe is over the top expensive, needing ingots, dragon parts and daedra hearts, (but will only need to be upgraded once, never degrading.) With Equipment Durability System NG, this is a phenomenal set, which requires expensive enough maintenance that you will still want to swap to cheaper sets temporarily, never letting you use your universal best set everywhere.
Helmet AR 16, W 1, V 1450 > AR 22, W 8.5, V 2500
Cuirass AR 40, W 5, V 5000 > AR 47, W 31.5, V 3850
Gauntlets AR 12 W 1 V 1900 > AR 16, W 5.5, V 1600
Boots AR 11, W 2, V 1900 > AR 17, W 7.5, V 1600
Heavy version : Resembles and slightly surpasses Daedric armor. Very expensive to craft and temper in exchange for its low weight, and requires dragon smithing.
Helmet AR 22, W 7, V 1450, AR 24, W 11, V 2750
Cuirass AR 45, W 37, V 5500 > AR 51, W 35, V 4500
Gauntlets AR 16, W 6, V 1900 > AR 19, W 6, V 1950
Boots AR 16, W 6, V 1900 > AR 20, W 9, 2200,
Sword : DMG 14, W 10, V 1720 > DMG 16, W 16, V 2250
Greatsword DMG 22, W 19, V 1920 > DMG 27, W 26, V 3000
Ancient Imperial Armor : Recommended level : 5/10.
(Original only for now, ESL version. is compatible and a separate set from the Xtudo tweaks I believe.)
This set is balanced to be available immediately, though giving it a level requirement creates a visual difference between level 1 or higher Imperial soldiers. It may also be too strong for light armor characters who don't intend to sneak, and shouldn't appear in Helgen imo. With an alternate start mod however, this is a nice level 1 reward for breaking the law and fighting Imperial soldiers. Using this early game allows elven/near dwarven defense but significantly limits the loot you can carry and slows gold gain. (Also gives a reason to use and level light armor early? When your sneak is too bad to get close anyway, using heavy armor is tempting.) Its material keyword is now steel instead of iron banded, meaning you need the first perk to temper it better. Temper material is still corundum.
Heavy variant : Now matches steel armor in rating, (with the cuirass and helmet being just slightly better,) and all pieces being heavier than banded iron or steel. Increased value reflecting the additional weight and making it worthy of carrying and selling. Steel is still better imo, but you may prefer this if you really need def and are getting 1 shot.
Helmet AR 16, W 5, V 60 > AR 17, W 15, V 145
Cuirass AR 27, W 30, V 175 > AR 33, W 47, V 225 (Why so heavy? It's just a bit more than Dwarven and is easier to obtain.)
Gauntlets AR 11, W 5, V 35 > AR 12, W 10, V 55
Boots AR 11, W 6, V 35> AR 13, W 12, V 75
Shield AR 23, W 12, V 150 > AR 25, W 15.5, V 150
The sword deals less damage and is heavier, (it was better than iron, imperial, or ancient Nord swords before.) Now it is on par with imperial or ancient Nord while being heavier and more valuable, (and maintaining it's better critical damage. 6 bonus damage, with a 1.15x multiplier, compared to Nord's 4 and 1.0x.) I also changed nothing about its default faster swing speed and less reach, (1.15 speed and .8 reach, compared to 1 and 1 on Ancient Nord / regular Imperial.) Slightly stronger and heavier than steel.
Sword = Dmg. 12, W 12, V 30 > Dmg. 9, W 12, V 60
Light variant : Now better than leather, on par defensively with Elven, with the helmet being particularly strong and heavy to reflect its appearance. Is INCREDIBLY heavy for light armor, close to and even surpassing iron. Also changed the tempering recipe from a corundum ingot to an iron ingot, as iron is already harder to obtain than leather and corundum isn't worth wasting on a set in leather tier. (Everything else still takes corundum, as it is better than banded iron.)
Helmet AR 13, W 3, V 60 > AR 14, W 11, V 115
Cuirass AR 23, W 27, V 175 > AR 28, W 23, V 175
Gauntlets AR 9, W 3,> AR 8, W 5.5, V 40
Boots AR 9, W 4, V 35 > AR 8, W 6, V 45
As I was tweaking this set, I realized it would probably make more sense if the degraded set was lighter and had less armor, not more. I prefer the heavier version as it's stronger and gives a tier between leather/steel and elven/dwarven, I may make a version later moving this set up a tier and reversing the changes though. This would however make it too strong to distribute to most soldiers.
Colovian Prince : Forwarded tweaks by Xtudo, (HDT SMP version, not for or compatible with the heavy armor version.) Recommended level : ~25 (though it is supposed to be a scale alternative, which can be acquired immediately.)
The Colovian prince set was identical statwise to glass armor, while requiring the advanced armor perk and gold to smith and temper, (some only took leather strips!) This made it even better than glass. Now this set comes close to and can match glass armor while appearing as early as scale and weighing much more to balance and match its appearance. Made tempering require a gold ingot, (with the cuirass taking 2 now.) Reduced coat value. It only took one gold ingot and leather strip. The axe weighs more, has worse crit, and takes two quicksilver ingots to craft (it was glass tier but only took steel.) Crafting the armor requires more gold now to reflect strength. The axe's needed perk was changed from steel smithing to advanced armors, and changed the keyword from steel to glass. The axe is now in incredibly strong option pre glass, which keeps its strength, but eating into your malachite.
Helmet AR 16, W 2, V 450 > AR 16, W 7, V 450
Cuirass AR 38, W 7, V 900 > AR 37, W 18, V 800
Gauntlets AR 11, W 2, V 190 > AR 10, W 4, V 175
Boots AR 11, W 2, V 190 > AR 11, W 4.25, V 190
Coat W 2, V 900 > W 1, V 165
War Axe DMG 13, W 16, V 490, Crit DMG 8 > DMG 13, W 20, V 490, Crit DMG 6
Wayrest Sellsword : Forwarded tweaks by Xtudo. Recommended level : 25-30. (Steel plate can be found at level 1 via Black Briar guards, with bandits/bounty hunters acquiring it seemingly beginning at level 18. In order to make this set worthwhile it needs to be stronger than plate, but most SPID files give it to mages and spellswords. Raise the distribution level, or novice conjurers will have Orcish tier armor.)
Was previously identical to steel plate armor. It's now almost as strong as Orcish and much lighter, (to reflect most SPID Distribution giving this to mages or spellswords.) It's also worth more than Orcish, being valued for its intricacy. A decent option for mages / thieves who wish to wear heavy armor while not hindering equip load or stealth as much. The tempering material is now malachite instead of gold ingots, (to balance its strength, hopefully not too punishing for a heavy armor character who doesn't care about crafting glass.)
The open helmet is even lighter and has less armor. The shield is quite weak but very light for heavy armor, (being made of wood.) The sword is also lighter than Orcish to match mages, (and slightly better crit for flavor.) The sword only took a steel smithing perk for some reason. Now requires advanced armors to reflect its increased strength and the rest of the set. The set was also easier to make than Orcish, taking iron, steel, and corundum. The new recipe mixes many different ingots. Changed the shield material keyword from steel to steel plate for consistency with the set.
Helmet AR 19, W 6, V 300 > AR 19, W 4.5, V 625
Open Helmet AR 19, W 6, V 300 > AR 17, W 3.5, V 550
Cuirass AR 40, W 38, V 625> AR 41, W 29, V 1125
Gauntlets AR 14, W 6, V 125 > AR 14, W 4.5, V 250
Boots AR 14, W 9, V 125 > AR 14, W 5, V 275
Shield AR 24, W 12, V 150 > AR 25, W 7.5, V 275
Sword Crit DMG 4 Crit Modifier 1.00x > DMG 9 W 7.5 V 145 Crit DMG 6 Crit Modifier 1.15x
Fuse Kitsune Hunter : Recommended level : 0-10
Visually, this set resembled clothing. Balancing this set around leather left it quite disappointing, so I let this be an early game offensive set with awful armor rating and barely any weight. It gives essentially no armor at all, (less than fur,) but comes with inherent enchantments, (also added keyword magicdisallowenchant to prevent free enchantments being learned.) I let the amulet keep its armor and enchant, just reduced. The enchantment is incredibly weak and can likely be replaced almost immediately, but it's an amulet which gives extra armor. (The value listed below does not represent ingame value, as that is increased by the enchantment placed on it.)
Amulet AR 5, W .5, V 250 > AR 3, W .5, V 5, Stamina enchant reduced from 50 > 10
The hat, mask, and hood were all identical and could be worn together. They still have the same stats, with different enchantments.
Hat, Hood, Mask AR 12, W .5, V 150/175 > AR 3, W .25, V 2 Hat > Fortify stamina regen, Mask > Fortify health regen, Hood > Fortify magicka regen all 20%
Cuirass (They were all identical and still are.) AR 30, W 3, V 300 > AR 20, W 1, V 5 , Fortify One Handed 10%
Boots AR 10, W 1, V 120 > AR 4, W .25, V 1 Fortify Sneak 10%
Wind Ruler : Recommended level : 30/35.
Not compatible with the Xtudo tweaks, or their light armor and high level. (Is compatible with and downloading for the improved textures and weight fixes is still recommended.)
For the most part, this armor is already a balanced (lighter) upgrade to steel plate, and an alternative to Nordic. It's not too broken imo, the greatsword is the real offender. It had a bit less damage than a Nordic greatsword, with half the weight and swinging as fast as the Ebony Blade, on top of only taking silver to temper. Swing speed doesn't affect the ever popular MCO, which I also use, so I toned down its increased speed, (still faster than normal.) It had the silver keyword, which I believe meant tempering it wouldn't benefit from any perks. The armor and sword were also uncraftable. I moved the whole set to the ebony keyword, tier, and made it required for crafting and tempering. Removed the enchantment from the helmet. It's now a lighter sidegrade to Nordic if it appears early, that is more expensive and requires more skill to temper effectively, and then gets an upgrade with ebony smithing to be a lighter competitor to that tier too.
Helmet AR 20, W 7, V 800 > AR 20, W 5, V 675
Cuirass AR 40 W 28 V 2000 > AR 41, W 26, V 1550
Gauntlets AR 15, W 5, V 300 > AR 14, W 3, V 300
Boots AR 15, W 5, V 300 > AR 15, W 4, V 300
Greatsword DMG 19, W 10, V 0, Spd 1.0, Reach 1.3, > DMG 20, W 12, V 1200, Spd .85, Reach 1.2 (Normal speed and reach for greatswords is .7 spd and 1.3 reach.)
Fuse Gorm : Forwarded and requires tweaks by Xtudo, (HDT SMP version,) not made for the heavy or ebony replacer and not compatible. Recommended level : 30+ (This set is supposed to be a small upgrade to glass. The wiki is unclear saying glass armor begins to appear at level 36 then later 26.)
Replaced keyword ArmorMaterialLeather with ArmorMaterialEbony on every piece. Now a late game set and a light armor set for people who choose the Ebony path.
This sets stats were incredibly weird. The boots were better than glass, the gauntlets were between scaled and elven, the helmet was worse than fur, (while being a metal helm,) and the chestpiece was slightly better than elven. All of this while only requiring leather and a bit of iron to craft, no smithing perks needed. This set was too good looking to reduce down to leather tier armor, and deserved good defense reflecting the metal helm and sparse metal plates. None of the above sets were light armor better than glass, so I decided to make this a very strong and heavy light armor which requires ebony smithing and a few ingots, (and a cave bear pelt for the fur on the chest.) It has stats similar to glass, requiring more valuable (but less) materials, heavier, and is now in a tier between glass and dragonscale. If you have other light armor ebony mods, this will likely still be a good option that is easy to craft while you search for more ebony. This is a more defensive but heavier and less quiet option to glass. The helmet is extra defensive and heavy, being mostly metal.
Helmet AR 10, W 2, V 200 > AR 17, W 8.5, V 550
Cuirass AR 30, W 3, V 400 > AR 40, W 9, V 825
Arms AR 10, W 2, V 200 > AR 12, W 4, V 250
Boots AR 12, W 2, V 200 > AR 11, W 1.25, V 225
Daedric Daggers New Textures : Recommended level : ...should Daedric weapons ever be distributed? Wiki says these start appearing naturally at level 46. Maybe restrict it to 35/40+ bosses? There is no SPID file for this on Nexus anyway. I don't want it distributed in my game but maybe I'll make a SPID file for it eventually.
These were blatantly stronger than normal Daedric daggers, (they had the damage of Daedric war axes!) I would like to use these into endgame past when I unlock Dragonbone, and there are 3 variations which all look incredibly similar. I made one stronger and heavier with less crit than Dragonbone locked behind the Dragon Smithing while requiring Daedric materials, (which are harder to obtain anyway imo,) one version that's slightly stronger than vanilla Daedric daggers while costing more materials, and one that is much lighter with more crit and reach for slightly less damage, (and which takes a Daedra heart to temper, less valuable then ebony imo.)
Unchanged stats DMG 16, W 6, V 3000, Crit DMG 8, Reach .7
"Old" Dagger > DMG 10, W 3.5, V 425, Crit DMG 10, Reach .75 (takes less materials.)
New v1. > DMG 12, W 7.5, V 650, Crit DMG 7, Reach .675 (takes more materials.)
New v2. > DMG 12, W 10.5, V 850, Crit DMG 7 (takes more materials and Dragon smithing.)
Q : I don't like (X) change, can you revert it? Can you make a different version?
A: No, but you can. These are all incredibly simple changes in xEdit, (trust me, I don't know what I'm doing and I figured it out.) Open xEdit, deselect everything except the armor mod you want to change, scroll down to armor rating, and put in a different number. Voila, balance. It just takes a while, hence me uploading this file to save you some effort.
If you have a genuine suggestion on how to balance it or a new set, suggest it, (there's an overwhelming amount of female SPID and I need more male sets for my game.) I plan to continue updating this with new sets and when I get permissions if you feel like tracking it.
COMPATABILITY :
This doesn't change the reference ID or name of anything. It should be compatible with any other mod that distributed/tweaked the armors as long as this overwrites the esp, and the SPID mods don't make a new version of the set as the distributed outfit, (rare for SPID mods to do.)