Skyrim Special Edition
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About this mod

This is a SSE port of BrotherBob's mod, uploaded with his permission. From the Skyrim classic nexus page:

"This mod seeks to mirror the level/skill restrictions found in some RPGs and MMOs regarding usable equipment. Weapons, armor and magic will now have skill requirements to be usable."

Permissions and credits
This is a port of TDF Equipment Restriction, version 2.6.8. This port includes the script for saving/loading MCM settings. In order to save/load settings you need FISSES (not required).

Copied from the Oldrim page:

"Short Description

This mod seeks to mirror the level/skill restrictions found in some RPGs and MMOs regarding
usable equipment. Weapons, armor and magic will now have skill
requirements to be usable.

Long Description
When equipping weapons and armor, this mod will check to see if the player
character meets skill requirements. As of v2.0, weapons are dealt with
in the style of Dark Souls: the player can still attempt to swing the
weapon, but will deal less damage, suffer heavy stamina damage, and be
staggered/stunned temporarily. As of v2.5, armors are also no longer
simply unequipped. Higher-level armor can still used, but at the cost of
decreased effectiveness and, in the case of Heavy Armor, increased
encumbrance. With the MCM menu, the skill requirements for each material
type can be modified, and the mod can be made to affect or not affect
Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons,
Two-Handed Weapons, equipment used to block, and Magic. v2.6 adds
support for shields and magic spells. Higher-level shields (and weapons
for which the player fails the Block skill test) will cause staggering
to the wielder when they block or bash. Higher-level magic can be used
at the cost of lower effectiveness (Destruction and Restoration), lower
duration (Conjuration and Illusion), and higher cost (Alteration).

To explain the mod with an example, assume that the player has set the
skill requirement for Iron equipment to 50; for the purposes of the
example, this player has a One-Handed skill of 60, a Two-Handed skill of
40, a Block skill of 45, and a Heavy Armor skill of 35. The player may
equip an Iron Sword without issue. As of v2.0, attempting to swing an
Iron Warhammer will have the player deal significantly less damage and
suffer staggering and stamina damage. In Dark Souls, the concept is that
you lack the strength/dexterity to effectively wield the weapon, which
results in your epic-ly failed swings. Bows which the player cannot use
effectively will not cause the stamina damage and staggering, but will
also deal significantly reduced damage. As of v2.5, the player's attempt
to equip an Iron Helmet will result in the helmet being 15% less
effective and increasing encumbrance. Similarly, higher-level Light
Armor pieces are 30% less effective, but don't affect encumbrance. As of
v2.6, the player's attempt to block or bash with the Iron weapons will
cause the player to be staggered.

By default, the mod affects Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons,
Two-Handed Weapons, equipment used to block, and Magic, and the level
requirements are as follows:
Draugr, Hide (and Forsworn), Imperial, Iron, Leather (and Thieves Guild), Stormcloak, Wood - 0
Bonemold, Steel (and Dawnguard), Studded - 20
Chitin, Elven, Falmer, Glass - 30
Aetherium, Dwarven, Nordic, Orcish - 40
Ebony, Stalhrim - 50
Daedric, Dragon - 60
Novice - 0
Apprentice - 20
Adept - 40
Expert - 60
Master - 80

v2.6.5 adds a new MCM option that incorporates a minor feature. Now, weapon
swings when the player has 0 stamina will cause a staggering effect, if
the feature is enabled.

SkyUI (Highly recommended to allow customization and safer uninstallation)

Extract and merge contents with Data folder.
Can be placed anywhere in load order because it does not edit any Vanilla
objects, and is thus fully compatible with all other mods.

Unequip all equipment and save. Overwrite the files.

Unequip all equipment, and use the Uninstall option in the MCM (if possible,
otherwise a clean uninstall is not really possible).
Save, quit, uninstall the mod, reload, and save again.

FAQ (or, at least, good concept-related questions)
Isn't this mod useless since Skyrim levels with the player, so they won't see
higher-level equipment until they are a higher level?

A lot of people use mods that delevel the world, like SkyRe and Requiem, so they
can encounter higher-level equipment at low levels. Even without these
mods, consider a high-level character specializing in Two-Handed
weapons. They will be able to pick up some high-level One-Handed
weapons, but probably would not be able to use them due to this mod. In a
sense, this mod discourages multi-classing and encourages
specialization. Additionally, even in the Vanilla game, many unique
items that would qualify as higher-level items are available early in
the game, so this mod discourages their premature use.

Isn't a sword just a sword? Why should you wield one more effectively than another?
Consider that high-level swords are heavier. That means that you need more
experience to deal with the new weight properly, which explains why a
lower-level player will wield a higher-level sword less effectively.

Isn't this sort of system better suited to games based on skill investment rather than skill progression?
I agree, but I feel that it still works quite well with Skyrim's system
despite this. You could always use a mod like Skyrim Experience Mod if
you prefer skill investment.

Does this affect custom equipment from other mods?
If the mod author added Keywords properly, it should affect that equipment or magic.

Does this mod conflict with any mods?
This mod was designed for maximum compatibility. I didn't edit any existing
perks/weapons/armor/quests/etc. The only conflicts might be stylistic.
For example, if you use a mod that gives you stamina as you swing a
weapon (which doesn't make any sense), it will cancel out the stamina
damage that my mod causes.

- The new spell magnitudes and durations may not display properly in
SkyUI, but I don't think there is anything I can do about that.

R0R0N0 for the mod idea.
CGi for help with the MCM localization.
ww13 for the German translation of the MCM.
monbabii for help with the mod concept.
Chesko for a script that prevents the unequip-enchantment-charge bug.

Version History
v1.0 caused weapons/armors, that the player lacked the skill to use effectively, to be automatically unequipped.
v2.0 developed the weapon aspect. It allowed the equipping of weapons that
the player lacked the skill to wield, but using the weapon in combat
would have consequences. Inspired by Dark Souls, such weapon swings
would deal significantly reduced damage and cause the player to suffer
staggering and stamina damage. I removed v1.0 because I felt that the
original concept was very bland and too removed from what is realistic.
v2.1 made minor tweaks. It causes staggering and stamina damage from failed
two-handed weapon swings to be more severe than their one-handed weapon
counterparts. To combat the Vanilla game bug where the player can attack
while staggered, this version also causes weapon swings to slow
dramatically to mimic the inability to swing the weapon again
v2.5 allows the use of higher-level armor pieces, but at the cost of decreased effectiveness (15% for Heavy and 30% for Light).
Also higher-level Heavy Armor will increase encumbrance. It also adds
support for lesser-used Armor/Weapon types that I missed earlier.
v2.6 added support for Bound Weapons. Specialized support for Magic and
Shields (and weapons used for blocking) was also added. The player can
choose level requirements for Novice, Apprentice, Adept, Expert, and
Master level spells. Failing the level requirements in the respective
school causes Alteration spells to cost more Magicka, Illusion and
Conjuration spells to not last as long, and Destruction and Restoration
spells to be less strong. For Blocking, failing the level requirement
causes attempted bashing and blocking to stagger the wielder while
blocking effectiveness is reduced by 25%.
v2.6.5 adds a new minor feature that can be enabled/disabled through the MCM. When the player
has 0 stamina, weapon swings will cause staggering to the player.
v2.6.5b is for non-DLC users.
v2.6.6 and v2.6.6b fix an issue with one-handed Bound Weapons being affected by the incorrect level requirement variable.
v2.6.7 and v2.6.7b (for Dawnguard and Dragonborn DLC users, and non-DLC users,
respectively) add a new option to cause a chance to be disarmed after a
failed weapon swing, block, or bash. By default, the chance is 10%, but
the chance can be modified in the MCM.
v2.6.8 and v2.6.8b finished up any keywords I missed. The No-DLC version (b) added support for
Stormcloak Officer armor; the DLC version added support for Dawnguard
armor sets and Falmer Hardened armor sets.

Modify/Edit/Upload anywhere as you wish, but credit me."

All credit goes to BrotherBob.