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This is part of the "RPG Restoration Project" started by The SOT Team. Bethesda has continuously dumbed down the rpg elements in their games. Remember the Morrowind stats menu??? See below. And even then thirteen skills were eliminated from Daggerfall when Morowind came out. Then It was replaced with just three stats in Skyrim. See the pattern? We hope to remind players of what is lost and to help in any way we can to bring it back.
I quote: "This mod adds six hundred and twenty one (621) separate weapons to Skyrim, and integrates them into the world via leveled lists, crafting, placing them in the world, and assigning them to specific NPCs. These weapons have been compiled from many individual weapon mods created for Skyrim between 2011, and 2016. "
More info:
Spoiler:
Show
?The purpose of Immersive Weapon Integration (formerly The Third Party Weapon Integration Project) is to reimplement weapons that our community's talented weapon-modders have created by removing them from the forge menu and putting them out into the world. The concept is very similar to that of Immersive Weapons, but crafted to adhere to a modern standard.
?I started this project for myself, but it eventually grew into something I saw worthy of sharing with the community. I found it immersion-breaking to have a forge menu filled beyond the point of reason with weapons that appeared to me, in many cases, to be of artifact quality. I also began this project to address the issue of having my load order filled with upwards of fifty separate plugins, each for single weapons, or packs of weapons. I know that many people use merge plugins to address that specific issue, but this project does much more than that. Merging the plugins doesn't alleviate the unintuitive implementation of many great weapons. Many of these I would never use for my character, but would love to see in-game as an aspect of the world of Tamriel. The community is filled with amazing weapons I wish to truly see in the world because they fit, and Skyrim would be lacking in richness without them.
?All six-hundred and twenty-one weapons in this mod have been evaluated and anything deemed adequately unique has been removed from the forge menu completely and placed in the world some place more worthy. Many other weapons could be found anywhere in Skyrim. The vanilla weapon lists have been greatly expanded upon, adding one-handed war hammers and variations of many existing weapon sets, which have been painstakingly placed within the leveled lists. Furthermore, many NPCs and static objects have been altered so that they now draw from the leveled lists instead of being identical for everyone, every time. Wealthy NPCs will have things that signify their status; No more Jarls with iron daggers. Certain other groups, such as the Khajiit Traders, have been given a variety of weapons they could potentially have which would make more sense.
Weapons are still largely damage-tiered and you shouldn't encounter weapons that are drastically above your level. However, there are some exceptions to this. I've also taken steps to make the loot found within the game more thematic. Refer to the credits list at the bottom of this page for a vague idea of what, more specifically, is included within this project.
4.3 - Bound Weapons were restricted by the mod . This was not intentional. Bound weapons now are ignored by mod.
4.2 - Added mcm menu option to simply unequip armor or weapon if player's skills are too low. This makes a lot of the mod irrelevant but some players just want this.
4.0 - Initial release
4.1 - added a Lesser Power called Weapon Protect. Equip the weapon to protect and use the Lesser Power. The weapon will be added to the do not destroy list. Idea from IchBinKeinRoboter.
Notes: This version includes new code from BrotherBob to detect if Bow or Crosbow is used, and apply penalties as adequate. I expanded on the mod by also editing all weapons and bows and adding material keywords to better balance them for penalties. If a weapon had a level 1, 2, 3, 4, and 5 fire attack added to it, each higher level has a material type requiring higher level skills to use properly. I also made Wooden bows require no skill. Was silly to have a bow with 4 damage handicapped even more by needing skills.
Anyone know a mod, which does the thing where if you attack with 0 stamina you will drop the weapon. This mod has it built in, and it is one of the coolest things and creates awesome moments as well :D
Can't imagine to play without this mod. The restrictive use of equipment by armor material really gives you control over sudden power spikes that would otherwise ruin the feel of slow, hard earned progress.
I have only one request/question: Steel plate is not separated from regular steel. So if i don't set a skill level for the "low level" steel armor (which I don't) then I can use "high level" steel plate armor anytime. Can steel plate get its own restriction? Same goes for Scaled. Its also quite "high level" (same as nordic, which can be restricted and steelplate, which can not) and I can't restrict its use.
Can the two material types "Steel plate" and "Scaled" be added on an XEdit level by myself or do you need to edit the scripts (which I can't)?
Anyway, thank you for the great mod!
EDIT: Only changing the conditions in the perks section in XEdit doesn't seem to do the trick. What am I missing?
So like insted of needing One-handed 90 to wield daedric you need idk 60 overall level ,the one that you get perk for lol i use Experience so progression is slower it would feel perfrct
started a new game and for some reason this is the only mod I cannot get to show up in the MCM
edit: load order problem: not sure what the conflict is with my load order, but if anyone has problems getting the MCM to show up for this mod, make sure to set to early loaders in LOOT. This fixed it for me!
111 comments
https://www.patreon.com/SandsofTime
This is part of the "RPG Restoration Project" started by The SOT Team. Bethesda has continuously dumbed down the rpg elements in their games. Remember the Morrowind stats menu??? See below. And even then thirteen skills were eliminated from Daggerfall when Morowind came out. Then It was replaced with just three stats in Skyrim. See the pattern? We hope to remind players of what is lost and to help in any way we can to bring it back.
https://www.nexusmods.com/skyrimspecialedition/mods/22420
I quote: "This mod adds six hundred and twenty one (621) separate weapons to Skyrim, and integrates them into the world via leveled lists, crafting, placing them in the world, and assigning them to specific NPCs. These weapons have been compiled from many individual weapon mods created for Skyrim between 2011, and 2016. "
More info:
?The purpose of Immersive Weapon Integration (formerly The Third Party Weapon Integration Project) is to reimplement weapons that our community's talented weapon-modders have created by removing them from the forge menu and putting them out into the world. The concept is very similar to that of Immersive Weapons, but crafted to adhere to a modern standard.
?I started this project for myself, but it eventually grew into something I saw worthy of sharing with the community. I found it immersion-breaking to have a forge menu filled beyond the point of reason with weapons that appeared to me, in many cases, to be of artifact quality. I also began this project to address the issue of having my load order filled with upwards of fifty separate plugins, each for single weapons, or packs of weapons. I know that many people use merge plugins to address that specific issue, but this project does much more than that. Merging the plugins doesn't alleviate the unintuitive implementation of many great weapons. Many of these I would never use for my character, but would love to see in-game as an aspect of the world of Tamriel. The community is filled with amazing weapons I wish to truly see in the world because they fit, and Skyrim would be lacking in richness without them.
?All six-hundred and twenty-one weapons in this mod have been evaluated and anything deemed adequately unique has been removed from the forge menu completely and placed in the world some place more worthy. Many other weapons could be found anywhere in Skyrim. The vanilla weapon lists have been greatly expanded upon, adding one-handed war hammers and variations of many existing weapon sets, which have been painstakingly placed within the leveled lists. Furthermore, many NPCs and static objects have been altered so that they now draw from the leveled lists instead of being identical for everyone, every time. Wealthy NPCs will have things that signify their status; No more Jarls with iron daggers. Certain other groups, such as the Khajiit Traders, have been given a variety of weapons they could potentially have which would make more sense.
Weapons are still largely damage-tiered and you shouldn't encounter weapons that are drastically above your level. However, there are some exceptions to this. I've also taken steps to make the loot found within the game more thematic. Refer to the credits list at the bottom of this page for a vague idea of what, more specifically, is included within this project.
4.3 - Bound Weapons were restricted by the mod . This was not intentional. Bound weapons now are ignored by mod.
4.2 - Added mcm menu option to simply unequip armor or weapon if player's skills are too low. This makes a lot of the mod irrelevant but some players just want this.
4.0 - Initial release
4.1 - added a Lesser Power called Weapon Protect. Equip the weapon to protect and use the Lesser Power. The weapon will be added to the do not destroy list. Idea from IchBinKeinRoboter.
Notes: This version includes new code from BrotherBob to detect if Bow or Crosbow is used, and apply penalties as adequate. I expanded on the mod by also editing all weapons and bows and adding material keywords to better balance them for penalties. If a weapon had a level 1, 2, 3, 4, and 5 fire attack added to it, each higher level has a material type requiring higher level skills to use properly. I also made Wooden bows require no skill. Was silly to have a bow with 4 damage handicapped even more by needing skills.
Anniversary Edition adds some new material. The pack Saints and Seducers adds Madness, Amber, Dark and Golden material/weapons
Here's a better link where the materials are also described.
Can't imagine to play without this mod. The restrictive use of equipment by armor material really gives you control over sudden power spikes that would otherwise ruin the feel of slow, hard earned progress.
I have only one request/question:
Steel plate is not separated from regular steel. So if i don't set a skill level for the "low level" steel armor (which I don't) then I can use "high level" steel plate armor anytime. Can steel plate get its own restriction?
Same goes for Scaled. Its also quite "high level" (same as nordic, which can be restricted and steelplate, which can not) and I can't restrict its use.
Can the two material types "Steel plate" and "Scaled" be added on an XEdit level by myself or do you need to edit the scripts (which I can't)?
Anyway, thank you for the great mod!
EDIT: Only changing the conditions in the perks section in XEdit doesn't seem to do the trick. What am I missing?
you need idk 60 overall level ,the one that you get perk for lol
i use Experience so progression is slower it would feel perfrct
https://www.nexusmods.com/skyrimspecialedition/mods/56006?tab=posts
the other mod would have crushed it if they had completed their to do list. But it’s been 2 years.
edit: load order problem: not sure what the conflict is with my load order, but if anyone has problems getting the MCM to show up for this mod, make sure to set to early loaders in LOOT. This fixed it for me!