Apologies for the long delay, and apologies for being mostly silent this year. As always, real life is the priority, and it's been quite a struggle lately. I have not abandoned Armoury of Tamriel, but unfortunately can't give a timeframe on when the next update will come. Thank you to everyone continuing to enjoy this mod, thank you to those continuing to report bugs, and thank you to those who have shared their own unofficial updates and patches (to whom I'll also remind that this project has completely open permissions, so you're welcome to host them on your own Nexus pages).
Thank you for your patience.
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A fun little announcement alongside the release of version 2.4.1!
At the start of 2022, I received permission from Registrant to include some of their weapon models. You may recognise them from Reforging - To the Masses (Weapons Expansion). I plan to give some of these weapons the Armoury of Tamriel treatment, as well as more weapons from Heavy Armory.
Edit (26/Feb/2022): The next update will be improving some of the textures. No longer will the Basic pieces look like they've been coloured in with crayons.
A major overhaul to crafting! Previously, back from before I began maintaining the mod, crafting recipes were very inconsistent. Not every recipe that should logically include wood required hafts. Some recipes of the same style, say a Dunmeri Warhammer, would have varying wood/haft requirements based on the metal used for no reason. Arrow recipes were relics from when Legendary Edition didn't have the Dawnguard arrow recipes. Armoury of Tamriel's recipes would stand out alongside other mod-added recipes as requiring unique materials.
No matter what, the crafting recipes needed to be overhauled.
I opted to remove the new crafting materials and instead recreate the recipes to be in line with how they are in the base game, based on feedback and my overall design philosophy when it comes to Armoury of Tamriel. The items still exist for now with placeholder models, but can no longer be found or crafted and should be sold. They will be fully removed in a future update. The removal of their models and textures also frees up a tiny bit of file size, which when the mod has over 3GB of assets when compressed into BSAs I'll gladly accept any reduction I can take. In the end, this overhaul vastly improves the consistency, immersion, and feature bloat of crafting recipes.
When update 2.3 released, Armoury of Tamriel v2.0 had hit 100 endorsements. Now it's almost at 300! Your support is always appreciated, and I encourage you to endorse your favourite mods, especially those hidden gems that you think more people should be using.
Patch notes:
Spoiler:
Show
-Overhauled crafting recipes -Removed Arrow Fletchings, Arrow Shafts, Cut Gems, Gem Dust, and Hafts from crafting recipes and leveled lists. -Removed any now unused crafting recipes. -Arrow recipes now create 24 arrows like in vanilla, up from 15. -Bolt recipes now create 10 bolts like in vanilla, down from 15. -Added missing Enhanced Crossbow recipes. -Added missing Steel Imperial Boots and Steel Imperial Gauntlets recipes. -Added missing Moonstone Thalmor War Axe recipe. -Nordic Light Boots and Bracers now require knowledge of Nordic smithing instead of Scale. -Removed crafting recipe changes that prevented the tempering of certain unique items. -Rebalanced Dragon Rune weapon enchantments to be in line with vanilla. This is mostly to reduce the difficulty of early-game draugr bosses. -Silver Altmeri Armor now correctly provides Magic Resist as intended. -Reduced the amount of Iron Arrows that show up at Blacksmiths, which was greater than vanilla. -Corrected leveled lists to allow bandit bosses to spawn with Steel Gauntlets as intended. -Corrected issue where heavy Silver Boots would spawn instead of heavy Silver Cuirass. -Fixed Imperial Greatsword crafting recipes creating Basic Greatswords instead. -Fixed crashes relating to Lunar Iron Maces, Sword, War Axes, and Lunar Steel Swords. -Increased the price of Armoury of Tamriel II - Weapons and Armoury of Tamriel III - Maintenance by 1 and 2 gold respectively for some visual variety when shopping. -Increased the price of Smith: Silvered Steel to 200 gold. -Moved Smith: Silvered Steel to the Armoury of Tamriel master plugin. Any copies of this book will disappear from current saves and will need t be reacquired. You have my permission to use console commands to cheat it back in to save you the 200 gold. -Removed Armoury of Tamriel Smithing Perks Compatability Version plugin. -Added optional Crafting Only plugin. -Removed optional ingot retextures. -Removed many Null references in Armoury of Tamriel - Lora plugin. -Removed unused Object Effect record. -Changed 4 Magic Effect editor IDs that began with "30" instead of "300." -Changed mod category from Overhauls to Weapons and Armour.
Wouldn't it make more sense if the names go like "Basic Iron Helmet" instead of "Iron Basic Helmet"? At least that would be much more fun to look at, and I don't really think it would make the inventory sorting any more confusing. Anyways, nice mod.
is there a chance of getting translucent and/or transparent textures for the glass and/or stalhrim (if stalhrim is included) variations in the next version of this mod?
I've been loving the mod to bits. Thank you so much!
However, I've still got an issue with the dwemer crossbow model using the nordic model, and I'm still trying to figure out if it's just a problem with this mod or if it's a compatibility issue.
Loving this mod! Is there a way to smelt down the gear into ingots?
I really like the variety of gear.. It makes the world more interesting like, I found something new!! Instead of the same old stuff... thanks!! Would I need the CK to make a patch for smelting plus?
Yeah i would love to see that too, all this unwanted gear just sitting in my inventory, i know ars metallica exists but it only covers vanilla non CC gear, and only like 99% of the gear, some don't have smelting recipes which i find odd. But yeah this mod is pretty cool, being able to get better gear but still having the style you want.
Is there any chance of all armours and weapons getting Stalhrim variants? It's one of only 3 materials included in SE that hasn't gotten the Armoury of Tamriel treatment (the other 2 being Amber and Madness Ore), and right now Stalhrim armour mods are extremely sparse, so getting all vanilla styles in Stalhrim would really improve the selection of gear made out of that material.
Also, is it possible to make a variant of the mod where the gear is crafted-only and has nonstandard material-style combos be unlocked with the books but leaves the vanilla material-style combos craftable with just the perks? I ask as otherwise Armoury of Tamriel is an "all or nothing" mod where any gear NOT adapted for the mod feels wildly out of place, and I'd definitely prefer not losing all of the other armour mods I tend to use.
I wanted to say, seeing the posts and comments regarding the mod's activity, that I really appreciate the work you've been doing Samantha. It has added so much 'color' to my game, and helped it feel alive. My smithing is more involved, my combat has felt more interesting just seeing the gear changed, I love how armor and weapons look, on myself and enemies. It has also really helped my lore based playthroughs feel more authentic, and I really appreciate the fact different weapon designs have different properties, even if slight. It makes me really sad to hear that you've been struggling, and I wish there was more I could do than just submitting a post. But hopefully it helps you to smile, and makes the world's burdens feel a little less cumbersome. I wish only the best for you!
I saw the changelogs saying that 2.4.2 is in the works since June, and I thought I'd ask, do you work on the mod all by yourself? I would certainly hope that isn't the case if you've been struggling.
I've had some generous people offer assistance with some aspects of the mod, Oblivionplayer437 helped with update 2.4, but otherwise the SSE version has been a solo project fuelled by my enthusiasm for the concept. This does mean that my taking time off for mental health halts the entire project, but the mod has open permissions so others are welcome to upload their own versions, or send a hotfix plugin for me to include on this page.
830 comments
Apologies for the long delay, and apologies for being mostly silent this year. As always, real life is the priority, and it's been quite a struggle lately. I have not abandoned Armoury of Tamriel, but unfortunately can't give a timeframe on when the next update will come. Thank you to everyone continuing to enjoy this mod, thank you to those continuing to report bugs, and thank you to those who have shared their own unofficial updates and patches (to whom I'll also remind that this project has completely open permissions, so you're welcome to host them on your own Nexus pages).
Thank you for your patience.
---
A fun little announcement alongside the release of version 2.4.1!
At the start of 2022, I received permission from Registrant to include some of their weapon models. You may recognise them from Reforging - To the Masses (Weapons Expansion). I plan to give some of these weapons the Armoury of Tamriel treatment, as well as more weapons from Heavy Armory.
Edit (26/Feb/2022): The next update will be improving some of the textures. No longer will the Basic pieces look like they've been coloured in with crayons.
A major overhaul to crafting! Previously, back from before I began maintaining the mod, crafting recipes were very inconsistent. Not every recipe that should logically include wood required hafts. Some recipes of the same style, say a Dunmeri Warhammer, would have varying wood/haft requirements based on the metal used for no reason. Arrow recipes were relics from when Legendary Edition didn't have the Dawnguard arrow recipes. Armoury of Tamriel's recipes would stand out alongside other mod-added recipes as requiring unique materials.
No matter what, the crafting recipes needed to be overhauled.
I opted to remove the new crafting materials and instead recreate the recipes to be in line with how they are in the base game, based on feedback and my overall design philosophy when it comes to Armoury of Tamriel. The items still exist for now with placeholder models, but can no longer be found or crafted and should be sold. They will be fully removed in a future update. The removal of their models and textures also frees up a tiny bit of file size, which when the mod has over 3GB of assets when compressed into BSAs I'll gladly accept any reduction I can take. In the end, this overhaul vastly improves the consistency, immersion, and feature bloat of crafting recipes.
When update 2.3 released, Armoury of Tamriel v2.0 had hit 100 endorsements. Now it's almost at 300! Your support is always appreciated, and I encourage you to endorse your favourite mods, especially those hidden gems that you think more people should be using.
Patch notes:
-Removed Arrow Fletchings, Arrow Shafts, Cut Gems, Gem Dust, and Hafts from crafting recipes and leveled lists.
-Removed any now unused crafting recipes.
-Arrow recipes now create 24 arrows like in vanilla, up from 15.
-Bolt recipes now create 10 bolts like in vanilla, down from 15.
-Added missing Enhanced Crossbow recipes.
-Added missing Steel Imperial Boots and Steel Imperial Gauntlets recipes.
-Added missing Moonstone Thalmor War Axe recipe.
-Nordic Light Boots and Bracers now require knowledge of Nordic smithing instead of Scale.
-Removed crafting recipe changes that prevented the tempering of certain unique items.
-Rebalanced Dragon Rune weapon enchantments to be in line with vanilla. This is mostly to reduce the difficulty of early-game draugr bosses.
-Silver Altmeri Armor now correctly provides Magic Resist as intended.
-Reduced the amount of Iron Arrows that show up at Blacksmiths, which was greater than vanilla.
-Corrected leveled lists to allow bandit bosses to spawn with Steel Gauntlets as intended.
-Corrected issue where heavy Silver Boots would spawn instead of heavy Silver Cuirass.
-Fixed Imperial Greatsword crafting recipes creating Basic Greatswords instead.
-Fixed crashes relating to Lunar Iron Maces, Sword, War Axes, and Lunar Steel Swords.
-Increased the price of Armoury of Tamriel II - Weapons and Armoury of Tamriel III - Maintenance by 1 and 2 gold respectively for some visual variety when shopping.
-Increased the price of Smith: Silvered Steel to 200 gold.
-Moved Smith: Silvered Steel to the Armoury of Tamriel master plugin. Any copies of this book will disappear from current saves and will need t be reacquired. You have my permission to use console commands to cheat it back in to save you the 200 gold.
-Removed Armoury of Tamriel Smithing Perks Compatability Version plugin.
-Added optional Crafting Only plugin.
-Removed optional ingot retextures.
-Removed many Null references in Armoury of Tamriel - Lora plugin.
-Removed unused Object Effect record.
-Changed 4 Magic Effect editor IDs that began with "30" instead of "300."
-Changed mod category from Overhauls to Weapons and Armour.
Edit: will this mod also be updated with the anniversary creation club stuff?
However, I've still got an issue with the dwemer crossbow model using the nordic model, and I'm still trying to figure out if it's just a problem with this mod or if it's a compatibility issue.
Link to mod in question: Spear of Skyrim
I really like the variety of gear.. It makes the world more interesting like, I found something new!! Instead of the same old stuff... thanks!! Would I need the CK to make a patch for smelting plus?
But yeah this mod is pretty cool, being able to get better gear but still having the style you want.
Also, is it possible to make a variant of the mod where the gear is crafted-only and has nonstandard material-style combos be unlocked with the books but leaves the vanilla material-style combos craftable with just the perks? I ask as otherwise Armoury of Tamriel is an "all or nothing" mod where any gear NOT adapted for the mod feels wildly out of place, and I'd definitely prefer not losing all of the other armour mods I tend to use.