Skyrim Special Edition

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Keyedrin

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Keyedrin

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About this mod

This mod adds new perks to Requiem 5.x based off the new weapon types added from Animated Armoury. Spears, Claws, Halberds, Rapiers, Whips, Katanas and Quarterstaves all now have unique perks.

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This mod is designed for personal use, but I wanted to release it in case anyone else would be interested in this idea. As pf version 2.0 this requires the DAR version of Animated Armoury.

I really like the Animated Armoury mod by NickaNak, but I thought if I was going to use it, I should give the weapons their own unique flair. I also am really enjoying Requiem now, which will be ported to SSE officially soon TM so I decided to try my hand at making a mod to mesh the two. I did not want to overshadow vanilla weapons completely, so I tried to make the AA weaponry more of a side-arm with a gimmick, such as whips and quarterstaffs being more mage-focused weapons that ramp up based on enchantments. But, I also am probably not the best at balancing, so if you think any of these are over or underpowered, be sure to let me know.

Rapier & Pike/Spear

Rapiers and Spears historically were both precise weapons that could deal efficiently with unarmored or lightly armored targets, but would struggle to deal with plate as they didn’t have the leverage to directly stab through it. I decided to give rapiers and spears critical hits on staggered targets, and since critical hits ignore armor, it’s like you’re stabbing at an exposed weak point rather than stabbing through plate. These weapons deal piercing damage.

Rapier Focus – 20/40/60% Crit Chance on Staggered Target, +2.00/2.10/2.30% Crit Damage
Pike Focus – 25/50/75% Crit Chance on Staggered Target, +2.10/2.30/2.60% Crit Damage

Whip & Quarterstaff

Whips and Quarterstaffs would not really be used as weapons by a warrior on the battlefield, but I think they would fit perfectly as the side-arm of a mage, as they provide a great way to either keep your distance or hit multiple times quickly. They now gain a faster attack speed and enhanced enchantments, making them effective for applying enchanted effects. They have no additional armor penetration however, as they both are imprecise tools. These weapons deal crushing damage

Whip Focus – 5/10/15% Faster, 10/20/40% Enchantability
Quarterstaff Focus – 8/16/25% Faster, 15/30/60% Enchantability

Halberd & Claws

Historically, halberds were great for cleaving through plate, and were some of the best weapons for smaller scale battles or duels because of the variety of attacks you could do with them, so I wanted to reflect that by making it a weapon that is incredibly strong in smaller fights but will start to lack the longer a fight goes on or the more enemies attack at once. Claws were a very uncommon weapon, although punching daggers like the Indian Katar were quite effective at piercing armor when the full force of a punch was put behind them. To that end, the halberd relies on counter-attacking and power attacks to get any use out of the perks. The halberd does increased damage when attacking an enemy in the middle of an attack, and power attacks have the highest armor penetration of any weapon type, but you don’t gain extra armor penetration on normal attacks. Halberds deal slashing damage.

Claw Focus – +10/20/40% Counter Damage, +20/40/60 Power Attack AP
Halberd Focus – +15/30/60% Counter Damage, +20/40/60 Power Attack AP

Katana

With the addition of DAR, Animated Armoury added the Katana weapon type, which is unique as it is a one-handed weapon that uses two-handed attack animations, making it a sort of hybrid weapon. I decided to give it a unique feel to all other weapons, and along with generally increasing damage it gives one unique effect per perk level that only activates when you have either a spell or nothing in your offhand. Katanas deal slashing damage.

Katana Focus – +4/12/25% Attack Damage, +20% Weapon Block Effectiveness | +10% Attack Speed | -50% Power Attack Damage

Known Issues and Quirks

Due to issues with keywords and weapon-selection, you cannot dual-wield adjacent weapon types as you’ll lose the perks of the vanilla weapon. This means you cannot use a sword and a rapier, or a whip and a mace, but you can use, say a sword and a whip or whatever other combinations. If anyone knows how to bypass this issue let me know and I’ll implement a fix, or I'll try to find it on my own.

Critical damage is not really used in Requiem, since it inflates armor and damage values, but critical hits are based on a static value, leading to incredibly weak crits. I ‘fixed’ this for Rapiers and Pikes by actually multiplying critical hit damage by 12.x%, meaning it deals 2.x times Requiem damage instead of 1/6th the damage. Now with proper scaling!

Whips and Quarterstaffs only benefit from their increased enchantment power when creating a new enchantment, I would like to make all whip and quarterstaff enchantments stronger when picking the relevant perk, but I’m not sure how to do that yet.

I recommend a dual wield blocking mod if you plan to be a battlemage with a katana.