- I love this mod, it DEFINTELY improves the skyforge weapons and armor, but I still feel like it drops off when it doesn't really need to. - I also don't feel like that with the changes made, a beginner player would feel like they are being rewarded something legendary. (It should feel like this lol) - This mod also suffers from the games original issue where the armor doesn't scale with steel smithing but instead was flagged as daedric material. (I think) The files show that it's the same as the base game but you said that you fixed it so idk ¯\_(ツ)_/¯ - Some weapons also have the original games incorrect Detection Sound Level
So by basing my stats off of the Unofficial Skyrim Special Edition Patch I fixed the smithing problems, Detection Sound Levels, and changed all of the weapons and armor to be similar to ebony with differences to weight and/or damage.
Here is the stats so you don't have to download it to see everything:
Armor
Spoiler:
Show
Ancient Nord Armor - Armor Rating from 41 to 43 / Weight from 28 to 38 / Value from 270 to 1200
Ancient Nord Boots - Armor Rating from 15 to 16 / Weight from 5 to 8 / Value from 55 to 220
Ancient Nord Helmet - Armor Rating from 20 to 21 / Weight from 4 to 8 / Value from 130 to 600
Ancient Nord Gauntlets - Armor Rating from 15 to 16 / Weight from 4 to 6 / Value from 55 to 220 / Gauntlets had object bounds issues from base game so I used the fixed Unofficial Skyrim Special Edition Patch object bounds instead
Nord Hero Weapons
Spoiler:
Show
Nord Hero Bow - Damage from 16 to 15 / Weight from 7 to 14 / Value from 430 to 1152 / Critical damage from 4 to 7
Nord Hero War Axe - Damage from 14 to 13 / Weight from 11 to 15 / Value from 360 to 602
Nord Hero Battle Axe - Damage from 22 to 21 / Weight from 20 to 23 / Value from 650 to 1168
Nord Hero Sword - Damage remains at 12 / Weight from 9 to 13 / Value from 290 to 495
Nord Hero Greatsword - Damage remains at 21 / Weight from 16 to 20 / Value from 540 to 1052
Skyforge Steel Weapons
Spoiler:
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Skyforge Steel Dagger - Damage from 8 to 10 / Weight from 2.5 to 5 / Value from 25 to 232 / Critical damage from 0 to 5 / Speed reverted back to 1.3
Skyforge Steel War Axe - Damage from 12 to 14 / Weight from 12 to 17 / Value from 80 to 692 / Speed reverted back to 0.9
Skyforge Steel Battle Axe - Damage from 21 to 23 / Weight from 21 to 25 / Value from 150 to 1268 / Critical damage from 9 to 10 / Speed reverted back to 0.7
Skyforge Steel Sword - Damage from 11 to 13 / Weight from 10 to 15 / Value from 70 to 576 / Critical damage from 5 to 6 / Speed reverted back to 1.0
Skyforge Steel Greatsword - Damage from 20 to 22 / Weight from 17 to 22 / Value from 140 to 1152 / Critical damage from 9 to 10 / Speed reverted back to 0.7
Feel free to do whatever with the file. Just to give insight on why I decided to make the weapons the way they are:
Spoiler:
Show
So first things first is why is everything heavier? Well ignoring the fact that if it was left at what they are originally it would be 100% better than ebony weapons and just overall makes them useless. A voice line in the game, said by Balimund the smith in Riften, says that Skyforge Steel is special because the heat of the forge allows the smith to forge the steel in a manner where the steel "holds tighter". What this loosely means is that the Skyforge is able to make the steel grain smaller or "tighter". The smaller grain size allows the steel to have more grain boundaries, and more grain boundaries means stronger steel. Stronger steel usually is heavier and denser than lower quality steel so it just makes sense that it's heavier. This means Skyforge steel is heavier and stronger than it's original base counterpart. For Nord Hero weapons I decided that the steel wouldn't be as strong as full Skyforge Steel weapons because in order to build them in the first place you need the original Ancient Nord weapons. By my logic I think instead of being created completely from Skyforge steel it is only improved upon with it and still has the original base ancient steel. With all that in mind this weapons are technically "worse" so it is lighter than full Skyforge Steel but it is still WAAAAAY better than the original ancient stuff. Technically if you really wanted to be realistic about it, these weapons would do the same damage as the others because all you would have to do is add a layer of Skyforge Steel to the blade making it just as sharp. But I want there to be a noticeable tradeoff for why someone would want to choose one over the other and not just make it the same as the Skyforge Steel weapons but better due to the lower weight. Ancient Nord armor doesn't suffer from this because you don't use any original ancient parts to craft it, so it's all Skyforge steel. Now for why these weapons are lighter than ebony weapons. I thought a lot about why it should or shouldn't be lighter than it. I ultimately choose that they should be lighter and my main thoughts behind for why it should is because if you look at their models these weapons all use wooden hilts unlike the ebony weapons. Wooden hilts are lighter than full metal ones so it should obviously affect the weight. So for the weapons with large wooden hilts I made them 1 (whatever form of weight measurement is used in Skyrim) lighter. I do think it's a little unfair to the ebony weapons but I reasoned with myself by saying that if Skyrim had a durability measurement like fallout it would be quite a bit weaker.
Hello! Thank you for your feedback. I'm glad you're enjoying the mod.
I appreciate you pointing some of these things out to me. I'll be sure to take a second look at my claimed fixes to ensure I actually did fix the things I said I did.
Although I see your point about making the player feel rewarded with epic weaponry upon reaching the middle of the Companions questline, I didn't want to make the weapons equal to ebony because I felt it would allow the player to get weapons that are too strong too early in the game. I felt like it would trivialize the early game and make later levels less rewarding because you already have end-game weapons. That's why I decided to come to a compromise with making the weapons roughly as strong as orcish, which is a late mid-game tier.
However, I do feel that there's a missing niche on the Nexus with the things you did. It seems as if you almost entirely changed my mod, making it your own (and that's great)! I'd encourage you to upload your mod to the Nexus so people who want a different flavor of the companion's equipment rewards can get it.
Alright fine I'll make my own mod. I'll update my comment so nobody else can download it from mediafire. Good stuff man, thanks for letting me upload it. You da GOAT. btw I made sure to spam your name everywhere lol.
I know you said this mod shouldn't conflict with any cosmetic mods so long as they don't edit the stats of the weapons in question, but in my search for a mod that makes Skyforge Steel weapons look more unique, I was brought to Skyforge Weapons SSE. https://www.nexusmods.com/skyrimspecialedition/mods/5609 And unfortunately, somehow, it conflicts with this mod of yours.
Well, it's working from my end. If it's not working for you, then you have something overriding the patch (like a bashed or smashed patch). Also, my mod doesn't affect the other weapons added by Skyforge Weapons; it only affects the original weapons.
I like it! The Skyforged weapons and equipment always seemed so wimpy compared to what you could loot off of the average bandit. Thanks! Firing it up now!
11 comments
- I love this mod, it DEFINTELY improves the skyforge weapons and armor, but I still feel like it drops off when it doesn't really need to.
- I also don't feel like that with the changes made, a beginner player would feel like they are being rewarded something legendary. (It should feel like this lol)
- This mod also suffers from the games original issue where the armor doesn't scale with steel smithing but instead was flagged as daedric material. (I think) The files show that it's the same as the base game but you said that you fixed it so idk ¯\_(ツ)_/¯
- Some weapons also have the original games incorrect Detection Sound Level
So by basing my stats off of the Unofficial Skyrim Special Edition Patch I fixed the smithing problems, Detection Sound Levels, and changed all of the weapons and armor to be similar to ebony with differences to weight and/or damage.
Here is the stats so you don't have to download it to see everything:
Armor
Ancient Nord Boots - Armor Rating from 15 to 16 / Weight from 5 to 8 / Value from 55 to 220
Ancient Nord Helmet - Armor Rating from 20 to 21 / Weight from 4 to 8 / Value from 130 to 600
Ancient Nord Gauntlets - Armor Rating from 15 to 16 / Weight from 4 to 6 / Value from 55 to 220 / Gauntlets had object bounds issues from base game so I used the fixed Unofficial Skyrim Special Edition Patch object bounds instead
Nord Hero Weapons
Nord Hero War Axe - Damage from 14 to 13 / Weight from 11 to 15 / Value from 360 to 602
Nord Hero Battle Axe - Damage from 22 to 21 / Weight from 20 to 23 / Value from 650 to 1168
Nord Hero Sword - Damage remains at 12 / Weight from 9 to 13 / Value from 290 to 495
Nord Hero Greatsword - Damage remains at 21 / Weight from 16 to 20 / Value from 540 to 1052
Skyforge Steel Weapons
Skyforge Steel War Axe - Damage from 12 to 14 / Weight from 12 to 17 / Value from 80 to 692 / Speed reverted back to 0.9
Skyforge Steel Battle Axe - Damage from 21 to 23 / Weight from 21 to 25 / Value from 150 to 1268 / Critical damage from 9 to 10 / Speed reverted back to 0.7
Skyforge Steel Sword - Damage from 11 to 13 / Weight from 10 to 15 / Value from 70 to 576 / Critical damage from 5 to 6 / Speed reverted back to 1.0
Skyforge Steel Greatsword - Damage from 20 to 22 / Weight from 17 to 22 / Value from 140 to 1152 / Critical damage from 9 to 10 / Speed reverted back to 0.7
Feel free to do whatever with the file.
Just to give insight on why I decided to make the weapons the way they are:
For Nord Hero weapons I decided that the steel wouldn't be as strong as full Skyforge Steel weapons because in order to build them in the first place you need the original Ancient Nord weapons. By my logic I think instead of being created completely from Skyforge steel it is only improved upon with it and still has the original base ancient steel. With all that in mind this weapons are technically "worse" so it is lighter than full Skyforge Steel but it is still WAAAAAY better than the original ancient stuff. Technically if you really wanted to be realistic about it, these weapons would do the same damage as the others because all you would have to do is add a layer of Skyforge Steel to the blade making it just as sharp. But I want there to be a noticeable tradeoff for why someone would want to choose one over the other and not just make it the same as the Skyforge Steel weapons but better due to the lower weight. Ancient Nord armor doesn't suffer from this because you don't use any original ancient parts to craft it, so it's all Skyforge steel.
Now for why these weapons are lighter than ebony weapons. I thought a lot about why it should or shouldn't be lighter than it. I ultimately choose that they should be lighter and my main thoughts behind for why it should is because if you look at their models these weapons all use wooden hilts unlike the ebony weapons. Wooden hilts are lighter than full metal ones so it should obviously affect the weight. So for the weapons with large wooden hilts I made them 1 (whatever form of weight measurement is used in Skyrim) lighter. I do think it's a little unfair to the ebony weapons but I reasoned with myself by saying that if Skyrim had a durability measurement like fallout it would be quite a bit weaker.
This article explains it quite well if you would like a source: https://www.kiscosteel.com/reasons-why-you-shouldnt-ignore-role-of-grain-size-in-the-quality-of-steel/
PS. I also recommend using the Unofficial Patch just so it fixes anything left out.
Thanks for this cool immersive mod!
With Thanks, FlippinTacos
I appreciate you pointing some of these things out to me. I'll be sure to take a second look at my claimed fixes to ensure I actually did fix the things I said I did.
Although I see your point about making the player feel rewarded with epic weaponry upon reaching the middle of the Companions questline, I didn't want to make the weapons equal to ebony because I felt it would allow the player to get weapons that are too strong too early in the game. I felt like it would trivialize the early game and make later levels less rewarding because you already have end-game weapons. That's why I decided to come to a compromise with making the weapons roughly as strong as orcish, which is a late mid-game tier.
However, I do feel that there's a missing niche on the Nexus with the things you did. It seems as if you almost entirely changed my mod, making it your own (and that's great)! I'd encourage you to upload your mod to the Nexus so people who want a different flavor of the companion's equipment rewards can get it.