Skyrim Special Edition
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bientje

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bientje

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About this mod

A rebalanced redux of one of the best armor and weapons mods around: VickusDickus' Khajiiti Apex Armory. My version is designed for a streamlined gameplay experience and (in my opinion) improves upon the original mod.

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VickusDickus' Khajiiti Apex Armory is truly a work of art. It is one of the only exotic armor and weapon sets that fits in Skyrim without looking out of place, and it is definitely the only lore-friendly Khajiit armor and weapons sets around. It features different colour variatons of the armor, and has a whole Khajiit themed weapon set. The mod is amazing.

All credits for the models and textures of the armor and weapon set go to VickusDickus. Please check out the original mod (which is a requirement for my mod) and leave some kudos. My mod is a replacer for the original mod. Overwrite the original mod's files with my files.

NOTE: as of version 1.5 the mod is designed around the armor mirroring Steel Plate Armor stats and the weapons mirroring Nordic Weapons stats. The armor has the same keywords and crafting ingredients as Steel Plate, meaning they are now heavy armor. The weapons have the stats of Nordic weapons, but the keywords of Steel weapons. This means that the distribution level is adjusted accordingly, you will see Khajiit armor and weapons start appearing in the inventory of the Caravan merchants at level 18. Both the weapons and armor can also be crafted after taking the Advanced Armors perk (Journeyman's Smithing in Adamant) and holding the The Art of Khajiit Steel (which can be bought from the Caravan merchants starting level 16) in your inventory.

I have made the above changes for my upcoming rebalance of Lunar Guard Armor, which be balanced around Scaled armor (a light armor).



Now, what does my Rebalanced Redux actually do?

First off, it fixes some bugs.
- My mod is ESPFE so it doesn't count towards your plugin limit.
- Fixed the collision of the bow mesh so it no longer falls through the ground.
- Assigned the proper 3rd person meshes/models in the Creation Kit so weight scaling for the armor eactually works. VickusDickus assigned the _0 version instead of the _01 version, thus preventing weight scaling (even though they made the proper meshes!)
- The armor (torso) models, when viewed in 1st person, gave a weird graphical glitch when looking down. See images for comparison. I remedied this glitch by assigning in the Creation Kit a separate 1st person version of the armor that has the offending TriShape deleted in Nifskope. Basically, I deleted the glitchy part of the armor. Vanilla Skyrim meshes work the same way for 1st person meshes! In vanilla Skyrim, when in 1st person you cannot actually see the armor you are wearing. My 'solution' is not a perfect solution, because I opted to delete the corrupted part of the mesh instead of straight up fixing it, but it prevents weird graphical glitches and shouldn't impact your game negatively in any way whatsoever.
- In my testing, XP32 Maximum skeleton and FNIS are no longer needed when playing. My mod works fine with just vanilla Skyrim. Myself, I don't even use XP32. So the crashing reported on the original mod is, I presume, fixed by my interventions. 
- Forwarded some races in the Armor Addon entries, so equipment won't turn invisible when you are for example a vampire.

Secondly, and most importantly, I completely redesigned the balance of the mod.
- Armor and weapon rating in the orignal mod were very overpowered, in my opinion. The gold values were also insane, haha. So I gave all the Khajiit armor and weapons the exact same traits, keywords and armor and attack rating as Glass armor and weapons, including gold values. This means the armor and weapon are more balacned and provide a better immersive gameplay experience. As a consequence the Khajiit set is now light armor only.
-  Crafting recipes in the original mod were all over the place. All the crafting recipes for Khajiit armor and weapons is now (almost) exactly the same as for Glass armor and weapons. I may have switched one or two ingots around. You don't have to remember the crafting recipes, though, because:
- I updated the Art of Khajiit Armor crafting book with the new crafting recipes, so it displays the recipes properly.
- The Khajiit gear can only be crafted if the player has the book in their inventory and has either the Glass smithing perk (unlockable at level 70 in vanilla Skyrim) or is lvl 85 in smithing (to also give Heavy Armor smiths the chance to craft the armor, I don't want to be too restrictive).
- The crafting book can be bought from level 25 onward from the three travelling Kahjiit Caravan traders, and has a 25% to appear in Khajiit caravan merchant inventories.
- Updated the levelled lists so that the Khajiit traders only sell unenchanted version of the gear from level 27 onward, the same level that glass armor starts showing up in the game. Except for the Khajiit dagger, which can be found from level 20 onwards in the trader's inventory. I also randomised the chance that a piece of gear shows up for sale, so you only have a 15% chance that a Khajiit caravan trader has a specific weapon or armor. This is done for each item, so every time you talk to a caravan trader there's a 15% chance he has the Khajiit sword, a 15% chance he has the khajiit helmet, etc. As a result, you won't see the entire set for sale and you have to work (or craft) to complete the set.
- Armor and weapons can be now crafted at any smith, instead of only at the Skyforge, as in the original mod.
- Deleted all enchantments that were in the original mod's .esp, as they were unused anyway, and seemed kind of (very) overpowered.
- Created 8 outfits (so 4 extra from the original mod), that all have a different variants of the armor. Currently only 4 are applied to NPCs, like VickusDickus did in their mod too. By including 4 unused outfits in my .esp, more distribution by modders savy enough is easily possible. I haven't decided yet which NPCs to place these extra outfits on, or if I actually want to distribute them more. Still thinking about it..
- The NPC's holding a variant of the Khajiit Armor and a Khajiit weapon are caravan members Dro'marash, Kharjo, Ra'zhinda and Khayla. Beware NPC ooverhaul that conflict! I'm very open to suggestions for other NPC's to distribute the gear to.

THAT'S IT, FOLKS.

If there are any bugs or mistakes, please let me know.