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 of SteelArmor and crafting ingredients of Steel Plate, meaning they are now heavy armor. The weapons have the stats of Nordic weapons, but the keywords of Steel weapons. 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 will be balanced around Scaled armor (a light armor).
PLEASE if you see any mistakes in the new .esp let me know and I will correct them!
EDIT 3-11-2022 about version 1.6
Instead of balancing the Khajiit Armor around Steel Plate, I balanced it around Scaled armor. Why? Because the Khajiit armor obviously looks like a light armor instead of a heavy armor. This means the following: the Armor has the same stats as scaled armor, weapons are still as strong as nordic weapons. Distribution level in Caravan Merchant Inventory is level 19 for armor and level 25 for weapons. The Crafting Book needed to craft the armors can be bought starting level 18.
I have made the above changes for my upcoming rebalance of Lunar Guard Armor, which will be balanced around Steel Plate Armor (a heavy armor).
You say you need the original mod for this mod to work. Then you say overrite the original mod with this mod? How is it possible to overwrite the entire mod when your file is less than 1mb and the original mod is 130mb? Is this an issue im having with mod organizer? Is it supposed to overwrite specific files and not the entire mod? Any help would be appreciated.
I pnly play vanilla body, so I don't know. But I don't think so. Isn't the original mod for unp? You can use my esp for the rebalabce only (hide the meshes I guess?)
Is there by any chance you can release a small little patch to restore its ability to be purchased start, as I am having a impossibly hard time trying to find it let alone craft it as I cannot find that little book anywhere, and the original version of the mod crashes my game without hesitation every time I look at it (I play on bethesda.net btw)
You probably have a mod conflict that prevents the book from spawning in the Khajiit Merchant inventory - the reason for this is because a LOT of mods edits the inventory of Khajiit Merchants.
Solutions: - conflict resolution in xedit - remove the condition of having the Crafting Manual in your inventory for all items in xedit
Both solutions require xedit, though. I won't be making a patch, because afaik the mod is working as intended and yours is a case of user error.
You mentioned being open to other NPCs to distribute the items to, could I suggest Lajjan from Interesting NPCs? She's a potential follower who travels with Ri'saad's caravan. She already looks a lot better thanks to Tragedian's Interesting NPCs, but the Nordic Steel Armour doesn't really fit her. 3DNPC's other Khajiit Followers, Qa'dojo and Fa'nar don't really fit the bill I think, but I met them on the road in my most recent game and while Khayla looks resplendent, I think Lajjan could fit in better with her adoptive caravan.
To further improve on it, any chance to make the helmet about 15-20% bigger? No way any Khajiit can squeeze his noggin into that. Inigo simply refused, and I can't blame him. Or make an open face version of it?
I didn't make the meshes and don't have any experience with modelling. You can increase the scale of the mesh in Nifskope, that will blow up the entire model :)
39 comments
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 of SteelArmor and crafting ingredients of Steel Plate, meaning they are now heavy armor. The weapons have the stats of Nordic weapons, but the keywords of Steel weapons. 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 will be balanced around Scaled armor (a light armor).
PLEASE if you see any mistakes in the new .esp let me know and I will correct them!EDIT 3-11-2022 about version 1.6
Instead of balancing the Khajiit Armor around Steel Plate, I balanced it around Scaled armor. Why? Because the Khajiit armor obviously looks like a light armor instead of a heavy armor. This means the following: the Armor has the same stats as scaled armor, weapons are still as strong as nordic weapons. Distribution level in Caravan Merchant Inventory is level 19 for armor and level 25 for weapons. The Crafting Book needed to craft the armors can be bought starting level 18.
I have made the above changes for my upcoming rebalance of Lunar Guard Armor, which will be balanced around Steel Plate Armor (a heavy armor).
AKA: Cheat
How is it possible to overwrite the entire mod when your file is less than 1mb and the original mod is 130mb?
Is this an issue im having with mod organizer? Is it supposed to overwrite specific files and not the entire mod?
Any help would be appreciated.
My files need to overwrite the files from the original mod. Mine only replaces a couple of files.
In other words, load my mod after the original mod. That should fix it.
(I play on bethesda.net btw)
Solutions:
- conflict resolution in xedit
- remove the condition of having the Crafting Manual in your inventory for all items in xedit
Both solutions require xedit, though. I won't be making a patch, because afaik the mod is working as intended and yours is a case of user error.
I know Interesting NPCs is a popular mod, but I don't use it so I won't be making a patch :(
Apologies! Permissions are open though :)
To further improve on it, any chance to make the helmet about 15-20% bigger? No way any Khajiit can squeeze his noggin into that. Inigo simply refused, and I can't blame him. Or make an open face version of it?
Thanks in advance for reading this.