About this mod

Adds new Light, Heavy, Clothing and Enchanted Variants of Absolutely Every Armor in the Game + DLCs

Permissions and credits
Changelogs
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Mod Description:  - (15/01/2025) made the mod description far more simple and more detailed
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Creates new Heavy, Light and Clothing Variants of All Armor in the Game + DLCs
and Also Creates Enchanted Variants of all Armors including armor that did not previously have Enchantments.

All Non-Unique Armor in the game is Now Craftable and Temperable,
which includes basic armors such as Fur, Hide and the like, thus Extending their Viability on your Playthrough.

The Sole Purpose of the Mod is to give Players the ability to use any armor in the game and make said Armor Viable for longer Duration, and to also give Pure Mage Characters, A Lot More Options. No longer having to rely on Robes, Pure Mage Characters can now have a Clothing Variant of Absolutely Any Armor in the Game + DLCs, which of Course includes Unique Armors and Daedric Artifacts, such as Savior's Hide, Ebony Mail, Shrouded Armor, Thieves Guild Armor etc etc. 

This Mod also Fixes Several Inconsistencies Left By Bethesda, and Buffs a few armors to increase their Viability. the Inconsistency fixes consist of Buffing Stormcloak armor to offer the Same Protection as their Imperial Counterpart, Buffing Imperial Heavy Armor to offer the same protection as Steel Armor for example, it made no sense to me why Imperial heavy armor offered less protection then Steel, knowing that Imperial Heavy Armor is made from Steel. etc etc, it also fixes other inconsistencies, and adds a decent amount general QOL improvements, such as making the Ancient Falmer Crown actual Armor, thus making the Ancient Falmer Set a full Set.

All New Variants Completely follow the Game Standards of Armor:

Light Variants, will have all Relevant Light Armor Keywords, will Weigh Less then their Heavy Counterpart, and offer Less Protection, and Likewise benefit from Light Armor Perks. 

Heavy Variants, will have all Relevant Heavy Armor Keywords, Will Weigh more then their Light Armor Counterpart, Offer More Protection, and benefit from Heavy Armor Perks.

Clothing Variants, will have all Relevant Clothing Keywords, Will Weigh Nothing, and Offer No Protection, But will benefit from Spells such as Iron Flesh.

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Mod Usage
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Upon Game Load, (3) Crafting books will be Added into Your Inventory, These Crafting Books are Required for the New Variants, As well as the Previously Non-Craftable Armor to be Added in to the Forge.

Removing the Respective Crafting book(s) from your Inventory, will Remove the Respective Armor Variants from the Forge. Thus Completely Eliminating any Crafting Menu Clutter you typically would get, with the Respective Crafting Book in your Inventory, Only that Particular Armor Variants Will Appear in the Forge (for each book, will determine which variants will be availble in the forge, all 3 books in inventory, means all variants will be available, light and heavy crafting books in inventory, means all light and heavy variants will be availble to craft in forge, etc etc, note having the books is only part of the requirement, they still will require their respective conditions as well, i daedric variants will still require daedric smithing.).

for unique armor, these use a conversion method, so to get new variants of unique armor, you would go to the forge and will have the option to convert the unique armor into a different variant, it will remove the current unique armor and grant a new variant of it, saviors hide for example, you can go to the forge and convert saviors hide into heavy or clothing, once done, you can repeat the process to get the other 2 variants, ie convert back to vanilla, (you of course are required to have the respective unique armors in your inventory to be able to convert them), this is to keep them unique and thus prevent having multiple copies of it.