did some experimenting and uncovered that if you enchant the gauntlets with unarmed damage you will lose the previous or "base" damage. I only tested it with the Fortify Unarmed enchantment
Hey Jelidity! Really sorry if this is a silly question but could you explain the first bullet point again - what's different with this mod regarding the perk/damage compared to how it is in the vanilla DLC?
In vanilla Fearsome Fists, crafting these gauntlets and wearing them is no different to any other gauntlets you can get, you get absolutely no boost at all. Originally, any found versions on merchants are enchanted, using the same enchantment as the Gloves of the Pugilist use in the base game.
I changed this so that all found version use the unenchanted version, and they now add an effect to the player to increase unarmed damage without forcing you to use a specific enchantment.
That is a good question, I guess since it doesn't specify the player and it just adds a magic effect to the actor that equips it, it should do. I didn't really think to check.
You couldn't tell because it actually wasn't! I have added this functionality now, but that part does require SPID to work (The rest of the mod doesn't).
It looks like formIDs have changed with 1.1 so the enchanting addon and any patches that have been made will give errors. Just wondering if this is intentional or will change again in the future. Thanks.
Will the original Fist of Steel perk work with your mod? I have some ideas about hand-to-hand combat. It would be correct to tie the damage not to the base armor rating, but to the actual one. The one who makes such a mod will make a gift to the world of Skyrim.
It seems to do everything, but add the perk on existing saves, so it un-enchants any of that gauntlets that spawn after install, renames the gauntlets, and changes the gloves of the pugilist model.
either that or at level 26 on adept difficulty+18 damage(ebony) is basically nothing even on mudcrabs
Do you think you could make a variant of the mod that leaves the enchantment on the gloves of the pugilist? since they no longer have the enchantment as an enchantment, it cannot be disenchanted and placed onto other gloves!
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I changed this so that all found version use the unenchanted version, and they now add an effect to the player to increase unarmed damage without forcing you to use a specific enchantment.
I have some ideas about hand-to-hand combat. It would be correct to tie the damage not to the base armor rating, but to the actual one. The one who makes such a mod will make a gift to the world of Skyrim.
either that or at level 26 on adept difficulty+18 damage(ebony) is basically nothing even on mudcrabs