This mod adds over 100 new weapons to Skyrim, which include all new Halberds, Spears, Glaives, Shortswords, Quarter staves, Mauls, Hatchets and Clubs. Looking for some new gear to bash a skull in with (or get your skull bashed in with)? Than look no further than Heavy Armory!
Other modders are free to use these weapons for own modding projects. Just make sure to give me credit please.
I have given permission to StoneSpiralGaming to upload and maintain Heavy Armory for Xbox on Bethesda.net.
File credits
All credits should go to Bethesda, since I used their meshes and the weapons use their textures. Also a few credits to me for modifying them and a lot of credits to the community for motivating me!
Added patch for Rudy HQ - More Lights for ENB SE - Daedric Weapons and Armor
Version 5.1
Fixed issues with the Draugr dagger for real this time! Right? Right??
Removed the Glass set Resurgence patches because they got uploaded on a seperate mod page. Link in the description.
Version 5.0
- New polearm aniamtions are added! To install these is optional. Huge thanks to NickaNak for allowing me to incorperate the polearm animations from Animated Armory into my mod!
- Added Imperial Battle Axe and Hatchet, completing the set.
- Added new patch for Tamrielic Distribution: Wares of Tamriel Module. Both mods add new weapons to the Alik'r, and with this patch both have a chance to appear.
- Fixed Draugr Dagger not working properly
- Fixed incorrect crit values for Tridents in the WACCF patches
- Minor fixes (spelling mistakes, incorrect bounding volumes, etc.)
Version 4.2.1
Fixed bloody iron trident in the AA patch
Fixed mismatched item count for ShLItemSoldierSonsHalberdFULL list
Removed all Draugr Lord weapons! They'll find a new home soon.
Version 4.2
Fixed issue with the Lite plugin where NPC's could spawn with no weapons
Added new meshes for the Animated Armory patch. This should fix the position of the weapons with the new animation.
Improvements to the CC-Fishing patches
Couple of small bug fixes
Version 4.1
FOMOD installer! Everything you need in one file.
Lots of fixes, ranging from serious bugs to small changes for the sake of consistency (i.e. corrected levels for list entries, or changed certain sound or hit effects). Many, many thanks to DrMonops for helping out!
Changed the way the LITE version works. The lite plugin now requires the main Heavy Armory plugin to work and only contains a variable that will disable all polearms from leveled lists and their crafting recipes. This will make it much easier for me to create future updates.
The old Heavy Armory Draugr dagger, mace and warhammer are back (if you want them to be)! I added three separate plugin options. The first will disable the new Draugr weapons added by the Fishing Creation, and replace them with my own version. The second will disable my version, instead seeding the CC weapons into the leveled lists. The third option will make both versions appear.
Added a new Forsworn hatchet, and did some mesh changes to most Imperial polearms and the Iron Club.
New patches! All WACCF and CCOR patches have been moved from Kryptopyr’s Patch Hub to the Heavy Armory FOMOD installer. There are a bunch of patches available for other mods like Animated Armory, Dawnguard Arsenal, Tamrielic Distribution, various audio overhauls, and more! The FOMOD should recognise which mods you have active and help pick the best options for you.
Removed all the Ashen weapons and everything related to them. They are moving to a new home next week!
Again a huge thank you to DrMonops, who did a ton of work on this update!
Version 4.01
- Fixed Missing meshes for Ebony Shortsword and the sheath of the Blades Shortsword (Wakizashi).
Version 4.0
- Split the mod into a "full"and "light" version. Light removes polearm weapons (Halberd, Spears, Shortspears and Tridents) for people who do not want to use those weapons. - Added a patch for Animated Armoury so polearms will work with new polearm animations (for people who do want to use those weapons). - Reworked hit boxes on all weapons. Fixed various mesh mistakes, wrong normals, updated tangents, or simply reworked some designs. - Changed the stats on a couple of weapons. Halberds, Spears, Shortspears, Tridents and Quarterstaves all had their range decreased somewhat. Clubs had their weight decreased - Changed the speed of all Greatswords to 0.75 to be consistent with the change from the USSEP. - Fixed Stalhrim weapons not having the correct stagger chance (0.1 higher than for other matierals). - Removed all globals and craft conditions that were added by kryptopyr's CCOR, since many of these were outdated. Crafting had been reverted back to base game requirements. This also means that many weapons that were craftable CCOR but not in the base game are not craftable anymore. - Added WeapType keywords to new weapons (helpful for despolaying custom icons in SkyUI) - Renamed Blades Sword to Blades Katana and carried over changes from USSEP. All Blades weapons have their speed value increased by 0.05. - Scimitar has been renamed to Redguard Scimitar and had it's value adjusted to be consistent with the rest of the set. All Redguard weapons had their Crit value increased by 0.1 - Removed the Draugr Dagger, Mace and Warhammer since those are now added by Fishing Creation. - Added new Draugr Lord weapons. The Draugr Lord Battleaxe has the same reach as the Headsman's Axe from the base game. - Added new Wooden weapons Added new Ash Spawn Weapons. - Ash Spawn now have a small chance of dropping a "Smothered" version of their weapon. Skilled smiths will be able to "Reignite" these weapons at a forge. Edited the Ash spawn War Axe and Battleaxe. - Brought over changes from USSEP. Added a patch for Skyforge weapon textures from aMidianBorn Book of Silence.
Donations
Both straight donations and premium membership donations accepted
The goal of Heavy Armory is to expand the variety of weapons used in the world of Skyrim in an immersive and lore-friendly way. Heavy Armory adds roughly 150 new lore-friendly weapons and doest his in two ways
By introducing 11 new weapon types, some that were present in past Elder Scrolls titles: Clubs, Halberds, Hatchets, Glaives, Long Maces, Mauls, Quarterstaves, Shortspears, Shortswords, Spears and Tridents. All have different characteristics, making them induvidual and interesting to use.
Some factions (like the Alik'r, Dawnguard, Draugr, Falmer, Forsworn, Imperials and Silver Hand) have their own weapon sets, but these are limited only a handful of different weapons. Heavy Armory expands on these sets by adding a whole lot of new options, amking fighting with or for those factions a lot more dynamic.
Customizability is key! Heavy Armory includes new DAR animations for various polearm weapons. Don't like those animations and rather play without spears and halberds in your game? Install the Lite plugin and those new weapon types will not appear in your game!
If you’re looking for some new and lore-friendly weapons to wield (or get your face bashed in with!), then look no further! Heavy Armory is the mod for you!
My aim was to make new weapons that blend in seamlessly with the weapons Bethesda created. That’s why I used bits and pieces of existing weapons to create new varieties. Basically, I don’t even want you to notice that there’s a mod running ;)
Heavy Armory adds 11 new weapon types and 2 new weapon materials. These new weapons are spread throughout level lists and you will encounter them naturally on enemies, in shops and in loot. You can of course also craft them from any forge (if you have the necessary skill and resources). You'll also find enchanted versions showing up in loot and shops.
WEAPON TYPES An overview of the new weapon types
Club
Similar to the Mace. Weights less, and are a bit faster, but generally do less damage. Uses Mace animations and perks.
Halberd
Functions in a similar way to the Battle Axe, but with a longer range. Halberds swing slightly faster than, but do less damage. Good for keeping your enemy at a distance. Uses Battle Axe animations and perks, or custom Halberd animations if you use DAR.
Hatchet
Hatchets are smaller versions of the normal War Axe, as they have less reach and do less damage, but swing a lot faster. Uses War Axe animations and perks.
Long Mace
The Long Mace bridges the gap between the Battle Axe and Warhammer in terms of speed and damage output. Uses Warhammer animations and perks.
Maul
Want the destructive power of a two-hander without forgoing the extra defense of a shield? The Maul is the most damaging one handed weapon but as you'd expect, it's also the slowest. Uses Mace animations and perks.
Quarterstaff
These are the fastest two-handed weapons in the game and allow you to attack and block quickly. Uses Warhammer animations and perks, or custom Staff animations if you use DAR.
Shortspear
The shortspear is a shorter, one-handed version of the Spear. Similar in stats to the Sword, and useful for keeping a distance from their enemy. Uses Sword animations and perks, or custom Spear animations if you use DAR.
Shortsword
A compromise between the speed of a Dagger and the power of the Sword. Uses Sword animations and perks.
Spear & Glaive
The Spear has the highest range of any weapon in the game, but generally a lower damage output than other two-handed weapons. The Glaive is similar to the Spear but does slightly more damage. Uses Greatsword animations and perks, or custom two-handed Spear animations if you use DAR.
Trident
Functions in similar to the Spear. They are a bit more bulky and slow, but have a huge crit damage. Uses Greatsword animations and perks, or custom two-handed Spear animations if you use DAR.
DAR ANIMATIONS
Heavy Armory includes new animations if you use Dynamic Animation Replacer (DAR). Halberds, Quarterstaves, Shortspears, Spears and Tridents will all gain appropriate new animations. If you don't use DAR, all weapons will simply use the vanilla animations as described in the Weapon Type overview above.
HEAVY ARMORY LITE
The FOMOD installer give you the option for a "Lite" patch that removes Halberds, Spears, Shortspears and Tridents because some people might want to play without those weapons (f.e. those who don't like using these weapons with vanilla animations and who don't want to get DAR). You can safely switch between this LITE patch and the full version of the mod at any time during the game. Note that if you switch from FULL to LITE, all the polearms in your game won't just dissapear. It simpely means no new once will spawn and you won't be able to craft them anymore.
Heavy Armory makes changes to many different level lists and if any other mods makes changes to the same lists than whichever mod gets loaded last in your load order would "win", meaning their changes overwrite the changes of the mod that got loaded first. I recommend you get Wrye Bash as its the best way to ensure both like these work together.
Heavy Armory also adds some weapons to the Sleeping Giant Inn and Skyhaven Temple. If you have other mods that change these locations, I recommend you load them after Heavy Armory.
Heavy Amory is fully compatible with texture replacers, since all the new weapons will use the same textures as the vanilla weapons do.
The FOMOD installer includes patches for the following mods
Includes a patch for the Bruma module, and that mods' changes to Iron, Steel and Imerpial weapons to the relevant Heavy Armory weapons Also includes a patch for the Wares of Tamriel module, merging changes made to the Alik'r.
Adds bound versions of all Heavy Armory weapons, and much more! Ecotone Dual Sheath by Ecotone. Patch is available from the Dual Sheath mod page (at this time outdated).
Resurgence series by IconicDeath A page with patches for all Resurgence mods is available here. Credits to Petepocalypse SkyUI Weapons Pack by ashingda. Adds custom icons for new weapon types like Spears and Halberds. No patch needed. Already fully compatible.
Do texture replacers work with Heavy Armory?
Yes, as long as they override the original Skyrim textures. -
Does (Mod X) conflict with Heavy Armory?
See the Compatibility section above. Wrye Bash is your friend. -
Some weapons appear invisible.
This issue could be related to downloading the mod with a Mod Manager. Try re-downloading the mod and if that doesn't fix the problem, try a manual install. -
Will you create a patch for (Mod X)?
It all depends on the amount of work involved (also if it's a mod I use myself). I have a few patches planned already. I'm also totally fine with people creating their own patches. If you wish I could even host or link them here. -
Can I translate Heavy Armory into another language?
I’d be happy if you did! Upload your translation and send me a link so I can add them here on the page. -
Can I use assets from your mod for my own mod project?
Sure! But I’d ask you to notify me either through a PM or in the comment section (don't worry, you don't have to wait for a reply). Credit and link back to my mod here would be appreciated.
Thank you! Yes, you! Everybody who ever downloaded, endorsed and/or commented on this mod. It’s because of you guys that I continue working on this stuff. All the support means a lot to me and I’m happy that there are people who enjoy using my mods. Thanks for sticking around over the years!