Doesn't this mod make unarmed broken? the iron gauntlet base AR is 10 the iron sword base DMG is 7 the iron mace base DMG is 9 the base DMG of most races' unarmed is 4. 4 + 10 is 14. that's one less than the iron greatsword's 15 DMG. the base DMG + the claw bonus of Khajiit is 22, giving us a total of 32 damage from the get-go. To put that in perspective, that's more damage than the base damage of a daedric greathammer if we have a set of daedric gauntlets, with x5 multiplier, that gives us 90 DMG unarmed if we have our smithing and two-handed fully upgraded, we can have a daedric Warhammer at 108 DMG
you can get 0.6 swings per second with a daedric warhammer you can get about 1 swing per second [give or take, I couldn't find the speed value for unarmed] If we multiply the damage by the time it takes to swing, the DPS is: 64.8 DMG/s for the Warhammer 90.0 DMG/s for unarmed
Bro I do 342 dmg with my dragonbone greatsword and I'm not even using any potions. Unarmed is weak because it has no skill scaling (double damage) such as one handed and two handed have; and on top of that it has no bonuses from alchemy unless you're using vanilla skyrim (forty archery is bugged to increase unarmed).
Hi! Is it possible for mod to work with light armor as well? It would go well the anniversary edition's fearsome fists. I wanna make a khajit brawler build.
I don't know modding and I'd totally do it if I know how.
If you look at the spell listing in the CC the game just checks what armor your wearing and adds damage based on that (PerkFistsOfSteel spell) So yeah you could, but it'd break anything else that depends on that perk. I'd recommend a full on perk overhaul if that's what you're looking for.
This will give me a reason to do a playthrough with heavy armor again. My character usually end up in light armor or clothing because I loot everything I see. I hope Elder Scrolls 6 will have hand-to-hand combat again.
Glad you like it. I plan on releasing a more fully featured unarmed overhaul that I've tinkered with off and on for.. going on 2 or 3 years now I think? I enjoy having (feasible) hand to hand combat, and hope to release that mod within the year if I can ever get time to iron out the (only) current known bug, and get a mod page put together so keep an eye out for that if you're interested.
love the mod! it's almost perfect for me. i'm playing a restoration/ alteration/ illusion mage that tries to avoid fighting, but fights unarmed when he has to. i love this because previously getting skills in heavy armor felt like such a waste because i only wear the gloves for the fists of steel and all i needed was 30 for that and then i was finished. plus i felt like there was no progression in my hand to hand skills. this solves both problems very simply.
i hope you don't mind, but i edited the level requirements to 20, 40, and 60 for their respective perks >_>
I wouldn't say that the script version has to run all the time. It just has to run when you equip or unequip the gloves. It may or may not catch the 25% bonus for all heavy, and 25% bonus for matched set.
If for some reason the player got a perk or spell that increased the armor value, just re-equip the gloves.
Now, if SKSE had an event for armor total change, you could hook into that, and there would no longer be any disadvantage.
SKSE has hooks I could use, and I think I can use the OnEquipped and OnUnequipped events to set/unset an unarmed bonus. I'll look into it, thanks for the ideas, but I'm not much for Papyrus so I have no idea how well it will go.
EDIT: Overestimated how useful OnEquipped and OnUnequipped would be. It looks like it could be done with SKSE, but until SKSE64 is released, I can't test it on special edition. I may mess around with it in the old CC, but if I'm going to go through this much trouble, I may just see what it would take to mod unarmed damage according to your one handed skill and release that as an addon for this mod, instead of starting from square one.
No, it wouldn't be. The mod Ordinator seems to redirect unarmed combat abilities to the light armor tree, and it looks like he completely ripped out the Fists Of Steel perk wholesale.
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If they use the same armor keywords as the base armors I'd *assume* so, but if anyone has actually tested and confirmed I'd love to know.
the iron gauntlet base AR is 10
the iron sword base DMG is 7
the iron mace base DMG is 9
the base DMG of most races' unarmed is 4. 4 + 10 is 14. that's one less than the iron greatsword's 15 DMG.
the base DMG + the claw bonus of Khajiit is 22, giving us a total of 32 damage from the get-go.
To put that in perspective, that's more damage than the base damage of a daedric greathammer
if we have a set of daedric gauntlets, with x5 multiplier, that gives us 90 DMG unarmed
if we have our smithing and two-handed fully upgraded, we can have a daedric Warhammer at 108 DMG
you can get 0.6 swings per second with a daedric warhammer
you can get about 1 swing per second [give or take, I couldn't find the speed value for unarmed]
If we multiply the damage by the time it takes to swing, the DPS is:
64.8 DMG/s for the Warhammer
90.0 DMG/s for unarmed
BROKEN
I don't know modding and I'd totally do it if I know how.
So yeah you could, but it'd break anything else that depends on that perk. I'd recommend a full on perk overhaul if that's what you're looking for.
Happy punching!
i hope you don't mind, but i edited the level requirements to 20, 40, and 60 for their respective perks >_>
It just has to run when you equip or unequip the gloves.
It may or may not catch the 25% bonus for all heavy, and 25% bonus for matched set.
If for some reason the player got a perk or spell that increased the armor value, just re-equip the gloves.
Now, if SKSE had an event for armor total change, you could hook into that, and there would no longer be any disadvantage.
EDIT: Overestimated how useful OnEquipped and OnUnequipped would be. It looks like it could be done with SKSE, but until SKSE64 is released, I can't test it on special edition. I may mess around with it in the old CC, but if I'm going to go through this much trouble, I may just see what it would take to mod unarmed damage according to your one handed skill and release that as an addon for this mod, instead of starting from square one.