About this mod
Reinstates Requiem's old flat Armor Penetration bonus for Daedric weapons and ammo.
- Requirements
- Permissions and credits
I mean, I agree that Daedric material weapons shouldn't be a late game can opener. Players should be able to achieve some level of armor penetration from skills and perks alone, as to not give excessive drawbacks to builds that refrain from using Daedric items, but... to completely remove that sweet, sweet endgame reward of an extra armor penetration buff for the uppermost tier weapons of the game, is really, really lame, IMO (and adds one more tiny pierce of disheartneing to us Requiem fans, honestly).
So, with that in mind, I've reintroduced the old flat out-of-the-box armor penetration bonus for Daedric weapons and Daedric artifacts - yes, including artifacts, as it was the case in Requiem up until this bonus was completely stripped from the game. Except for the Ebony blade, which was always regarded as Ebony material in Requiem (i.e. never had any armor penetration bonus).
Inner workings
Since current Requiem already introduces other Armor penetration mechanics, I've reduced the Daedric armor penetration bonus from previous flat 50% down to 40%, and also reduced max armor penetration achievable through perks and enchants from a max 80% down to a max 70% armor penetration, in order to prevent ultra high final armor penetration values (you'd be able to reach a whopping maximum of 88% armor pen have I not nerfed both). Check out if you like how's vanilla Requiem armor penetration and how it gets with this mod, for power attacks and for standard attacks.
Keep in mind that even with this nerf of mine you can still reach a (theoretical) maximum of 70% armor penetration from skill perks and enchants alone, without the use of any daedric items, with this mod. With the use of daedric weapons, the theoretical max armor pen with this mod can reach up to 82% [ 1-(0.3*0.6) ].
As for ranged weapons, I've added the same bonus, but to daedric bolts and arrows - not to bows/crossbows (to reflect daedric material nature of being super ultra high sharp [as per dialogue with Silus Vesuius during the Pieces of the Past quest]). No armor pen from Daedric bows and crossbows alone. No extra armor pen from combining Daedric bows/crossbows with daedric ammo, either (armor penetration progression works the same as for power attacks).
I've also removed the extra 50% damage dealt to dremora and atronachs by daedric weapons, to prevent them from being a joke when fought with daedric weapons.
Unlike up until Requiem version 1.9.4, and same as versions 2.0.x, this bonus applies to both the player and NPCs.
Patches
A patch for Unarmed Combat Enhancer is provided in the optional files.
Conflicts and Compatibility
Any mods that edit the Rueful Axe, Mace of Molag Bal, Mehrune's Razor, Volendrung, and Dawnbreaker will require a patch or will conflict otherwise. Similarly, mods that also change armor penetration mechanics perks and dremora/atronachs traits will also need a patch. Any mod-added Daedric Artifacts that do not receive the WeapMaterialDaedric keyword, will require a patch to benefit from this mod's armor pen bonus. Regular Daedric weapons or artifacts that receive the WeapMaterialDaedric or the REQ_WeaponType_DaedricArrow keywords should work fine without the need of patches.
Should be compatible with any Requiem 5.x versions.
Permissions and Credits
I'm not putting any permission restrictions on this. Feel free to use, share, copy, upload, update, patch, modify, improve upon, repack, sell, advertise, criticize, curse, WHATEVER with this mod without asking for any permission. All I did was edit a handful of records in xEdit, all the real work was done by the Requiem developers team, they're the ones who deserve real credit for it. Do whatever you will with this.
That said, I only mod what I play, so don't bother asking for patches for mods other than those already provided.
CHECK OUT MY OTHER MODS:
Requiem - Stone of the Shadow Improved
Requiem Legacy Armors Revival