Redux version of an old mod of mine. Improves some of the minor faction npc's with a more uniform appearance that includes some unique buffs built into the cuirass.
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Changelogs
Version 2.0.5
Fixed Silver Hand Helmet level list spawning a vanilla leather helmet and not the Silver Hand version.
Changed the Silver Hand Helmet spawn rate from 20% to 50% to better match with vanilla bandit helmet spawns.
Lowered Defense in the Optional Infiltrator armor patch from elven to leather defense for consistency. Companion's version remains Elven defense stats.
Added a backpack in the Optional Infiltrator armor patch to Aela's outfit as a way to obtain the black / companion version without console commands.
Added all the Thalmor robe enchant details to the spoiler tab in the description of the mod.
Version 2.0.4
Added the new Vigilant outfit model swaps. Note, the hood has the model of the robes in the inventory, but it functions as only the hood when worn.
Fixed Silver Hand Leather Boots just being named Leather boots.
Removed some bloat edits.
Version 2.0.3
Added crafting recipie for the Silver Shield with a restriction behind Steel smithing.
Added Vampire Gauntlets crafting with a restriction behind Advanced Armors.
Added Vampire Boots crafting with a restriction behind Advanced Armors.
Restricted crafting of Cultist Armor behind Elven smithing.
Restricted crafting of Thalmor Clothing behind Elven smithing.
Increased value of Silver Shield to fit in better with vanilla shield prices.
Fixed Honed Silver Dagger recipe requiring the Silver Sword instead of the Silver Dagger.
Cut Thalmor Hood level requirements in half to better match vanilla College Hoods level lists. Maxes out at level 20 Instead of 40 like the robes do.
Removed all Guard edits except for the Windhelm Helmet fix Back to the vanilla Aesthetic. Armor is no longer considered scaled, just generic light armor.
Some Fixes / Tweaks were done for consistency to other minor groups.
Ilas Tei, Rundi, and Borvir have had their outfits changed to Apprentice Robes and Hoods to match consistency with the College quest that states they are all Apprentices.
Fixed Warlock boss 4s, which are usually Frost Mages, not drawing from the leveled Warlock Robes list like every other Warlock npc.
Version 2.0.2
Added +5 Light Armor Skill to Silver Hand Warriors so that all standard npc's have 2 skill bonuses and bosses have 3.
Fixed some missing Marksman bonuses to Silver Hand Archers.
Adjusted Dustman's Carin 5 Ambush Silver Hand NPC's to all utilize a different Silver Hand class. Including 1 boss now.
Added Fomod.
Added Silver Hand only version of the Infiltrator patch.
Added Companion's only version of the Infiltrator patch.
Changed name of Vigilant Hood to Vigilant Steel-Lined Hood.
Boosted armor Rating of Vigilant Steel-Lined Hood to half of the Steel Helmet. (8.5 rounded up to 9.) Was 7.
Changed name of Vigilant Robes to Vigilant Steel-Lined Robes.
Boosted armor Rating of Vigilant Steel-Lined Robes to Half of the Steel Curiass. (15.5 rounded up to 16.) Was 11.
Next Plans are probably some cosmetic changes for the Vigilants. Likely towards the monk robes theme. Since it was originally a vanilla option that I removed for consistency.
Version 2.0.1
Fixed Serana's Unique armor not being temperable.
Fixed new bracers for Serana. They are properly invisible and function.
Added a Silver Dagger for Silver Hand Archers. As well as a Honed version and crafting / tempering recipes.
Added ranks to Silver Hand NPC's to distinguish them and fit more in line with how vanilla ranks enemies. Even Bandits have ranks by default, but outside of 2 corpses, Silver Hand don't.
Added Silver Hand Archer rank. Spawns with a leveled bow / arrows and a Silver dagger. +5 to Archery and One handed skills.
Added Silver Hand Warrior rank. Spawns with a Silver Greatsword. +5 to Two handed skills.
Added Silver Hand Soldier rank. Spawns with a Silver Sword and sometimes a Silver Shield. +5 to One handed skills. +5 to Blocking skills.
Added Silver Hand Mercenary rank. Can dual wield, and spawns with an assortment of weapons from Silver Sword(s), Silver Daggers, or a Silver Greatsword. +3 One and Two handed skills.
Added Silver Hand Sergeant. Can dual wield, and spawns with an assortment of weapons from Honed Silver Sword(s), Honed Silver Daggers, or a Honed Silver Greatsword. +5 One and Two handed skills. +5 Light armor skill.
Version 2.0
Big Update, featuring a major clean-up of the plugin and some Aesthetic changes.
USSEP Requirements are removed thanks to the clean up.
If updating from 1.4 to 2.0, a new game is required as the plugin name has changed, and form id's are different. Unless you want to recycle every modded npc you come across to fix them being naked.
Removed Magic Resist from all enchants, and magic effects per an enchant have been reduced to a maximum of 3.
Housecarls, except for Vladimar are no longer edited which reduced NPC edit count.
Housecarl armor sets have been changed from hold specific to a uniformed Steel Armor set.
Housecarl buffs are no longer tier 6 and have been lowered to tier 4.
Added tempering for Housecarl Armors.
Silver Hand armor sets have been changed from a uniformed Steel Armor set to a uniformed Leather Armor set.
Added a Silver Shield for the Silver Hand, stats based off of a "what if" leather shield. Uses a rare vanilla shield model. Includes a tempering recipe.
Added the bandit bow level list to Silver-Blood Mercenaries and Guards so that they no longer always use a hunting bow with 12 steel arrows.
Added Vampire Gloves back to Serana with an invisible model to keep the vanilla Aesthetic but let her benefit from the armor rating bonus. Needs testing.
Version 1.4
Fixed inconsistencies in Vigilant Robe's buff strength. They are now correctly Tier 4 vanilla style robes. 20% school + 100% magicka regeneration.
Decreased Magic resist buff from 20% to 15% on all the enchants from this mod that use it.
Changed Serana's buff to tier 6, no longer shared with Housecarls. It is now +150% Magicka rate, Magicka + 70. 25% Destruction cost reduction. +15% magic resist.
Cultist magicka rate reduced to 100% to stay in line with vanilla Tier 4 robes.
Added temper recipe to Eastmarch Guard's Helmet.
Added crafting recipe for unenchanted Thalmor hood, clothes, gloves, and boots.
Added Unenchanted Royal Vampire Armor.
Added tempering and crafting recipe for Unenchanted Royal Vampire Armor.
Removed unused cursed speechcraft effect from the plugin.
Scrapped Idea of cursed and blessed armor. May make into a separate mod. Although, unlikely due to time restraints.
Silver weapon crafting has been restricted to require the steel crafting perk for more balanced intergration.
Honed Silver weapon crafting has been restricted to require the advanced armors perk for more balanced integration.
Untested - Added missing flags to the Vendor version of Thalmor Robes so hopefully they should all spawn and be level scaled.
Version 1.3
Dropped support for Non USSEP version as it's not very popular and takes away time from the main mod.
Added Honed Silver Sword and Honed Silver Greatsword. Can be found on Silver Hand bosses or crafted using silver ingots + an original silver weapon. Damage is equal to Sky forge weapons but with the Silver Perk.
Housecarl armor will now sort by Hold name and has been renamed. Old Ex: (Elite Whiterun Armor.) New Ex: (Whiterun Housecarl's Armor.) Fits better with vanilla naming scheme. Vanilla Ex: (Whiterun Guard's Armor.)
Renamed object effects to more unique names that stand out in the magic effect menu if you equip these armors yourself. Friendly factions have names like Housecarl's Blessing. Hostile factions have names like Silver Hand's Curse.
Buffed the stamina bonus on the Silver-Blood enchant from 75 to 100.
Lowered Health bonus on the Silver Hand enchant from 150 to 100. And the Silver-Blood enchant from 75 to 50.
Fixed inconsistencies in the Cultist armor crafting recipes.
Removed unneeded material edit on the Stormcloak cuirass which may have caused armor perks to not register when wearing the full set.
Removed Serana Gauntlets to go back to the vanilla aesthetic.
Elenwen and Ancano will always spawn with a Tier 6 Thalmor robe. (The strongest version.)
Added an optional cosmetic patch to replace Companion armor with the Dark Infiltrator armor set and Silver Blood with the Default version. Stats of Elven armor. Masteries adjusted.
Version 1.2
Fixed Typo in the Silver Hand Helmet editor ID. It is correctly ArmorSteelHelmetSilver instead of ArmorSteelHelmeSilver Now.
Added tempering recipies for all Vigilant armor.
Added tempering recipies for all Silver Hand armor.
Added tempering recipies for all Silver-blood Mercenaries armor.
Added tempering / crafting recipes for silver sword and silver great sword. Better implemented alongside the Silver Hand faction and gives a reason to keep them since they can be upgraded now.
Changed Silver-Blood Mercenaries 5% movement speed buff to a 75 stamina point buff.
Removed selling Cultist Armor from Niranye and instead made it craft able.
Version 1.1
Fixed Vigilant robe not being lootable. Took forever to fix as it was never reported sadly.
Added magicka enchants from Thalmor hoods to the hooded Thalmor robes, so they aren't a direct downgrade.
Added level scaling magicka regen to Thalmor robes.
Added the unused Eastmarch guard helmet to its proper location of distribution. Windhelm guards no longer have a weaker, less valuable Stormcloak helmet.
Added leather tempering recipies for all Cultist armor.
Added armor to Cultist armor, stats mirror leather.
Added unique Faction Enchant to Cultist armor worn by Dragonborn dlc Cultists.
Added purchasable unenchanted Cultist Armor to Niranye.
Version 1.0.1
Changed hooded Vigilant outfit record to use the correct Level list for distributing the new Steel Vigilant Hood. Was previously distributing a collage hood.
If updating from 1.4 to 2.0, a new game is required as the plugin name has changed, and form id's are different. Unless you want to recycle every modded npc you come across to fix them being naked.
ESP plugins flagged as ESL. Forwards some minor USSEP fixes but no longer requires it.
Faces, hair, and textures used in the images are not included. But mods I use are listed below if you want to recreate.
- BNP Female Skin, Male Skin, Teeth. (NSFW Skin Warning.) - KS Hair. - Modpocalypse NPC's Version 3. - Xavbio armor and weapon retextures. - Skyland environment and object retextures.
Subtle Faction Armor Enhancements does the following:
- Gives Housecarls a unique set of uniformed steel armor. - Gives Serana a unique version of her royal vampire armor. - Gives the Vigilants a unique set of uniformed monk robes and a pair of steel gloves / boots. - Gives the Silver Hand a unique set of uniformed leather armor. - Gives Silver Hand bosses Honed Silver weapons so they have something fitting for a boss, and better for a mid game player. - Gives the Silver-Blood Mercenaries a unique set of uniformed plate armor. - Gives the Thalmor level scaling robes based off vanilla college robes. (In example: Peerless, Extreme, Eminent, etc.) - Gives the Thalmor level scaling hoods based off vanilla mage hoods. (In example: Peerless, Extreme, Eminent, etc.) - Gives Dragonborn Cultists a unique set of uniformed cultist armor. - Enchants are now only on the cuirass piece to give more flexibility for adding your own enchants to the other parts. - Niranye will now sell leveled Thalmor robes. I thought it seemed a lore friendly way to implement them. - Unenchanted thalmor robes, royal vampire armor, cultist armor, and silver / honed silver weapons can now be crafted. - Fixes Eastmarch Guard's not using their unique hold helmet and adds the missing tempering recipe for it.
This mod currently touches 18 generic NPCs, followed by Housecarl Vladimar to distribute a new outfit record. Patches for appearance overhauls will have to be made.
Unique enchantments effects and armor added are below.
Spoiler:
Show
Housecarl
All Housecarl and Serana armor added has a weight of 0 so that you can use the entirety of the follower's carry space without their worn armor using up a chunk of it. The latter option was to edit all of their npc record to distribute a perk to do this, causing more compatibility issues. I chose the former option instead.
Serana's Royal Armor. Appearance of Vampire royal armor. (Fortify Magicka Rate 150%. Fortify Magicka +70. Fortify Destruction 25%.) Serana's Royal Bracers. Appearance is invisible but have the stats of Vampire Gauntlets. Serana's Royal Boots. Appearance of Vampire boots.
Vigilants
Now sportinga full set of heavy armor that if looted will work with your armor perks. The robes and hood are only lined with minor amounts of plating, which in turn grants miniscule amounts of defense.
They now utilize full sets of leather armor with a chance for a leather helm. This was redone as a uniform aesthetic change for light weight monster hunters which are easy to arm and mobile enough to keep up with the monsters they hunt. All Silver Hand remain equipped with silver weapons and sometimes a new silver shield reusing a rare vanilla model.
Silver Hand Leather Helmet Silver Hand Leather Armor. (Fortify Health 50. Fortify Heal Rate 30%. Fortify Movement Speed 10%.) Silver Hand Leather Bracers. Silver Hand Leather Boots.
Silver Hand now have ranks. (Archer, Soldier, Warrior, Mercenary, Sergeant.) Ranks are based off research I did on medieval military ranks.
Archers will always wield a leveled bandit bow and arrows with a silver dagger. Soldiers will always wield a silver sword, and sometimes a silver shield. Warriors will always wield a silver great sword. Mercenaries will always wield random silver weapons with a chance to dual wield silver daggers and silver swords. Sergeants will always wield random honed silver weapons with a chance to dual wield honed silver daggers and honed silver swords.
New silver weapons utilize the silver script and silver material, so they apply any mods you have to how silver bonuses work in your game.
Silver-Blood Mercenaries / Guards
Equipped with a unique set of plate armor given to Mercenaries that work on behalf of the Silver-blood family. Wielders are required to have some sort of smithing ability to maintain them. Appearance matters to this group more than durability. They will now utilize random weapons, including random bows and arrows with a chance for silver weapons as well.
A few perks have been handed out to Silver-blood and Silver-Hand npc's that were already being modified to add the new outfit record. This just gives them better compatibility with their new light armor. It's also a minor advantage over other generic npcs, in the same sense as Fallout. In example, Raiders --> Bandits. Gunners --> Silver Hand.
All faction added armor sets are worth around 1/2 to 1/3rd the gold of vanilla sets in order to not boost the economy.
Addons
I have made another mod that I originally wanted to include in this, but made it separate because it doesn't align with what this one does. I'd recommend using it if you want the full experience as I intended, but it is not a requirement. It's just cosmetic changes to the outfits that priests wear so that they are color coded. The monk outfit also becomes uncommon in comparison to being everywhere like in vanilla. Mod