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Changelogs
Version 3.0.6
Fixed accidental inclusion of my backup that had a fomod folder when it wasn't needed. Nothing in the plugin or distribution file changed.
Version 3.0.5
Another fix for Serana's bracers having a third person model. They are cursed I tell you.
Version 3.0.4
Minor fixes for some outfits shoes being broken.
Tweaked the mod description and added some color to break up the bland grey. Hopefully the clarity is improved.
Version 3.0.3
Changed the guard armor material from Hide to Stormcloak, so that the set effect perks work with fur boots and gauntlets.
Fixed the nonhood verision of the Vigilant outfit missing the invisible enhancement ring.
Fixed Vigilant boots and gauntlets not always being consistent. Can no longer have instances of sometimes steel imperial gauntlets with steel nordic boots.
Removed edit to silver ingot. Replaced pricing formula for silver weapons with Ingot cost. Honed adds half the materials consumed to the value. Closer to vanilla silver sword and greatsword pricing.
Fixed honed silver sword recipe requiring a silver dagger instead of silver sword.
Removed leather strips from Honed Silver recipes.
Removed Imperial and Nordic specific guard boots and gauntlets. I left a pinned comment for 3 months, asking if there was an interest in keeping or expanding this feature. There was no interest shown, so it has been removed.
Version 3.0.2
Fixed Serana's vampire bracers tempering recipe pointing to the wrong object.
Removed duplicate vanilla versions of Serana's cuirass and boots. Disable and enable her using the console to restore her vanilla versions if you kept her in the default outfit.
Version 3.0.1
Fixed inconsistency for Lydia. She was previously using Nordic hold gauntlets and boots when she is aligned with an Imperial hold.
Fixed the Whiterun housecarl cuirass tempering recipe using the forge instead of the workbench.
Fixed the Winterhold Housecarl outfit name. It is now WinterholdHousecarlOutfit to match the naming scheme of the others.
Version 3.0.0
Massive overhaul, requiring a new game for the best experience. The latest versions 2.0 will stay up if you prefer their cosmetics.
Mod now requires SPID. Mandatory or your Housecarls will be naked.
Added SPID Distribution for Housecarl's to avoid direct npc edits, with the exception of Vladimar.
Faction enchants now utilize an invisible ring which uses slot 61 instead of a cuirass enchantment. Serana and Housecarl's can wear anything without losing their bonuses now.
Remade housecarl armor to be hold specific by default once more. Went a step farther by dividing gauntlets and boots by Stormcloak and Imperial allegiance.
Remade Vigilant armor into blue Novice robes by default.
Remade Thalmor Robes for generic NPC's to be hooded by default. You can craft or buy separated and enchanted versions from Niranye
Removed Silver Hand, Silver-Blood, and most Vigilant armor duplicates. No longer needed due to new way my enchants work.
Removed 4 patches that are no longer needed.
Reimplemented Guard consistency fixes to better match the new Housecarl's Hold armor changes.
Fixed Guard Shields being classified as Heavy armor instead of Light armor.
Fixed majority of Guard armor missing a material keyword, preventing the perk bonus from wearing a full set. Stats are closest to bandit furs, so I went with the Hide material they use.
Fixed Housecarl distribution, no longer gives shields to two handed, magic, and dual wielders.
The new duplicated Imperial Guard bracers and boots have ArmorMaterialHide to work with the matching set perks.
The new duplicated Stormcloak Guard gauntlets and boots have ArmorMaterialHide to work with the matching set perks.
If you have a mod that adds a Winterhold Housecarl, you can edit the Distribution file to enable giving them the outfit and enchants.
Vigilants will now randomly wear Nordic or Imperial gauntlets and boots. Closer to vanilla.
Version 2.0.6
Fixed the craftable, unenchanted version of the Royal vampire robes not being temperable.
Fixed vampire boots requiring 2 leathers when it should be 1 leather to craft.
Added crafting recipe for Gray, Light Gray, and Red vampire armor. Requires Advanced Armors perk.
Unenchanted hooded Thalmor robes can now be crafted.
Honed Silver weapon crafting adjusted to better match the new Silver value formula. +(25% value from steel. +25% value from honed. Calculated separately.)
Added an optional patch that connects Thalmor hoods back to the robes. (This removes the random enchant hoods that are similar to the college ones.)
Added an optional Vigilant patch to revert the cosmetic appearance back to the old version. (Novice mage robes and hood with steel boots instead of the monk robes and hood.)
Lowered value of silver Ingots from 50 to 25. This means they are 25% more expensive than steel instead of 150%, allowing me to price weapons as 25% more expensive than steel. Nicer formula, less economy boost. More accessible silver weapon crafting. It works with the lore as well since silver jewelry in vanilla (no gems) is very cheap.
Lowered value of silver sword and silver great sword to go in sync with the silver value changes.
Added Sky forge Mace and Warhammer for consistency as temperable, and sold by Eorlund
Increased value of Sky forge dagger from +38% to +55% for consistency. The sword and great sword are both +55% if you compare the value increase from basic steel.
Added missing tempering recipe for the Skyforge Dagger.
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.
Added optional Thalmor tweak as an optional file. Will be added to the main Fomod on next update.
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.
Requires SPID in order to reduce the number of manual edits and increase compatibility.
ESP plugin flagged as ESL. Forwards some minor USSEP keyword fixes but does not require it.
Subtle Faction Armor Enhancements does the following:
- Gives Housecarls a unique set of hold armor. - Gives Serana a unique pair of invisible vampire gauntlets. - Gives the Vigilants uniformed novice robes. Randomly spawn with Nordic or Imperial boots and gauntlets. - Gives the Silver Hand uniformed leather armor sets. - 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 uniformed plate armor sets. - Gives the Thalmor level scaling robes based off vanilla leveled loot robes. (In example: Peerless, Extreme, Eminent, etc.) - Gives Dragonborn Cultists uniformed cultist armor with leather statistics. - Enchants use an invisible slot 61 ring to give minor faction related buffs to the above NPCs. - Niranye will now sell leveled Thalmor robes. I thought it seemed a lore friendly way to implement them. - Unenchanted Thalmor robes, all vampire armor, cultist armor, silver, and honed silver weapons can now be crafted. - Fixes Eastmarch Guards not using their unique hold helmet and adds the missing tempering recipe for it. - Fixes Guard armor not working with matching set perks. - Fixes the lack of a Sky forged mace and warhammer. - Fixes the Sky forged dagger not having a tempering recipe. - Fixes the Sky forged dagger value being lower than value increases of other Sky forged weapons, compared to their steel counterparts.
This mod currently touches 18 generic Silver Hand NPCs, followed by Housecarl Vladimar to distribute a new outfit record. The rest is done through SPID to keep edits to a minimum.
Unique enchantments effects and armor added are below.
Spoiler:
Show
NPC's who could use it received minor buffs in the form of invisible rings that use slot 61. Whereas usually a buff would be applied based on the armor worn (Think college robes for example.) I have instead built the buff into the fake ring so the armor / clothing can drop unenchanted and outfits can be swapped around without removing those buffs. 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. Housecarl armor will match the hold that they belong to.
[If you have a housecarl for Winterhold you can put this in the distribution config to make it work for them.]
Replace the word " Name " with the name of the housecarl npc. Include spaces and any special characters. Use the character name that appears in game. If the character is named Joe for example, then it would look like: Outfit = WinterholdHousecarlOutfit|Joe|NONE|NONE|NONE|1|100
Serana
Serana was given a pair of vampire bracers. Her bracers intentionally have no model and will be invisible to keep the vanilla aesthetic while she also benefits from the armor rating increase.
Vigilants
Now sportinga full set of heavy armor that works with armor perks. The robes and hood are only lined with minor amounts of plating, which in turn grants miniscule amounts of defense. They have the models of robes and the college hood but are treated as heavy armor. It's intentionally not very good, as only a subtle buff to Vigilants over the vanilla versions they wore which provided none at all.
Silver Hand
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 silver shield which reuses a rare vanilla model.
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
Uniform plate armor sets were given to Silver-Blood Mercenaries that work on behalf of the Silver-blood family. Appearance matters the most to this group. There are few things more intimidating than people who take care of business while dressed in the most expensive and durable steel. They will now utilize random weapons, including random bows and arrows with a chance for silver weapons instead of static ones like vanilla.
Thalmor
Robes worn by the Thalmor are no longer crappy and static. They will scale with the player, providing access to better versions as you level. Only the hooded versions will spawn, on generic ones. Hoodless versions will spawn on NPC's deemed to have one in vanilla. Separated versions of the hoods and robes can be crafted or purchased.
Hooded Thalmor Robes of Destruction. (Fortify Destruction 15%. Fortify Magicka Rate 50%. Fortify Magicka +30.) Hooded Thalmor Robes of Major Destruction. (Fortify Destruction 17%. Fortify Magicka Rate 75%. Fortify Magicka +40.) Hooded Thalmor Robes of Eminent Destruction. (Fortify Destruction 20%. Fortify Magicka Rate 100%. Fortify Magicka +50.) Hooded Thalmor Robes of Extreme Destruction. (Fortify Destruction 22%. Fortify Magicka Rate 125%. Fortify Magicka +60.) Hooded Thalmor Robes of Peerless Destruction. (Fortify Destruction 25%. Fortify Magicka Rate 150%. Fortify Magicka +70.) Thalmor Robes of Destruction. (Fortify Destruction 15%. Fortify Magicka Rate 50%.) Thalmor Robes of Major Destruction. (Fortify Destruction 17%. Fortify Magicka Rate 75%.) Thalmor Robes of Eminent Destruction. (Fortify Destruction 20%. Fortify Magicka Rate 100%.) Thalmor Robes of Extreme Destruction. (Fortify Destruction 22%. Fortify Magicka Rate 125%.) Thalmor Robes of Peerless Destruction. (Fortify Destruction 25%. Fortify Magicka Rate 150%.) Thalmor Hood of Magicka. (Fortify Magicka +30.) Thalmor Hood of Major Magicka. (Fortify Magicka +40.) Thalmor Hood of Eminent Magicka. (Fortify Magicka +50.) Thalmor Hood of Extreme Magicka. (Fortify Magicka +60.) Thalmor Hood of Peerless Magicka. (Fortify Magicka +70.)
Cultists
Cultist's vanilla mishmash of clothing, light, and heavy armor has been converted. It's now an alternative leather armor set with tempering and crafting recipes for consistency.
Other notes and information.
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 4. In example, Raiders --> Bandits. Gunners --> Silver Hand.
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 mostly 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
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