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Go into battle with new gear of all types.

10 files

  1. Bound Armory Extravaganza

    Bound Armory Extravaganza



    Covers all your Bound Weapon needs - now with MCM support:

    32 different bound weapons and tools to chose from, adjustable damage scaling, improved visuals - complete with a neat MCM

     

    Bound Armory Extravaganza adds tons of new bound weapons and adds damage scaling and special effects based on your conjuration perk selection.
    The weapon selection, damage scaling and special effects can all be selected and adjusted in a mod configuration menu (MCM).
     
    Weapon Selection:
    Simply select the type of weapon each spell shall summon in the MCM under Bound Armory -> Weapon Selection.
    There are two spells for One-handed Weapons, so you can have a different weapon in each hand.
    The available weapons are:
     
    1H Weapons:
    Sword, War Axe, Mace, Dagger, Blades Sword (Katana), Short Sword, Short Spear, Hatchet, Hammer, Club, Punch Dagger, Katar, Ancient Ulak, Ulak, Flameless Sword, Flameless Dagger
     
    2H Weapons:
    Battleaxe, Greatsword, Warhammer, Halberd, Scythe, Glaive, Trident, Long Mace, Quarterstaff, Flameless Battleaxe
     
    Ranged:
    Bow, Crossbow, Flameless Bow, Flameless Crossbow
     
    Separately, the following Tools Spells can be found:
    Pickaxe, Woodman's Axe
     
    Damage Scaling:
     
    Mystic Binding
    Bound Weapons deal daedric levels of damage and gain 10% of your Conjuration skill level as bonus damage.
    This damage is physical, stacks with weapon perks and skill level and is reduced by enemy armor rating.
    The damage scaling can be disabled in the MCM under Damage Settings.
     
    Soul Stealer
    Bound Weapons cast Soul Trap on targets and receive a special effect.
    The effect depends on your choice of Spell School in the Damage Settings in the MCM.
    Available Options include: No special effect; Magicka, Health or Stamina absorption; a stagger effect; or elemental and sun damage. To gain the elemental and sun damage, you also need to summon an atronarch of the respective element or an undead.
    The default selection is Magicka absorption.
     
    Oblivion Binding
    Bound Weapons gain 1% of your current Magicka as bonus damage per Conjuration Mastery and Dual Casting Perk (That is: With Conjuration Dual Casting, Novice, Apprentice, Adept, Expert and Master Conjuration you gain 7% of your current Magicka as bonus damage).
    This damage is physical, stacks with weapon perks (but not skills) and is reduced by enemy armor rating.
    The damage scaling can be disabled in the MCM under Damage Settings.
     
    Further damage options are available which can be loaded below Bound Armory in your load order. Your MCM Damage Settings will automatically be overruled by these options.
    GaigeTheMechromancer released a mod with intrinsic compatibility: Enchant Bound Weapons. With it Bound Armory Weapons will receive an (or better yet: up to 4) elemental enchantment, if you are wearing the right jewelry, which you can craft yourself. A SPERG patch done by Omnigma is available under optional files at the nexus. A Requiem patch done by Alexandriel is available under optional files at the nexus. A Compatibility Patch for PerMa is available at PCaPP Ordinator is compatible out of the box. For the best experience, load Ordinator later than BAE and set Damage Scaling and Magic School in BAE Damage Settings to none (no automatic overruling).

    FAQ
    Will there be a Special Edition version of BAE?
    - We aim to release a version for the special edition, but we first need to see if the necessary tool + SkSE and SkyUI are updated for SE.
    What about support for consoles?
    - Unfortunately it doesn't look like SkSE and SkyUI will work on consoles, so at this point, we have to wait and see.
    Is this mod compatible with [insert famous overhaul mod]
    - At the current state, unless otherwise noted: No. But just as with the original Bound Armory, we plan to add support for various overhauls. If you are an experienced user of both Bound Armory and any overhaul mod and want to help us with a compatibility patch, please contact us in the comments section.
     
     

    Permissions, Credits and Thanks
    JibstaMan for MCM development and logo design Gruftlord for original Bound Armory, esp and mesh edits nokturnihs for starting the MCM PrivateEye for his Heavy Armory weapons DJjojo for the Daedric Crossbow tom349 and Bluddysunday for Fist Weapons and textures Loshirai14 for the Reaper Of Souls Scythe. Aertyr for Bound Weapon Redux Ob1ivion for Elemental Binding Bethesda the SKYUI Community

    Please ask permission from the original creators, if you want to redistribute this in any way or form.

    16 downloads

    0 comments

    Updated

  2. Hana's Silver Weapons Expanded

    Silver Weapons Expanded


     

    by Hana / Hanaisse
    07/16/16
    v1.0
     

    Description;
    -------------
    Adds 2 new Silver weapons - dagger and bow. Craftable at the forge (under Misc category) and temperable.
     
    This mod came about when I wanted to play a dual-dagger wielding stealth character, and realized, hey I'm missing out on the advantages of a silver sword. On top of that, all my stealth characters are deadly marksman, so I added the bow too.
     
    Textures are same as hires vanilla 2048x2048. The basis are steel weapons, retextured with the silver design and a little artistic creativity. Includes a new silver cubemap (from my Ingots and Ores collection).
     
    Hope you enjoy.
     

    P.S.; No, I'm not going to add all types of heavy weapons.
     

    Install;
    ---------
    Unzip into your Data folder or install with a mod manager. Enable the .esp.
     

    Permissions;
    -------------
    Do not upload this file to any other site.
    Do not re-use any assets without permission. (And the answer is no.)

    27 downloads

    2 comments

    Submitted

  3. Dawnguard Arsenal

    ====================================
    DAWNGUARD ARSENAL
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
     
    Version: 1.1
     
    First release: January 24, 2016
     
    1. Introduction
    2: Installation
    3. Version History
    4: Credits
     
    ===============
    1. INTRODUCTION
    ===============
     
    The Dawnguard. Skyrim's last best hope against the Volkihar Clan menace. They have a variety of specialized tools of the trade. However, this arsenal seems... incomplete. They have a Crossbow, a War Axe, a War Hammer, and a small collection of Sun Damage spells.
     
    This mod aims to expand their arsenal. The melee weapon set is now complete, the Sun Damage spell is now nearly as complete as the main line Destruction spells, and the arsenal is now doled out to the named Dawnguard members as well.
     
    A list of changes:
     
    * Dawnguard blade weapons. These were made from scratch. A dagger, arming sword, and greatsword, each at Dwarven tier base damage like the two original Dawnguard melee weapons. They all have the Dawnguard emblem on the hilt, and Arkay's braided knot on the pommel.
     
    * Dawnguard Battle Axe and Battle Hammer. There is now a 2H axe, and in place of a mace is now a 1H hammer. When all you have is a Dawnguard Battlehammer, every vampire looks like a nail. These weapons have been interspersed to a few weapon racks in the fort.
    ** For a War Axe that isn't absurdly thick on the cutting edge, check out my other mod, Skyrim Weapon De-LARP-ification Project: http://www.nexusmods.com/skyrim/mods/16072/?
     
    * Dawnguard melee weapon special damage has been improved. Instead of a measly +5 damage against only vampires that is easily outdone with plain Silver weapons, it now behaves like Silver weapons (with +20 damage against a wider variety of unnaturals). Against vampires in particular, it has more stagger power (except daggers) and inflicts a bleed effect.
     
    * Dawnguard weapons are now craftable, and have "Elite" versions available as well, boosted up to Glass-tier. These can only be forged at the Dawnguard smithy. Compatibility version with Ars Metallica is available.
     
    * Sun damage spells are fleshed out and added to Florentius's inventory. In addition to the original Sun Fire, Vampire's Bane, and Stendarr's Aura, there are now the following:
    ** Sun Ray: The piddly little Novice concentration/spray spelll.
    ** Meridian Rune: Granted by Meridia, the Daedric Prince of Light, this proximity explosive rune burns undead but nothing else. Hey, the Dawnguard takes whatever help it can with the Vamprie menace.
    ** Holy Ground: The hazard spray spell. Bless the ground so that nothing profaned by undeath may walk upon it.
    ** Gaze of Arkay: The big daddy master spell. Unleash a torrent of sun damage in a manner not unlike Lightning Storm. It'll be available at the same time as Expert-level Restoration spells.
     
    * Existing sun damage sound effects have been adjusted to be more appropriate.
     
    * Several Dawnguard members have been uprated:
    ** Isran should now sport proper heavy armor, and his warhammer has been replaced with a new Greatsword.
    ** Sorine should now start with a Dwarven (standard) Crossbow and some steel bolts.
    ** Gunmar should now ditch that butterfly swatter axe and have a proper Dawnguard axe.
    ** Florentius will now have robes that don't clip with his armored boots/gauntlets, and will get rid of his junky iron sword for a Dawnguard sword.
    ** Many other less prominent members have had armament switcheroos as well.
    ** Ideally, these will work with a New Game. However, I have made a retroactive script that should effect these changes as well. Much of the aspects on the NPCs in question that I altered may be baked in data in the save.
     
    * Dawnguard armor only now requires at least three pieces to gain the Vampire-resistive effects. This allows you to go hemletless but still have the body, boots, and gloves components and gain the Vampire resistance.
     
    ===============
    2. INSTALLATION
    ===============
     
    Unpack the ESP module and BSA archive into your Skyrim/Data folder and activate. If you use the latest version of Ars Metallica, it is strongly suggested to use the compatibility patch, have Dawnguard Arsenal load after Ars Metallica, and the patch load after both.
     
    ==================
    3. VERSION HISTORY
    ==================
     
    v 1.0:
    * First release.
     

    v 1.1 (Jan 25, 2016):
    * A method to have sun damage spell impacts create light has been devised. All light spells will now have a actual (brief) light flash at the point of impact in addition to the existing impact mesh.
    * Gaze of Arkay has been rebalanced to be more in-line with existing Destruction damage/magicka ratios (IE: roughly 50-60% the base cost for the same base damage)
    * Gaze of Arkay had to have its effects reconfigured to remove an un-circumventable bug where it would cause aggro despite causing no actual damage to the naturally living. As a result, there can be no more explosions at impact point. Please report back on visuals: Too bright?
    * Sun Ray's projectile light has been toned down.
    * A few USLEEP fixes have been carried over into override forms. No dependency requirements added.
     

    ==========
    4. CREDITS
    ==========
     
    Leather texture by Tsabo6 (Alexander Nanitchkov): http://www.deviantart.com/art/Leather-texture-82368154
    Metal texture by Nobiax: http://nobiax.deviantart.com/art/Commission-Medieval-textures-406572548
    Ars Metallica by Arthmoor, compatibility patch made with permission: http://www.nexusmods.com/skyrim/mods/16084/?

    74 downloads

    1 comment

    Updated

  4. Fiery Pumpkin Staff of Doom

    Hana's Fiery Pumpkin Staff of DOOM!!!
    09/24/15
    v1.0
    ---------------------
    A new staff constructed with my skeleton staff model and my evil pumpkin resource that shoots fiery pumpkins!!
    Verified with TES5Edit to be clean.
    Location:
    ----------
    Find on top of one of the coffins in Whiterun's Hall of the Dead (not the catacombs). To the right as you enter. Sorry, I'm unimaginative.
    Installation:
    --------------
    Unpack the .7z archive into Data folder.
    Uninstallation:
    ---------------
    Delete Fiery Pumpkin Staff.esp and the folder Meshes\Hana\Pumpkin Fireball.
    Permissions:
    -------------
    You must contact me and obtain my permission before re-using any part of these files.
    These files are not to be uploaded anywhere without my permission.

    16 downloads

    0 comments

    Submitted

  5. W3 Mock Armor Set

    W3 (The Witcher 3) Mock Armor Set
    =================================
    v1.0 - 07/16/2015
    by Hana/Hanaisse
    Description:
    ------------
    A new male only armor set created via retextured models to look like Geralt's starting Witcher armor set. Not exactly perfect, but hey, imagination counts.
    The "set" is categorized as light armor and includes 2 outfit's (one pants, one with chaps), gauntlets and boots. Each has it's own enchantment (health, magicka and stamina respectively).
    Craft a set at any forge (under the Misc category, no perks required). Can also be tempered with the Arcane Blacksmith perk.
    Install:
    ---------
    Install and activate in your favourite mod manager. BAIN ready. Or to install manually, unzip in a temp folder, drop the .esp and .bsa in your Skyrim data folder.
    Uninstall:
    ----------
    Uninstall in your mod manager or manually delete W3 Mod Armor Set.esp and .bsa from your Skyrim data folder.
    Credits:
    ---------
    Chainmail texture from cgtextures.com
    Permissions:
    -------------
    Please do not upload this file to any other site. This is my mod. Make your own.

    30 downloads

    0 comments

    Submitted

  6. Crystal Greatsword

    Hey there and welcome to my mod
    This mod contains a badass greatsword for mages (something that was missing for ages). It's a heavily modified keening that got the "Ragna-Rok-ification treatment", means its as usual brutal as fudge.
    Craftable at any forge (ebony section), temperable and enchantable. You will need some empty grand soul gems and some corundum ingots to do so. Stats are slightly lowered ebony greatsword values.
    No overpowered stuff.
    Compatible with any other mod in existence.
    (All as usual)
    Could be that I put the greatsword in the Archmages quarters in the college in another update and make it uncraftable at the forge then, or make the equivalent sword and / or dagger... wasn't sure about that yet and thought "just upload it and wait for some feedback". Another idea is to set up a "change textures in-game workaround", so, you get the thingy, and if you add some fire salts to it the texture of the blade gets recolored red (also a specular / reflections change, in case you wanna put some fire enchantment on it).
    On another note, this thingy is a milestone for me since it's the first time I managed to make a static weapon with Blender that has got multiple parts with several shaders and reflections and even blood effects... though I removed the blood effects again after some in-game tests, crystals have a surface that would make any liquid drop / flow down directly, I tried to keep it as realistic as possible.
    Have some fun
    **********************************************************************************************************************************************************
    Credits:
    Ragna_Rok from TESAlliance for creating this mod.
    All the creators of the countless Tutorials on TESA, thx for sharing and teaching your knowledge <3
    The guys that made Blender, Gimp, DDS-Converter, FO3Archive, WinRar
    Bethesda for Skyrim and the CK
    *************************************************************
    Permissions: NO CHANGES, NO MODIFICATIONS, NO REUPLOAD!
    If anyone making a new-land-mod wants to use the weapon for their mod then ask for permission to use them by contacting the author (Ragna_Rok) on tesalliance.org, usually those kind of mods get supported with most of Ragna's gear, it's mainly about keeping track on what gets used where. Just ask, I don't bite... at least most of the times.
    Every permission given will be stated right in the perms on the mods main release page on TESAlliance. (http://tesalliance.org/forums/index.php?/files/file/1882-crystal-greatsword/)

    19 downloads

    1 comment

    Submitted

  7. Shield of Magnus

    ====================================
    SHIELD OF MAGNUS
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    March 14, 2014
    1. Introduction
    2. Installation
    3. Version History
    ===============
    1. INTRODUCTION
    ===============
    When the Snow Elves took Sarthaal, the Eye of Magnus was not the only mythic artifact they found within. They also found a shield with remarkable magical properties: the Shield of Magnus.
    When the terrible retaliatory wrath of Ysgramor and his Five Hundred Companions fell upon them, the Snow Elves fled Sarthaal with the Shield, as it was much more portable than the Eye.
    As the Snow Elf realm gradually fell to the atmoran invaders, the Shield of Magnus traveled with refugee snow elves into Blackreach, where they were indentured to the Dwemer. The Dwemer were just as fascinated with the Shield as the Snow Elves were.
    However, the Dwarves eventually disappeared inexplicably, leaving many of their Skyrim holdings in the possession of the now twisted, feral remnants of the Snow Elf race: the Falmer. One particularly powerful Falmer warrior in Blackreach has found the Shield of Magnus again, and roams underneath the cavern's underground sun.
    The shield has a weight of 12 and a base armor rating of 32, and improvement is enhanced by the Dragon Armor perk. It requires a Grand Soul Gem and an Ebony Ingot to improve. The shield gives the wielder a passive 20% Absorb Spell chance effect, occasionally consuming the magical yield of a hostile spell into the magical potentcy of the wielder. When raised to defend, the Shield of Magnus projects a light magical ward. If used to powerbash, it will send out a short-range energy wave that will absorb magicka from whatever foes it hits for a short time.
    ===============
    2. INSTALLATION
    ===============
    This mod requires the Dawnguard DLC due to Auri-el's Shield grip mounts being the most easily adapted to the back of the Shield of Magnus. Additionally, the powerbash spellcast scripting was adapted from the Dawnguard Rune Hammer's.
    The mod itself is a simple ESP/BSA combo. Install and activate as normal.
    ==================
    3. VERSION HISTORY
    ==================
    v1:
    Initial Release.

    34 downloads

    1 comment

    Updated

  8. True Circlet Gems

    ====================================
    TRUE CIRCLET GEMS
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1.0
    November 11, 2013
    1. Introduction
    2: Installation
    3: Credits
    4: Version History
    ===============
    1. INTRODUCTION
    ===============
    Circlet gems... What the heck is up with them? They just look like chunks of colored polished plastic.
    Clutter gems... shiiiiinyyyyyy. Now THOSE look like gems! The flare, the glimmer...
    This mod aims to adapt the setup that the clutter gems use in order to make all circlets that have gems (not onyx or moonstones) uses it, in order to truly look like gems.
    As the lighting angles change, the flare within the gem will change with it. Additionally, the gems are no longer completely opaque, and also have an enviro reflection effect on them.
    Circlets for all races are adapted, including the recently released corrective female elf circlet meshes that are part of Unofficial Skyrim Patch 2.0 (as I'm the one that made those meshes).
    The provided screenshots don't really do it justice. Unlike other circlet mods that attempt to solve the lack of gem flare by putting it directly into the diffuse texture, this mod will make the gem flare glisten as the position of lighting, gems, and camera POV change, on both the outer and inner surfaces of the gems; in essence, dynamic gem flare as opposed to baked-in-texture flare.
    ===============
    2. INSTALLATION
    ===============
    This is a module-less mod, intended as a replacer.
    Install the enclosed Meshes folder into your Skyrim/Data directory. Say "yes" to any overwrites.
    If you have any circlet retextures, some texture wonkiness may occur, as I have not yet made compatibility patches. I do not foresee anything too badly out of place, however, as all metal circlet bands use the vanilla texture paths. Basically, unless you unpacked your BSAs and tossed them (which you really shouldn't have, you will NOT get faster load times), you will only get at worst some mismatched normal maps.
    ==================
    3. VERSION HISTORY
    ==================
    v1:
    Initial Release.

    31 downloads

    0 comments

    Submitted

  9. Longer Range for Zephyr and Auriel Bow

    Nexus link of the same mod
    ====================
    Longer Range for Zephyr and Auriel's Bow
    V 1.1
    By Khrada
    ====================
    ====================
    Description
    ====================
    I have not realized how pathetic Zephyr is when it comes to range until
    recently. Its range is only on par with regular hunting bow because they
    have the same speed.
    Auriel's Bow is even more pathetic, although it
    should be the bow that shoots arrow to the sun, it also has the same
    range as hunting bow.
    Now this is changed by setting the speed to
    appropriate values, and then attaching a script that gives out bonus
    speed when the bow is equipped.
    One minor downside of the mod is
    Zephyr now shoots a little bit slower than vanilla speed, because 0.75
    (speed for Dwarven bow) multiplied by 1.3 (30% faster) isn't 1 (the
    vanilla value), I doubt anybody will be able to tell the difference,
    though.
    Update: This mod is now updated to reflect the latest UDGP's change regarding Auriel's Bow. Just place this mod under UDGP and you will be fine.
    ====================
    Feature
    ====================
    - Zephyr and Auriel's Bow both have longer range now, while retaining their fast draw speed.
    - Zephyr's range is now identical to Dwarven bow, and Auriel's Bow to Daedric bow
    ====================
    Requiremnt
    ====================
    Skyrim, Make sure your game is up to date! (1.8.151.0.7 when the mod is created)
    Dawnguard DLC
    ====================
    How to Install
    ====================
    Drop both .bsa and .esp files in your data folder, enable them and you're set!
    ====================
    How to Uninstall
    ====================
    I would recommend you not to remove it, since the mod involves script and
    scripts are known to leave footprints and still trying to execute them
    after they're removed.
    If you really want to remove it, however, I
    would suggest you to sotre Zephyr and Auriel's Bow away, disable the
    mod, and never use them again. But there will be no guarantee that your
    game will be okay afterwards.
    ====================
    Compatibility
    ====================
    Anything that makes changes to Zephyr and Auriel's Bow will conflict with this mod.
    UDGP, with its change being incorporated into the mod, being the sole exception to the issue.
    ====================
    Known Issue
    ====================
    None so far.
    ====================
    Permission
    ====================
    Feel free to look at the mod and alter any values as you see fit.
    Let me know before hand if you want to use it on anything else.
    ====================
    Credits & Thanks
    ====================
    Bethesda for creating this game, and the Creation Kit.
    Nexus for hosting countless wonderful mods, which inspired me

    23 downloads

    0 comments

    Updated

  10. Hana's Skeleton Staff

    Hana's Skeleton Staff
    11/23/2012
    v1.0
    ---------------------------------
    A new staff constructed with bloody skeleton parts. What every master Necromancer needs! Coveted by evil Battlemages as well. Undead will be wary when they see you coming at them with their ancestors.
    Uses vanilla textures
    Verified with TES5Edit to be clean
    Location:
    --------------
    Find the chest in the Catacombs of Whiterun's Hall of the Dead. To the right as you enter. Sorry, I'm unimaginative.
    Contains: Various staves enchanted from the school of Destruction to choose from at moderate damage;
    Firebolt
    Ice Spike
    Lightning Bolt
    also available;
    Magelight
    Soul Trap
    Installation:
    ----------------
    Unpack the .7z archive into Data folder.
    Uninstallation:
    -------------------
    Delete HanasSkeletonStaff.esp and the folder Meshes\Hana\Skeleton Staff.
    Permissions:
    ------------------
    You must contact me and obtain my permission before re-using any part of these files.
    These files are not to be uploaded anywhere without my permission.

    24 downloads

    0 comments

    Submitted

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