Skyrim Realistic Weapons And Armor

 admin  
Skyrim Realistic Weapons And Armor Rating: 6,2/10 8002 reviews

Article # 9 in a 12-part series. 1 -. 2 -. 3 -.

4 -. 5 -. 6 -. 7 -. 8 -. 9 -this article.

10 -. 11 -. 12 -Previously, I shared my favorite. Below are nice mods fit for rangers, rogues, spellswords, and some suited for those playing dark characters. Armor that improves by feeding on blood sounds cool, doesn’t it? On “lore-friendly” and my preferenceWhen “realistic” armor is mentioned in regard to Skyrim, I assume this refers to protection in combat and from the elements within context of The Elder Scrolls.

Removing dragons and magic would leave Skryim as a civil war game with bandit and item-collecting quests. TES is a fantasy series which includes unrealistic fantasy gear such as, and some unwieldy oversized weapons. Daedric armors are imbued with dark powers, and are highly decorative to cause fear. Our history is full of armor decorations to confuse the enemy or inspire confidence among the citizens. Practical is nice, but looking cool has its place.No matter the armor, direct hits hurt. Armor may be simple padded hides or layered with chain and plates. Real chainmale would hurt flesh without padding, but decorative chain can make an ordinary garment look nice.

Skyrim Early Weapons And Armor

Coverage is more about flak and incidental contact. The warrior’s skill at wearing a particular armor matters, and more important is the skillset at avoiding combat. Speech, stealth, distraction, and fleeing help one stay alive better than any particular outfit. And there are enchantments to consider in this fantasy world. Coverage may be more important for heavy armors, and light armors need to allow for more movement or stealth.How decorative, revealing, or practical outfit choice is comes down to my character’s taste. My retired mage, Reisha, always prefered normal clothing, the mourner’s dress and her favorites. She blended in better than wearing mage robes or Dark Brotherhood outfits around town.

Another character likes intimidating (decorative) armors.I give preference to original work. Styles should be similar to or inspired by outfits found throughout Tamriel, which is very diverse in style and cultural background. Historical recreation or realistic gear is great, but I prefer a touch of fantasy suitable for Skyrim.HDT HighHeelsSome female shoes require which make your character taller so that her legs don’t appear mysteriously shorter. Not using this heels mod with footwear requiring it will cause problems. Some mods have normal boot option. Choose carefully.Rangers, rogues, and spellswordsSome nice improvements by texture updates for existing light armors include by Gamwich and by CaBaL.According to the description, light armor was inspired by Elder Scrolls Online trailer.

Besides a misspelling, a few minor nit-picky details shouldn’t hold this outfit back. The daggers are decorative and may clip with arms. The bow doesn’t work with the main download file, so include “Fixed Bow” file and copy contents into Skyrim folder which will replace the file Skyrim/Data/meshes/EsoBretonKnight/Weapons/BretonKnightBow.nif.If having trouble finding the chest: Located on Wreck of the Pride, start on top deck and take stairs down then turn away from water and walk up the slope.by Zerofrot is my second favorite armor mod. For the boys.Rich in detail, this light armor also looks functional. My Breton vampire, Ezekiel, wears this on a regular basis.

He enchanted the masked hood for stealth, the regular hood for desctructive magic combat, and switches for different situations. Expect to fight a pair of werewolves to reach the chest found at a fairly remote location near Dawnstar close to an Imperial camp. Requires glass smithing perk to forge new with leather, quicksilver, and daedra hearts. Temper with daedra hearts.I preferred the regular thief armor over the Nightingale gear, so an update seemed in order.

Replaces the texture with more details and a cleaner look.For something more stylish for the women, try by Deserter X. Includes several options such as netting, masked hood, or hood with wigs of different colors.Obtaining the craft book requires some rogue skills getting into the master safe. Intel core i5 7th generation. Crafting with nirnroots leads to having cool green glow designs within the dark leather. This sexy version of the regular Nightingale armor might be too revealing for some considering the cold climate. A rogue could always change to another outfit when heading to colder regions. For (v3.1 or legacy 2.6), I adjusted the curiass with reduced warmth and coverage to help maintain immersion.

The armor protection is slightly better than the standard Nightingale gear.Celes’s weapons include recolored dagger and crossbow, and a Nightingale Haomas, all which may be strapped on the back using. The haoma comes from by BloodFree, a pack of Persian weapons. Supports with options for BBP/HDT.If you like Deserter X’s work, check out leather dress with trousers in Dawnguard designs.

Works well for a spellsword vampire hunter like modeling below. Requires for the boots, and includes BBP/HDT option. Pictured is CBBE-Slim HDT, a swapped mesh from standard “Aurora” body to slim her down a bit.Dark artsThe following two armor sets by AmethystDeceiver needs a bit of evil touch to craft or maintain. Human hearts and flesh.

Dark magic.In addition to player armor, “” armor offers a much improved replacement for the Dark Brotherhood shrouded armor with a similar design. The mod includes a lore-friendly quest to collect the parts for the ancient assassins armors in a variety of colors along wth a spell to create new armor from a summoned forge. The items are found in graves and protected by creatures (one added) so the powerful gear comes with a price. Start by going to Ancient’s Ascent, protected by the existing dragon. This site contains the story starter and enchanted bow to help make collecting human hearts and flesh a bit easier. Think exploding body.

Armor

The white armor blends well in snowy terrain, and looks cool, too.“Black Sacrament” armor set is compatible with UNPB, UNPC, CBBE Curvy, CBBE Slim, default female bodies, and most male bodies. For female follower of different body type, choose the appropriate size from the list at the forge. Looks great on my slim character, Jenna.works well for vampires or mortals. I like Serana’s royal armor, but Lustmord makes a nice alternative. The male version (not pictured) is nice, too.The armor is vampiric such that when wearing the full set, one may feed it blood to boost armor rating for eight hours. Some pieces are interchangeable with “Black Sacrament” allowing versatility in appearance. Compatible with CBBE except Slim.

You may use for slimmer body, or give to a busty follower. Below is a pair of screenshots with busty armor for on left and slimmed version on Jenna which looks like a push-up. Jenna’s red shawl is from “Black Sacrement.” Unfortunately, “Kate” prefers heavy armor.For both of these armors, a full set for perks count the barrette in place of a helmet. Hoods may be worn, also.If you like AmethystDeceiver’s work, then you might like a custom home to go with your new armors. Resides in a dream world and is expensive unless you complete the mini-quest. The servants are great, and the optional mimic mannequins can be spooky.

This is the only custom home I’ve seen where a teleporter makes sense and blends brilliantly with the game world.Male/Female:. by NewerMind43. (texture) by Zerofrost.

by AmethystDeceiver. by AmethystDeceiver. by Gamwich. by CaBaL.Male only:. by ZerofrostFemale only:.

by Mitosuke and Deserter X. by Deserter X.

I'm wondering if its possible to have armor just make more sense than an absolute number using the current engine.For example if you are wearing heavy armor, most arrows should do zero damage, but occasionally one would get through and do massive damage. Rather than the plink down the HP system we have now it would be based on coverage and type.This would make level scaling less of an issue, a bandit with a bow would be MOSTLY not dangerous but you wouldn't want to risk random hits either. More lower level foes would still be a threat instead of you just being a god. At the time time you wouldn't need uber equipped and powerful foes to have some of a challenge.Equipment scaling would be less of an issue too, getting hit on a soft spot by an iron sword should always be a nasty experience.But I'm not even sure if this is possible with the engine, any people experienced have an idea?Posts: 3337 Joined: Sat Jul 29, 2006 11:22 pm.

Sounds like you want an AC system similar to D&D. I suppose it would be possible through heavy scripting but I haven't seen it done in any previous ES games.

And I'm not sure if it would work against NPCs.Modify GMST to change maximum armour damage reduction to 0. If you can detect when the player is hit calculate chance to absorb damage by converting total armour into an integer.

Generate a random number within the range. Decide hit or miss. If Hit do nothing, if miss make player immune to damage for that split-second.Posts: 3450 Joined: Sun Jun 18, 2006 4:47 am. Sounds like you want an AC system similar to D&D.

I suppose it would be possible through heavy scripting but I haven't seen it done in any previous ES games. And I'm not sure if it would work against NPCs.Modify GMST to change maximum armour damage reduction to 0. If you can detect when the player is hit calculate chance to absorb damage by converting total armour into an integer.

Generate a random number within the range. Decide hit or miss. If Hit do nothing, if miss make player immune to damage for that split-second.I never thought of it like the D&D system but yes that is basically what the system would be.

Medieval

I think the issue of course would be there would be needed rebalancing of some creatures. Forsworn for example have obviously awful armor with artificial numbers to increase the difficulty.Posts: 3318 Joined: Tue Jul 24, 2007 11:17 pm. I never thought of it like the D&D system but yes that is basically what the system would be. I think the issue of course would be there would be needed rebalancing of some creatures. Forsworn for example have obviously awful armor with artificial numbers to increase the difficulty.I'm not sure it will be possible.

I don't know what scripting functions are available for detecting hits, calculating armour rating as an integer. Random number generation and modifying incoming/outgoing damage amounts.Posts: 3438 Joined: Mon Jul 31, 2006 9:01 am. An easy way to do this could be to just make full heavy armor give you the maximum armor rating of 80% (like 580 AR or so) and light armors 50% (If there's a way of getting past that hard-coded 80% max, I'd go 85% or even 90% for Heavy).

You can then use the already existing crit system to do any real damage. If it doesn't already do this, have crits bypass armor.

We might have to lower the default crit damage multiplier by a tiny bit (in order to prevent the crit perks from 1 shotting enemies) and maybe globally raise the crit rate (npc's crit, correct?).Only other problem would be animals and dragon damage. Since they don't crit (at least to my knowledge), you could simply increase their damage, or maybe scrip in armor piercing for their attacks. I don't want a bear swiping at me to do next to nothing, even in heavy armor. Or, just give animals the ability to crit as well.This whole system would make it a lot more RNG reliant, but you can still kill someone by whacking away at them (but not frustrating like in Oblivion), just like in real life.

Having armor completely block damage is unrealistic, as you would definitely still feel it if someone hit you with an axe to your chest while wearing plate armor.Posts: 3400 Joined: Wed Feb 21, 2007 6:57 pm. Sorry to double post, but, adding to my idea: you can have skill raises in the armor skills just reduce crit damage, as well as changing perks to do this as well (or add a scripted overall damage reduction). Same with using smithing to enhance them. Make the difference between the different armor sets (in the same weight class) be minor increases in Armor Rating, but moderate increases in crit protection.I'd actually use this system if someone made a mod for it, at least until SpookyFx makes his Duke Patrick SCA mod for SkyrimPosts: 3395 Joined: Sun Nov 25, 2007 4:09 am. Randomization is a double-edged sword. Go too far and it makes the game no fun, since it would be just a matter of reloading savegames until you're lucky enough to not receive a crit and deal a crit instead.On the other hand I agree that currently the system is a bit boring. Mount&Blade Warband has pretty good damage and armour calculations.

Also implements different types of damage (blunt/pierce/cut). I'm planning to base MERP's damage/armour system on that.Posts: 3518 Joined: Sun Dec 24, 2006 1:57 am. Randomization is a double-edged sword.

Go too far and it makes the game no fun, since it would be just a matter of reloading savegames until you're lucky enough to not receive a crit and deal a crit instead.On the other hand I agree that currently the system is a bit boring. Mount&Blade Warband has pretty good damage and armour calculations. Also implements different types of damage (blunt/pierce/cut). I'm planning to base MERP's damage/armour system on that.I do agree on M&B's system being great. If I were to make this mod (after all the other mods I'm working on) I would definitely not make it completely random, just have crits have more of an impact than in vanillaPosts: 3329 Joined: Wed Sep 06, 2006 10:35 pm.

I'm pretty sure M&B barely makes use of randomization. It just has far more factors in the mix, so the damage numbers are very unpredictable. Speed bonus, length of the weapon combined with the range at which you actually hit them (hitting them up too close, so that you almost hit with the hilt has a huge penalty), both an armour absorption and an armour reduction rate for three different types of damage, and not to forget localized damage and armour. Every body part has a different armour rating, and the further you hit from the centre of the skeleton the less damage it does, with the head being the exception which does double damage.Posts: 3443 Joined: Thu Jun 15, 2006 8:19 pm. I don't know, the critical hit system can already be quite annoying.

Make it more dependant on chance and there's a high probability it'll end up a lot more annoying. It might be worth putting effort into a more predictable system. For instance, keep the critical hits but take random numbers out of the equation.

Instead, compare a static value versus a dynamically shifting environmental variable based on stuff like armor or being stunned or unaware or attacking from behind etc.Posts: 3463 Joined: Wed Sep 06, 2006 8:40 pm. For example if you are wearing heavy armor, most arrows should do zero damage, but occasionally one would get through and do massive damage. I think there are two ways to approach this, one being more complicated than the other.The first way would be to go about it in the AC way as proposed above, which clearly has its strengths and pitfalls. One way around it being game-breaking could be to simply ignore the potential for critical hits if your AC is X above the damage of an incoming attack. There would still need to be some variance in damages of attacks to make it interesting, but a critical hit might cap at times 1.5 or 2 damage as opposed to times 3 or 4. This would allow for some interesting game play as well as make it impossible for something to crit you when you're high level that doesn't deserve it (like a mudcrab - no disrespect intended).The considerably more complicated, yet more realistic, way of doing this would be to somehow take into effect where a blow (such as an arrow) lands. For example, taking an arrow to an unhelmeted head would mean instant death.

The advantage of this system is that if you were wearing heavy armor but not boots and got shot in the foot, you would take more realistic damage as opposed to the game merely registering that you had heavy armor on and calculating damage accordingly. Although my modding experience is next to none, this sounds like it would be a difficult thing to program. (Side note: were this able to be programmed, various effects could implemented based on where on the body a blow was taken - i.e. Blow to the leg = decreased speed, blow to the chest = decreased fatigue or endurance due to shortness of breath, blow to the head = decreased intelligence, blow to the arm = decreased strengh, etc.)All that being said, I think with either mod an essential change might be that blocking with a shield does not transfer any damage. This would force the player to be more strategic when entering combat (particularly with archers) in that they need to block more often, and potentially angle their shield, to intercept an attack. Instead of the way Oblivion did things in which you take a small amount of damage from blocking, I would alter it so that you take no damage from blocking but your fatigue is damaged (and this could be proportional to the size of the weapon that you're blocking - i.e. It should take more effort (fatigue) to block a warhammer than a knife or arrow).Posts: 3358 Joined: Sun Oct 07, 2007 5:35 pmDisplay posts from previous: Sort.

   Coments are closed