About this mod
This mod replaces the Daedric bound weapons and armour with Dwarven and Golden Saint varieties.
There are also 3 new bound spells and an NPC merchant.
Some spells have been releveled in their Conjuration skill level requirements, some spells have also had their durations extended.
- Requirements
- Permissions and credits
This mod replaces the ugly rusty looking Daedric bound weapons and armour with Dwarven and Golden Saint weapons and armour.
An NPC (Gerard Belmont) has been added to the game (Arcane University, Mystic Archives 2nd floor) who sells all of the bound spells, trains in conjuration, and also recharges enchantments.
This NPC also sells 3 new spells which create bound outfits complete with armour and weapons together in one spell.
----CHANGES----
1. Bound Dagger, Greaves, Gauntlets, Boots, and Mace are now all Dwarven.
2. Bound Cuirass is now Golden Saint armour and the spell has been renamed Bound Armour since GS armour consists of boots, greaves, gauntlets, and a cuirass.
3. Bound Helm, Sword, Shield, and Bow are now of Golden Saint varieties.
4. Bound War Axe has been replaced with Bound Stave and resembles as the Ice Staff of Hrormir dealing fire, ice, and lightning damage. It has 16 charges.
5. All bound spells have had their durations increased and some bound spells have changed in their required skill level, magicka costs have become uniform according to skill levels.
--->Novice bound spells (Boots, Dagger, Gauntlets) now last 30 seconds and cost 25 magicka.
--->Apprentice bound spells (Mace, Greaves) now last 30 seconds and cost 75 magicka.
--->Journeyman bound spells (Bow, Sword, Shield, Stave) now last 45 seconds and cost 125 magicka.
--->Expert bound spells (Armour, Helm) now last 45 seconds and cost 200 magicka.
6. All bound apparel is of the Light Armour class, all bound weapons and armour have been made to match the same damage/armour ratings as the original bound Daedric varieties.
Note: Did anyone else think it was super dumb that Bound Bow lasted only 15 seconds? That was barely enough time to aim then shoot arrows.
Note: You can still sheathe bound weapons and your original weapon will come back in its place. Your original outfit will also reappear when the armour spells wear off.
----ADDED SPELLS----
1. Bound Regalia: Ethereal Gladiator - a master level bound spell which conjures onto you the appearance of a strong warrior.
--->Bound Armour, Helmet, Sword, and Shield for 60 seconds.
--->Fortify Endurance 25 points for 60 seconds.
Cost: 300 magicka
2. Bound Regalia: Ethereal Hunter - a master level bound spell which conjures onto you the appearance of a fierce bowman.
--->Bound Armour and Helmet for 60 seconds.
--->Fortify Speed and Marksman 25 points for 60 seconds.
Cost: 300 magicka
3. Bound Regalia: Ethereal Wizard - a master level bound spell which conjures onto you the appearance of a powerful mage.
--->Bound Armour and Helmet for 60 seconds.
--->Fortify Willpower 25 points for 60 seconds.
--->Reflect Spell 5 percent for 60 seconds.
Cost: 300 magicka
----INSTALLATION / REQUIREMENTS----
This mod requires the base game and the Shivering Isles expansion, naturally.
For installation, just use NMM or place in your Oblivion/Data folder as usual.
For uninstalling, just remove the mod, it only alters what is already in-game, so it has no new meshes or anything that will alter the game's core models, etc.
----CONFLICTS / ISSUES----
The only conflict I can think of is if you are using other mods which affect bound spell appearances or the magicka cost/skill level of bound spells.
No changes have been made to the extra bound spell slots in the construction set, so any mods which only add extra bound spells should not have a conflict with this mod.
No issues have appeared to date, if you find any, let me know.
One thing that people may encounter is Gerard not offering his services sometimes. This is simply because he has a certain timeframe each day when he offers services. Just wait or progress the game clock to a daylight hour and he should be available for selling/training/recharging.