About this mod
Improved Bound Weapons and Armors! Adds Bound Shortsword and Bound Longsword which can be purchased from Calindil. Adds enchantments to all Bound equipment. Mana costs adjusted. Store bought spells all equalized to 30 seconds duration. All armor pieces are heavy. Item health improved. Armor rating and Damage inline with Daedric.
- Permissions and credits
- Changelogs
- Donations
Only requires the base game but is DLC compatible. Made with the Construction Set. Should work fine together with any other mod that doesn't touch bound weapons, bound armor pieces, the bound weapon spells, or the magic effects relating to said equipment and spells, specifically BW09 and BW10 which are modified for the two new weapons.
Main features:
~ Adds Bound Shortsword and Bound Longsword which can be purchased from Calindil, the proprietor of Mystic Emporium in the Imperial City.
~ Adds enchantments to all bound equipment inspired by both TESV: Skyrim and TESIII: Morrowind but with some subtle extras. The enchantments are slightly unique for each piece, ultimately making bound equipment more useful but hopefully not OP. Balance is achieved by adding a low value Drain Magicka to each armor piece.
~ Mana costs are adjusted based on armor rating/weapon damage and store bought spells are now all equalized to 30 seconds duration.
~ Quest item flags added to prevent cheating (same fix as UOP) and all armor pieces are now heavy to reflect the fact that they are Daedric.
~ Item Health has been adjusted so they should survive a little better before a spell wears off. Armor rating and weapon damage for all items is the same as Daedric.
~ Bound Sword renamed to Bound Claymore and Bound Axe renamed to Bound War Axe.
The equipment is not meant to beat end-game gear nor is it meant to be super accessible in the early game, it's meant to improve the utility and give mages a decent bound equipment option.
You'll find the weapons start off being a little harder to cast than usual but more powerful weapons will cost less to cast than they used to. You'll likely want Journeyman conjuration as a minimum to create a custom full set spell (shortsword and all armor pieces for 15 seconds), anything more and you'll likely need Expert. See photos for some example custom spells (not included in the mod) at level 75 conjuration.
If the numbers below seem a little random, it's because I have adjusted the power of the extra enchantments based on the weapons speed (faster weapons fire off enchantments faster). The enchantment charge is equal to the weapons Health value and should last long enough for most encounters.
The enchantments in detail:
~ Dagger inflicts Absorb Magicka 8 pts on strike
~ Shortsword inflicts Absorb Fatigue 11 pts on strike
~ Axe inflicts Weakness to Magic 24 pts for 10 seconds.
~ Longsword inflicts Absorb Health 6 pts on strike
~ Bow inflicts Silence for 5 seconds.
~ Mace inflicts Disintegrate Armor 13 pts on strike
~ Claymore inflicts Disintegrate Weapon 15 pts on strike.
In addition, all weapons now have Soul Trap for 5 secs and 100 pts magnitude Turn Undead for 10 seconds. This makes them glow slightly gold in colour.
~ Shield provides Fortify Endurance 10 pts and Reflect Damage 5 pts.
~ Helm provides Fortify Agility 10 pts.
~ Cuirass and Greaves provide Spell Absorption 12 pts.
~ Gauntlets provide Fortify Strength 10 pts.
~ Boots provide Fortify Speed 10 pts.
In addition, all armor (except shield) provide 3 pts Fortify Skill in Blade, Blunt, Block, Marksman and Heavy Armor (15 pts total) and all pieces suffer Drain Magicka (Cuirass and Greaves 25 pts, all others 15 pts). The Drain Magicka effect will make your character glow red.
Future Updates: Seeing as this is my first mod, I may update to fix any bugs (though at this stage the mod looks simple enough that there shouldn't be any). I would like to add Arrows plus the Warhammer and Battle Axe as well, however, there aren't enough unused suitable magic effects available and scripting them in wouldn't work with in-game custom spells. I could look into OBME but I feel like I've done enough to release.
Spot any issues? Let me know!
Installation is as easy as it gets, a simple esp to install via your mod manager of choice. I use Wyre Bash with a Bashed Patch and my mod has the required Bash Tag in order to allow the new spells to be added Calindil's list. Only requires oblivion.esm but should be loaded after all UOP's and DLC's to avoid issues. If something isn't working, check load order and conflicts with TES4Edit.