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PrivateEye and asilentguardian

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asilentguardian

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Balances the new weapons from PrivateEye's Heavy Armory by giving them vanilla weapon stats, while maintaining weapon type (for perks, resistances, and diversity), so each new weapon still has a unique niche. A streamlined, "vanilla plus" approach to gameplay balancing. Simple plugin replacer.

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PrivateEye's Heavy Armory - New Weapons is a wonderful mod that enriches our Skyrim experience with a diverse selection of new weapon types with beautiful models and animations. In the original mod, each new weapon has a unique set of stats for damage, weight, swing speed, stagger chance, critical bonus, price, and crafting requirements. Personally, this diversity can feel a bit overwhelming, and sometimes the added weapon types seem to have quite an edge over their vanilla counterparts. Others have released mods or sseedit scripts tweaking these stats for balance. In my own personal brand of insanity, I opted for a different approach, and have uploaded it here in case anyone else is interested.

"Perfectly Balanced" (not claiming it is actually perfect!) is my "vanilla plus" method for achieving gameplay balance and simplifying things a bit, while sacrificing some of the diversity and realism of PrivateEye's thoughtful choices of each weapon's attributes. Here's how it works:

-Every new weapon's stats (damage, weight, speed, reach, stagger chance, critical damage, price, and crafting recipe) are made equal to those of one of the vanilla weapons.
-However, the damage type (whether it is technically classified as a sword, axe, or mace/warhammer for perk reasons) is preserved. This works really well with mods like Know Your Enemy and Resistances and Weaknesses that make different damage types more effective against different enemies.
-For example, a quarterstaff has the weight, damage, speed, etc. of a vanilla greatsword (the lightest of the 2-handed weapons), but is still technically a "warhammer", so it does bludgeoning damage and is the best choice against Dwarven Automatons, and it benefits from warhammer perks, whether you use vanilla or some kind of perk overhaul.
-A hatchet is technically a kind of axe, but is lighter- it has the weight, damage, speed, etc., of a sword.
-Crafting recipes and prices are included among the equalized stats because it helps keep me from overthinking what's optimal for grinding smithing, and I can just enjoy forging what I want at the moment.

Below are charts showing how every weapon fits into this schema. I didn't touch shortswords because I felt like they already split the difference between daggers and swords just fine, and there is no suitable vanilla weapon to equalize them to. Not every combination of "damage type" and "stats tier" has something in it, because I opted to respect PrivateEye's original vision for the characteristics of each weapon as much as possible, generally making them fit into the nearest category in my scheme, rather than filling every slot. I forwarded USSEP's tweak that makes greatswords (and quarterstaves in this case) faster (.75) than battleaxes (.7) instead of the same speed.





PrivateEye's main file is absolutely essential; this mod is just a tweaked version of his plugin to replace the original esp after installing the main mod. I only edited stats in weapon and constructible object records, no leveled lists.