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Xgatt

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Xgatt

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About this mod

Changes all of Animated Armory's bound weapons to be consistent with Adamant and use Adamant's full range of bound weapon perks.

Requirements
Permissions and credits
Translations
  • French
Changelogs
Overview

Animated Armory's bound versions of the added weapons (Claws, Rapiers, Katanas, Whips, Pikes, Halberds, Quarterstaves) did not take advantage of Adamant's bound weapon perks, nor were they consistent in spell level, cost, charge time, etc. with Adamant bound weapons. This patch makes it all work together.

Changes

Perk Compatibility


All of Animated Armory bound weapons now make use of Adamant Perks:
Arcane Weapon (20): Bound weapons last five times longer.
Daedric Prey (30/60): Bound weapons absorb Magicka and Stamina / Health, Magicka, and Stamina from their targets.
Mystic Binding (40/80): Bound weapons deal extra damage/ even more damage.
Haunting Curse (90): Bound weapons reduce enemy Magic Resistance by 25% for 10 seconds.

Spell Consistency

Bound weapons in Adamant follow a fairly standard cost and level progression:
  • Dagger - Novice
  • Sword / One Handed Weapon - Apprentice
  • 2 Handed Weapon - Adept

All Animated Armory variants have been made consistent with this progression, along with spell cost and skill use multipliers. Claws / Rapier are Novice. Whip / Katana are Apprentice. QStaff / Pike / Halberd are Adept.

Requirements

Animated Armory by NickaNak
Adamant by SimonMagus616

Installation

Install with mod manager below both the above mods. Should be safe to install mid game, but be careful uninstalling mid game, especially if you have the bound weapon summoned / active on your save.

Known Issues


Animated Armory's Bound Whips are invisible when equipped. This is an issue with the original mod as of 2.3, and an update should fix it.