The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Balanced Smithing Armor and Weapon values
   
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17 Jun, 2015 @ 7:28pm
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Balanced Smithing Armor and Weapon values

In 1 collection by RJinthematrix
RJ's Lore-monger mods
19 items
Description
Balances armor values and weapon damage with smithing bonuses (game settings are modified, not any individual items or characters).

The problem: the player can smith armor and weapons to make them considerably more powerful, but npc's only have base armor and weapons
The solution: change the game setting multipliers to narrow the gap, place more emphasis on weapon skill rather than tempering, reduce the bonuses conferred by smithing

The result: NPCs and the player are now more reasonably well-matched based on their equipment
Players benefit more moving up from iron -> steel -> etc rather than just improving smithing skill
Difficulty mods that change damage to/from player are not needed except for extra challenge
Armor/weapon merchants are actually viable late game
A player no longer requires to be a smith to be a strong warrior or archer
This design improves the BASE defense of all armors and thus reduces (but does not eliminate) the bonuses by tempering. I believe this way shifts to a more equipment-centric experience.

Vanilla: Max armor skill -> 40% boost to armor
Max weapon skill -> 50% boost to weapon damage
Bandit with fur armor -> 5% damage resist
Bandit with iron armor and shield -> 9.6% damage resist
Ebony warrior -> 35% damage resist
Max armor rating -> 667 (80%)
To reach max armor: potion/enchanting exploits

With Mod: Max armor skill -> 15% boost to armor
Max weapon skill -> 100% boost to weapon dmg
Bandit with fur armor -> 13% damage resist
Bandit with iron armor and shield -> 24% damage resist
Ebony warrior -> 77% damage resist
Max armor rating -> 300 (90%)
To reach max armor : Daedric armor (no shield) with 100 heavy armor, juggernaut, well-fitted and matching set
7 Comments
kryten 6 Jun, 2016 @ 4:52pm 
This gave me 5x sneak damage with bow in helgen.How is that balanced?
You give a lot more than you take away.Its too OP.
OblivionRanger 8 Jul, 2015 @ 1:50pm 
Thank you much.
RJinthematrix  [author] 7 Jul, 2015 @ 1:25pm 
@j.stenberg1280 that is possible with scripting, the problem is that the engine scripts are handled poorly and limited, which is why people tend to use SKSE for these types of things
i believe there is a mod tha already does what you're looking for, search Loot and Degradation
OblivionRanger 7 Jul, 2015 @ 6:44am 
I'm unfamiliar with the scripting aspect of modding, so allow me a proposal?Would it be possible to add armor and weapon degradation and a repair option at the forges? As you take hits, the armor percentage decreases, perhaps to a point of broken and unusable, with the same concept for weapons. Everything wears out, right?
BY AZURA BY AZURA BY AZURA 22 Jun, 2015 @ 2:53pm 
Maybe on my next playthru I will keep this on, but just not smith whatsoever. smithing is OP as heck in this game, I wish Bethesda could have balanced it a bit more. Are there any mods that lower the bonus from smithing even more? I don't want to play with a light armor set going over the cap, but its too late for me to re-load a save and get the shrouded set again
BY AZURA BY AZURA BY AZURA 22 Jun, 2015 @ 2:49pm 
I recommend lowering the bonus from smithing even more, as I was able to get over the cap with the ancient shrouded set, which is a light armor set.
man smithing in this game is OP. lol
BY AZURA BY AZURA BY AZURA 22 Jun, 2015 @ 2:45pm 
I'll give this a go