The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Weapon Grade Variants
42 Comments
DoubleDouble  [author] 17 Jul, 2016 @ 10:10pm 
@UndeadWolf - I no longer work on this(or any, for the time being) mod unfortunately. Crafting was something that I looked into - If my memory serves me well it was possible, though it messed with parts of the game that I wanted to stay away from for compatibility sake. My mod is also listed on nexusmods.com , and contains the code I used to generate most of the items (I was too lazy to do it all within the Skyrim modding tools). By now I have forgotten how to actually use the program (and code) that I used before, so I'm afraid if anyone goes to look at it that I am pretty useless for q&a.
Undead Wolf 17 Jul, 2016 @ 1:11am 
Since it uses SkyUI(thus also needing SKSE), could you try to make the crafting of vanilla weapons hev the same variation chance as that of looting? It would be ideal to have a higher difference between your smithing level and the level required to craft it making it more likely to get better variants, and less likely to get worse ones, but that should be even harder.
john94 28 May, 2014 @ 8:48am 
the inventory layout mod is skyui
ZaZiNan 7 Apr, 2014 @ 11:21am 
what mod is that with the layout of the inventory?
that one asshat 27 Nov, 2013 @ 7:36pm 
what mod is that with the layout of the inventory?
Comissar person[FIN] 16 Oct, 2013 @ 4:34am 
how about making enemies carry also varing level gear like bandit chiefs could have like legendary swords or something, it could make thing bit too easy tough but same time why not?
Mowsamancer 8 Feb, 2013 @ 11:35am 
This is absolutely genius. Increasing the number of items just by altering attack speed. Love the titles, reminds me of Diablo. It may seem like a simple mod but I'm going to add this to my favorites. If I may make a suggestion; look into other ways to make the vanilla items more variable. Different modifiers, different terms, or even make it possible for multiple variations (Cracked Sharpened Steel Long Sword, perhaps?).
Drage 26 Dec, 2012 @ 4:48pm 
Love the mod. Unfortunatly i'm a crafter so i am gonna wait till you get things to be crafted in this mod. But a great job done with this mod adds a little bit of realism to the weapons.
pikmonwolf 24 Dec, 2012 @ 1:39pm 
can you make so it affects the damage of the item? I understand that it would be hard, you would bassically have to make each it's own item then factor them in. just an idea.

I can not wait for terraria on console with new contesnt, RESURRECTION! I hate the PC who rage about it.
Shade 24 Dec, 2012 @ 11:57am 
Heh terraria was fun. The exalibur with legendary on it was just hilarious. Kinda sad they stopped updating it and kinda left it for dead.
Dylan 23 Dec, 2012 @ 9:29pm 
I like Alysia's terraria style, don't want to try until there are more prefixes, and with more alterations, Great progress though.
pikmonwolf 23 Dec, 2012 @ 5:06am 
This reminds me of terraria. is it possible to make it very luck based so quest rewards and crafted items are affected by varients? and maybe somebody who will reforge it to give it a new varient. (like the goblin tinkerer in terraria) just some ideas
Shade 21 Dec, 2012 @ 4:25pm 
Perhaps you might consider not only expanding to dawnguard weaponry, but maybe also expanding into the armory mod here on steam workshop? It adds spears, halberds, shortswords, etc to the game. I know a majority of people on steam use that mod, it would be really nice if this expanded it further. I have other suggestions;

Broken: -20% Attack Speed, -80% Damage, -80% Weight, -99% Value.

Rusty: -50% Damage, but chance to inflict Rattles on enemies struck (reduced damage debuff?), -50% Value.
Requirements: Metal Weapons Only.

Splintered: -20% Attack Speed, -50% Value.
Requirements: Wood/Bone Weapons Only.

Crude: -15% Attack Speed, -25% Damage, +25% Weight, -50% Value.

Unbalanced -25% Attack Speed, +50% Weight, -50% Value.

Overweight: -50% Attack Speed, +50% Weight, +25% Damage, +25% Crit Damage, +10% Value.

Continued;
Shade 21 Dec, 2012 @ 4:25pm 
Lucky: +25% Crit Chance, +50% Value

Dastardly: +25% Crit Damage. +50% Value

Serrated: Causes 2 bleed damage on hit for 5 seconds. Stacks with itself, renews duration on hit. +50% Value

Armor Piercing: -50% Armor Ignore, +50% Value (As enhanced crossbows in dawnguard,)

Curved: +25% Attack Speed, +25% Crit Chance, +25% Crit Damage, +100% Value.
Requirement: For scimitars only.

Balanced: +15% Attack Speed, -15% Weight, +50% Value.

Swift: +50% Attack Speed, +100% Value.

Honed: +15% Attack Speed, +15% Damage, -15% Weight, +15% Crit Damage, +200% Value.

Masterwork: +20% Attack Speed, +20% Damage, -20% Weight, +300% Value.

Hero: +50% Damage, +25% Weight, +25% Crit Damage, +500% Value.

Legendary: +25% Attack Speed, +50% Damage, +25% Crit Damage, +750% Value.
DoubleDouble  [author] 21 Dec, 2012 @ 2:58pm 
UPDATE!
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Draugr weapons added
Forsworn weapons added
Imperial sword and bow added
Nord Hero weapons added
Scimitar added
======================
All gold values updated
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That should cover all the unenchanted vanilla weapons.
Next up.... making them craftable :)
DoubleDouble  [author] 21 Dec, 2012 @ 8:27am 
Just added a little credits section in the description for that particular question. ;)
Eloisefan35124 21 Dec, 2012 @ 7:28am 
how do you get that menu?
Kai 20 Dec, 2012 @ 6:58pm 
Because other than editing the weapons themselves to use the script, you can create a global script that checks the weapons used and it constantly runs whenever you hit a enemy.
Kai 20 Dec, 2012 @ 6:57pm 
Can you add traits for weapon types in a script for weapon hit effects?

Bind it to each weapon and the script runs when the weapon is used to hit a opponent..

It runs a separate effect to the game so it's like axe's bleeding effect.

Like, reduce enemy defenses on hit.

Mace/Hammer has the highest defense reduction on hit [2 * material level], and it can stack on the script up to 30 points times the material type level (iron = 1 and ebony = 5, daedra = 6).

Daedra can reduce 180 defence resistance as a debuff for 3 seconds.
DoubleDouble  [author] 20 Dec, 2012 @ 11:33am 
Another mod that alters the leveled lists (like Immersive Weapons) won't be compatible with this mod by just subscribing to them. The easy way to make them compatible is to use Wyre Bash, which essentially combines your mods into one mod to make them compatible.
Unfortunately I almost never use it, so I am of no help if you have questions on how to use it.
DoubleDouble  [author] 20 Dec, 2012 @ 11:23am 
UPDATE!
Bows are added!
Daggers are now correctly in the leveled lists! (you wouldn't have found any variants before)

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@Kai
I don't know, I know you can export data but I havn't seen anything for importing. If you figure something out, let me know... I'm doing it the boring/hard way.

@dunivan24
You have pretty good timing! I've been working on bows.
I had a plan to do armors at some point.. but right now its looking like it may be quite a while before I get around to it.
dunivan24 20 Dec, 2012 @ 9:11am 
Would this work with the immersive weapons mod?
Could you add bows?
Maybe you make armors varied like this.
Kuprisun 19 Dec, 2012 @ 4:15pm 
Ok, and i am all in favor the crit damage idea! i am in favour of anything that will make the game more challenging and more realistic
Kai 19 Dec, 2012 @ 1:26pm 
Because I find it retarded that the stats are stored in the esm in database format and you cannot have a mod that changes it in that way.
Kai 19 Dec, 2012 @ 1:26pm 
I wonder if the creation kit has a export import option for extracting the statistics of the weapons you choose in excel format, then replacing specific number in decimals by running a formula, then save and import it back in. Making the work much faster and easier for people who knows how to program.
DoubleDouble  [author] 19 Dec, 2012 @ 11:16am 
@Blood-Shed
weapons degrading are an interesting idea but no they are not implemented that way. Also a possibility (as an optional choice) for the future if enough people support it.
DoubleDouble  [author] 19 Dec, 2012 @ 11:12am 
@Blood-Shed, @Kai
Thanks for bringing that up. When I started making this mod I did want to change the damage rather than the attack speed. However, the issue is that an Iron Sword has 8 damage (i think, im away from home doing this on my phone so forgive me) while a Steel Sword has 9 damage. The damage value does not allow decimal numbers... so i either have to scale damages so there is room inbetween the standard weapons for more numbers or alter something else instead.

Since a project like rescaling weapon damage would be a massive task by itself (and be incompatible with just about everything) I chose to just change attack speed instead.. keeping the same effect but being a lot easier to implement.

That being said, I could change weapon weights or crit damage on weapons as well if enough people are in support of the idea.
Kuprisun 19 Dec, 2012 @ 7:32am 
Just wondering... wouldn't it make more sense if the the damage was lower or higher?
And i think it would be really cool if while you use it goes down so like from master piece after a while of use it should go down to balanced so on and so forth. or does it already do that?
Kai 18 Dec, 2012 @ 9:21pm 
Oh right I forget about Ebony, but I'm not sure if it's the ebony as everyone knows...
Ebony in real life description is a type of dense black wood.
Kai 18 Dec, 2012 @ 9:18pm 
The issue is that it's limited to merely attack speeds... I think it could have been done a bit better in terms of each material type's traits.

Steel is heavier than iron, so Iron can gain attack speed bonuses for the leveled material.
Steel is heavier than iron but not as unique as other materials, hence it provides a balance of damage and attack speed boosts.

Dwarven is the heaviest of the low tier materials, hence the largest damage boost but with slower attack speeds.

Orc weaponry is lighter than Dwarven and has a trait of raising critical hits.
Elven can gain attack speed and critical hit traits and Glass can get pure attack speed boost.
Daedric can be a combination of critical hit and damage boost, finally dragon can be a combination of attack damage, critical hit, and increased damage to dragons?
Kai 18 Dec, 2012 @ 9:12pm 
This basically adds weapons in formed of leveled weapons per material type right?
So between cracked to masterwork it's all different weapons each and not a prefix?

I wonder if there's a script that can choose a random loot in a generated dungeon and rename them just like you can rename weapons through enchantment, and then adjust it's value based on the title.
Aetrnl 18 Dec, 2012 @ 8:42pm 
Great idea!
DoubleDouble  [author] 18 Dec, 2012 @ 8:38pm 
UPDATE!
Eorlund is no longer afraid to sell his masterworks and failures,
Silver weapons are now included,
Falmer weapons are now included. (except the Honed Variants, not sure what to do with that at this point... a Balanced Honed Falmer Sword just sounds weird...)
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@XamaX Thx for the advice; from what I've seen that seems to be the standard practice and I *may* (probably) will do something like that in the future. No promises though.

@elkhound64 SkyUI is great, worth the bother to get SKse.

@zaziTHEbeast Thanks! Feel free to let me know your impressions.
zaziTHEbeast 18 Dec, 2012 @ 5:49pm 
Great idea. Downloading now to test it out.
awsomenaut they call me 18 Dec, 2012 @ 4:50pm 
thanks alot man
Jigain 18 Dec, 2012 @ 3:53am 
@elkhound64: That's SkyUI. It's here on the Steam Workshop if you want to download it, but it does require a third party launcher to make it work called Skyrim Script Extender (SKSE).
awsomenaut they call me 17 Dec, 2012 @ 5:56pm 
what is the mod you used to change the menu i am new to steam
XamaX 16 Dec, 2012 @ 11:22am 
It may be easier to just make a second mod that includes private eyes weapons. Purely in the interest of flexability.
DoubleDouble  [author] 15 Dec, 2012 @ 4:16pm 
@Golane
Thx :D
@XamaX
I'll definitely take a look, and was actually thinking along those lines once I got done with more Vanilla weapons. Truth be told I'm new to modding for Skyrim so I've got to look into how I could make this mod not *require* another mod, but to expand upon that other mod if it *is* installed.
XamaX 15 Dec, 2012 @ 10:43am 
Love this, maybe consider doing this for PrivateEyes heavy armory? it just adds more weapon varients to the world (spears, staves etc.) but this in conjunction with that would be simply outstanding.
Seistral 15 Dec, 2012 @ 10:05am 
Very good idea !