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I can not wait for terraria on console with new contesnt, RESURRECTION! I hate the PC who rage about it.
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;
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.
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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 :)
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.
Unfortunately I almost never use it, so I am of no help if you have questions on how to use it.
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.
Could you add bows?
Maybe you make armors varied like this.
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.
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.
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?
Ebony in real life description is a type of dense black wood.
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?
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.
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.
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.