The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Unarmored Perks
55 Comments
Mosley was right 26 May, 2021 @ 1:52am 
@homogenic

Absolutely!
homogenic  [author] 25 May, 2021 @ 5:47pm 
I haven't played Skyrim in a fine minute but its nice to see you're enjoying it even after all this time!
Mosley was right 24 May, 2021 @ 10:05pm 
Unfortunately, it overrides Ordinator, and resets the light armor tree back to vanilla. Still, it's worth the sacrifice for this great mod!
homogenic  [author] 18 Jan, 2017 @ 7:28pm 
Glad to hear it :)
Mosley was right 18 Jan, 2017 @ 5:10pm 
Now my Woad warrior is complete!
Mosley was right 18 Jan, 2017 @ 5:09pm 
Yes! Thanks
homogenic  [author] 18 Jan, 2017 @ 11:50am 
@MiniMega Shields do not count toward armor sets so you should be fine, sorry for the slow response!
MiniMega 6 Nov, 2016 @ 3:11pm 
Another has asked my question, but I will ask again as it seems to have gone unanswered. Do shields count as armour? I'm using an unarmed mod that has skill perks in the block tree, so I've been using a shield since otherwise nothing in combat would contribute to my leveling. Granted I could gain my unarmed perks merely by paying for block training, but I would really like to know if using the shield is nerfing my defence by negating these skills.
Mosley was right 28 Jun, 2016 @ 12:21pm 
I HAVE A QUESTION! Do shields count as armor?
Forsaken Buge 26 Nov, 2014 @ 4:19pm 
Now I can be the naked warrior of whiterun!
Ur friends friends friend 20 Aug, 2014 @ 9:19am 
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Psylocke 17 Sep, 2013 @ 3:44am 
Yes, I'm referring to that thumbnail. However, I cannot help you regarding how to replace the image as I am unfamiliar with the workshop's interface. I suggest you consult any guides online which may assist you in doing so. My only concern is that you either use a different image (which is the option you seem to opt for) or you give attribution for the current image used (I have given you the necessary links in my previous message below).
homogenic  [author] 12 Sep, 2013 @ 2:42pm 
Are you referring to the mods thumbnail (picture of the 2 redguards)? Since all of the other pictures are mine. If so, how exactly do I replace the mod's cover photo? I can only edit the 6 pictures I took myself, unless I'm just not looking in the right place.
Psylocke 11 Sep, 2013 @ 9:59pm 
Hello Brickfaced,
It has come to my attention that one of the images you are using is copyrighted. It was originally uploaded by me for use on UESPWiki [uesp.net]. The image in question was uploaded here [uesp.net]. Content from UESPWiki, including images, are licensed under the Attribution-ShareAlike 2.5 License [uesp.net]. If you wish to continue using the image, please adhere to the license, i.e., you must give attribution; instructions on how to do so can be found here [uesp.net] (or you can simply use images from other sites). If you fail to do the above, I will contact the relevant party for the copyrighted image to be removed.
Sincerely,
Psylocke
Conradi 16 Aug, 2013 @ 1:54pm 
Yes ofc i did'nt think thank trough :))
homogenic  [author] 15 Aug, 2013 @ 7:04am 
The idea is to make warriors or thiefs go unarmored more easily if they don't want to wear armor, these perks still stack with mages, the 10% damage resistance and potential 25% dodging damage chance, on top of alteration would be a nice defensive mix for a mage.
Conradi 14 Aug, 2013 @ 9:40pm 
Why focus on the stamina? focus on the mage's magicka who will actually need this mod
homogenic  [author] 27 May, 2013 @ 3:49pm 
Sorry about the slow reply Nihilus. I agree that the mod focuses on helping the combat and stealth styles rather than magic. I did think however that mages are already getting the advantage of the robes with some of the perks bonuses, and since most mages would never contemplate wearing armor (except battlemages perhaps) I felt that the perks should benefit the clothes wearing non-mage more so to make the decision harder.
Nihilus 21 May, 2013 @ 9:53am 
Sounds very interesting and will definetly try this, since I love creating loads of different characters with their own story.
There is however one thing I kinda miss in this mod (even though I havnt tried it...yet ^^), some perks for magicians. This seems to be more for thieves, merchants and possibly assasins/hunters. ^^
homogenic  [author] 10 Apr, 2013 @ 5:07am 
Ok, the 2nd two-handed perk should work now.
homogenic  [author] 9 Apr, 2013 @ 9:05am 
Really? I'm surprised by that. I'll have a look and amend it soon.
Amarynthus 5 Apr, 2013 @ 1:31pm 
I figured out the issue. Under the two-handed perk tree. The perk you added's second rank says it requires one-handed skill of 70.
Amarynthus 2 Apr, 2013 @ 3:32am 
I seem to have run into an issue where I can not take the second rank of the two-handed perk. I was able to take the first at 40 but now at 100 I still can not take the second. I have no other mods that change my skill tree's.
homogenic  [author] 29 Mar, 2013 @ 3:57pm 
The effects only occur when fighting in clothes, it doesn't require any levelling though!
Gogo The Rilla 29 Mar, 2013 @ 11:58am 
So it levels when I am fighting in clothes?
homogenic  [author] 24 Mar, 2013 @ 9:07pm 
@HeroicBeard: This mod is unlikely to work with Skyre, since that mod performs a complete overhaul of the perk trees which my mod cannot account for. It might be worth a try though since if it doesn't work you can still unsubscribe this afterward!

@DefiantSauce: It should work perfectly with conjured weapons, although I haven't personally tested it to make sure.

Thanks for the kind words guys!
Ferus 23 Mar, 2013 @ 6:12pm 
I love the idea of this mod, unfortunately, there must be a conflict with something I have on here because the unarmored perks don't appear on any of my trees. Will give it a shot at a later date though.
DefiantSauce 23 Mar, 2013 @ 1:01pm 
For the one-handed perks, will it work with conjured weapons? If so, then my Mystic Warrior type character is complete :D
[►] Djerůn 23 Mar, 2013 @ 12:08pm 
@End_of_Infinity fall speed is dependant on air resistance, a feather and a rock in a vacuum fall at the same speed
SNAKE?! 23 Mar, 2013 @ 11:57am 
nice
Walsingham 23 Mar, 2013 @ 6:40am 
I don't want any conflicts with existing mods just now, but this is getting noted down. You make a fine case for the design: hit hard, don't get hit. Good effort.
homogenic  [author] 20 Mar, 2013 @ 4:08pm 
I can see the problem, being unarmored whilst using a mod that maximizes damage output is going to be very punishing, but I don't see any sensible way to increase the protection being unarmored gives, without making it overpowered for those without the mod you mention. I also love to play as an Orc, although if you are running a mod as you have mentioned, I think Heavy Armor is the most sensible choice I'm afraid. I'm really nothing above amateur when it comes to modding Skyrim anyway, but thanks for the compliment!
Dragomir 20 Mar, 2013 @ 2:12pm 
All in all I can understand your arguments. I focussed to much on this orc (maybe because I play an orc...?) and my ideas weren't logical for all no-armor-player-types... I'm sorry for wasting a good modder's time. I'll try to survive the cold wilderness of skyrim without my armor (meaning: I subscribed). And I'll like this mod even if it won't fit to my other mods.
Dragomir
Dragomir 20 Mar, 2013 @ 2:04pm 
@ Brickfaced, I'm not very good in working with steam... I don't know how to link something here. But I can tell you what this mod does. It increases the damage you take and the damage you deal so every battle gets fair (and more dangerous) because you do the same basic-damage to a bandit as this bandit does to you.
Even with my dragonplatearmor and every perk of the heavy armor tree (in total I've got about 650 armor points) it can be difficult to survive against more than three or four bandits at the same time. I think without my armor even a common draugr could (nearly) kill me.
"Difficulty for everyone" makes the game a lot harder but also fairer to play and every dungeon is a new challenge. (In combination with "Frostfall" and "Imp's more complex Needs" the game gets really realistic!)
homogenic  [author] 20 Mar, 2013 @ 9:32am 
I'm not familiar with that mod Dragomir, but feel free to link me to it so I can understand why this mod doesn't work well with it. Some of your suggestions were good, but others seem far little less necessary to implement. The fear idea is one of those ideas for example, whilst fear would make sense if you're playing as a half naked unarmored orc with war axes, how exactly would say a fine-clothes wearing merchant instil that sort of fear? Since I'm sure most unarmored playthroughs wouldn't be with crazy orc brutes, I don't think fear is an accurate perk to associate with being unarmored.
Simon The Senpai 20 Mar, 2013 @ 8:55am 
The bandit maruaders alreedy have rough skin without mod lol
Dragomir 20 Mar, 2013 @ 3:51am 
I know that not all of my ideas were complete logical (glass-armor etc.), but I think the mainpart of my suggestions are not completly wrong and illogical. I play with the mod "Difficulty for everyone" and I really like it so I don't want to miss it. But in combination with your mod unarmored combat is nearly impossible even against normal bandits. So I had the idea of some little changes that should fix that problem...
And now I've got an new idea: What about a effect (like the frost-resistance of the nord) that is only active when the player doesn't wear armor. That effect has a 15% chance to fear the enemy. In my mind there is the picture of that orc without any clothes and the two axes. I belive this is really scary when this orc is running straight to you...
homogenic  [author] 19 Mar, 2013 @ 6:13pm 
Thanks for the feedback Dragomir, to add to what End_of_Infinity has said:
1) I wouldn't really know how to implement that, but as has been said, you can use console commands if you really want to reset your heavy armor perks.
2) I don't follow the logic here, Fur armor and Glass armor aren't metallic, yet they have no resistance to magic. If you need Magic resistance, Alteration perks can provide that. Or enchantments.
3) End_of_Infinity correctly states that Speed is influenced by character carrying weight, it is quite difficult to simply apply a direct speed boost. I think there are ways to do it, but it is hard to make it so that only non-armored players can use it. I will experiment with it a bit more though since a small speed boost seems logical.
4) Good suggestion, they could be extentions to the weapon perks I've added. But overall I don't want to make unarmored combat too strong, I just want to make it a more viable choice.
End-of-Infinity 19 Mar, 2013 @ 3:04pm 
@Dragomir:
1) Already done. You can also open up the console command and remove/add perks manually.

2) Armors aren't all the same (glass, dragon, etc.), and some are modified metals (Deadric is ebony with deadric properties). These enhancements change the armor.

3) Good idea, but char speed = total carried weight. You run faster carrying 50lbs than 300 lbs. Brickfaced's Unberdened perk technically allows faster running speed.

4) Good point, but a downward swing would travel faster and harder with heavier armor. Heavy things fall faster. Faster fall = harder impact. Laws of physics. Rock vs feather.

And you didn't really have english errors. I'm not trying to bash you with this.
Dragomir 19 Mar, 2013 @ 8:40am 
... I think I made the comments in the wrong order, sorry...
Dragomir 19 Mar, 2013 @ 8:39am 
3) I think it would be realistic if you would increase the players movement speed while he is not wearing any armor because in this case the player has not all that weight to carry with him.
4) For the same reason increasing the speed of attacks and also reducing the time the player needs to "load" the bow would be a nice thing.
(In my opinion.)
But don't misunderstand me - I really like your mod and try if it is compatible with frostfall...
Best whishes and keep going,
Dragomir

(I'm still learning the English language so I'm sorry for any mistakes I (hopefully not) made.)
Dragomir 19 Mar, 2013 @ 8:38am 
Hey this looks great! You know that orc from the loading screen with the gauldur amulet and the two orcish axes? - I always wanted to be like him. I think this should be possible with your mod.
But I've got also a few ideas to improve this mod and make it even better:
1) What about the possibility to reset some perks? I've been playing for a while now and I don't want all those perks I invested into heavy armor become useless. Could you somehow add for example a merchant in the game, that allows the player to pay some gold and to change in heavy or light armor invested perks into the perks you added to the game? That would be awesome.
2) A resistance to magic would be a realistic change. Just think of what material most armors are made of: Metal - correct! And you know what kind of material lightnings prefer to hit? Metal - correct! So wearing no armor should increase the resistance to magic.
happy 18 Mar, 2013 @ 9:57pm 
definitly a great idea! your system is well thougt as well

damage reduction would be appreciated, i fear 10% would not be enough, go to 20

even at 20, you get one shot killed by a hammer

maybe a 10 rank perk could work, 2% per rank

i hate alteration and dont use it^^, i also play permanent death...
Kaffeeteria 18 Mar, 2013 @ 2:07am 
Great idea, thank you! I'll use the mod for my insane assassin who's always running around in ragged robes. :)
dreysuf 18 Mar, 2013 @ 12:26am 
Anyone got a unarmed perk mod to go with this awesome one
homogenic  [author] 17 Mar, 2013 @ 6:09pm 
Thanks for the comments everyone, much appreciated! I see what you're saying bealzebubba, I think an additional perk of say 10% damage reduction seems fair, and could be credited to having tougher skin perhaps. I'll add it sometime in the next few days.
bealzebubba 17 Mar, 2013 @ 10:41am 
An excellent idea for re-establishiing a TES perk line that was mysteriously left out of Skyrim. I think there ought to be some damage reduction as well. Not from the clothing, but from a characters ability to "roll with the punches." Without armor a character should be able to read attacks and start their bodies moving in the opposite direction lessening the impact of a blow. Damage reduction shouldn't be close to armor, obviously. But I wouldn't think something in the range of 10% and 25% would be unreasonable.
Stewdog 17 Mar, 2013 @ 4:40am 
I do love when someone uses their brain a bit. This mod is both logical and helps balance and play style. :) well appreciated.
weaf 16 Mar, 2013 @ 7:54am 
It's about as good as I've seen for unarmoured, but nothing is as good as having an actual skill for it, which Bethe$da made impossible
Ronin_735 15 Mar, 2013 @ 4:47pm 
like perhaps like half light armor values