我真的很喜欢NickaNak的Animated Armory mod，但我想如果要使用它，我应该给武器赋予自己独特的才能。我现在也真的很喜欢《安魂曲》，它将很快正式移植到SSE TM，所以我决定尝试制作一个使两者相互衔接的mod。我不想完全掩盖香草武器，所以我试图使机管局的武器更多地是带有with头的侧臂，例如鞭子和四分卫是更加注重法术的武器，并且会根据结界而增加。但是，在平衡方面，我也可能不是最擅长的，因此，如果您认为其中任何一个功能过高或不足，请务必让我知道。
剑杆聚焦–交错目标有20/40/80％暴击几率，+ 2.10 / 2.20 / 2.40％暴击伤害
派克攻击-交错目标暴击25/50/100％，暴击伤害+ 2.10 / 2.20 / 2.40％
长戟聚焦– + 10/20/30％指示物伤害，+ 20/40/60力量攻击AP
This mod is designed for personal use, but I wanted to release it in case anyone else would be interested in this idea.
I really like the Animated Armoury mod by NickaNak, but I thought if I was going to use it, I should give the weapons their own unique flair. I also am really enjoying Requiem now, which will be ported to SSE officially soon TM so I decided to try my hand at making a mod to mesh the two. I did not want to overshadow vanilla weapons completely, so I tried to make the AA weaponry more of a side-arm with a gimmick, such as whips and quarterstaffs being more mage-focused weapons that ramp up based on enchantments. But, I also am probably not the best at balancing, so if you think any of these are over or underpowered, be sure to let me know.
Rapier & Pike/Spear
Rapiers and Spears historically were both precise weapons that could deal efficiently with unarmored or lightly armored targets, but would struggle to deal with plate as they didn’t have the leverage to directly stab through it. I decided to give rapiers and spears critical hits on staggered targets, and since critical hits ignore armor, it’s like you’re stabbing at an exposed weak point rather than stabbing through plate.
Rapier Focus – 20/40/80% Crit Chance on Staggered Target, +2.10/2.20/2.40% Crit Damage
Pike Focus – 25/50/100% Crit on Staggered Target, +2.10/2.20/2.40% Crit Damage
Whip & Quarterstaff
Whips and Quarterstaffs would not really be used as weapons by a warrior on the battlefield, but I think they would fit perfectly as the side-arm of a mage, as they provide a great way to either keep your distance or hit multiple times quickly. They now gain a faster attack speed and enhanced enchantments, making them effective for applying enchanted effects. They have no additional armor penetration however, as they both are imprecise tools.
Whip Focus – 5/10/15% Faster, 10/20/30% Enchantability
Quarterstaff Focus – 8/16/25% Faster, 10/20/30% Enchantability
Historically, halberds were great for cleaving through plate, and were some of the best weapons for smaller scale battles or duels because of the variety of attacks you could do with them, so I wanted to reflect that by making it a weapon that is incredibly strong in smaller fights but will start to lack the longer a fight goes on or the more enemies attack at once. To that end, the halberd relies on counter-attacking and power attacks to get any use out of the perks. The halberd does increased damage when attacking an enemy in the middle of an attack, and power attacks have the highest armor penetration of any weapon type, but you don’t gain extra armor penetration on normal attacks.
Halberd Focus – +10/20/30% Counter Damage, +20/40/60 Power Attack AP
I haven’t thought of a unique twist to put on claws so they currently benefit from the standard dagger perks along with the Animated Armoury bleed. I may make them a one-handed equivalent to the halberd, or I may do something else entirely.
Known Issues and Quirks
Due to issues with keywords and weapon-selection, you cannot dual-wield adjacent weapon types as you’ll lose the perks of the vanilla weapon. This means you cannot use a sword and a rapier, or a whip and a mace, but you can use, say a sword and a whip or whatever other combinations. If anyone knows how to bypass this issue let me know and I’ll implement a fix, or I'll try to find it on my own.
Critical damage is not really used in Requiem, since it inflates armor and damage values, but critical hits are based on a static value, leading to incredibly weak crits. I ‘fixed’ this for Rapiers and Pikes by actually multiplying critical hit damage by 12.x%, meaning it deals 2.x times Requiem damage instead of 1/6th the damage.
Whips and Quarterstaffs only benefit from their increased enchantment power when creating a new enchantment, I would like to make all whip and quarterstaff enchantments stronger when picking the relevant perk, but I’m not sure how to do that yet.