I tried to PM Headbomb and he cannot receive any PMs. I don't know if he's on vacation, in hospital, in the army or in jail, but these mods have not been updated since about March, so if they are not compatible with Dawnguard, DON'T USE THEM.Hi, Headbomb.RE:Weapons and Armor fixesWeapons and Armor fixes - HacksSmithing Perks Overhaul - BalancedComplete Crafting OverhaulI've been using these mods for a few months are they work really well, fully endorsed and I recommend them everywhere.Do you have any plans to update it for silver weapons? I can only make swords and greatswords and want a silver Mace of Disruption for my Cleric character.There is this one on the Steam Workshop, but most of the textures are invisible.Also, I don't have Dawnguard or Hearthfire, but I know a lot of people would appreciate an update for that.Cheers!ShadeyBladey.
Contents.Mastery Mastery Perks. A Novice (armorer.
In The Legend of Zelda: Breath of the Wild is an interesting feature for the Nintendo Switch and Wii U title. It really gives a sense of a survival mentality, as you have to manage how you use your unless they break forever.But can you actually repair your weapons so you can reuse some of your strongest tools for bosses and for the big boss later on?Well, the short answer is no. Players cannot repair weapons in Breath of the Wild.
However, there are a couple of exceptions to this rule.The fabled, it just needs to recharge every so often. There are two weapons, however, that can break and weaken and be repaired and they are tied to the Zoras.SPOILER ALERT!
The following will spoil the main story of Breath of the Wild. If you don’t want to know what happens, turn back now.When you are visiting the Zora Domain to take back the Divine Beast Vah Ruta, you’ll learn more about Mipha, the Zora champion from 100 years ago. Once you have taken back the Divine Beast and saved the Zora nation, you will be gifted with the weapon Mipha used back in the dayo.The Lightscale Trident is a two-handed spear that gives Link exceptional range in close combat. However, this weapon can degrade and break if you overuse it. Fortunately, there is a blacksmith in the Zora Domain that can help you repair your broken Trident.If you talk with the other Zora NPCs, you’ll learn that the Lightscale Trident is the Champion’s weapon, but there’s actually another trident that is used for ceremonies. The Ceremonial Trident is a weaker version of the Lightscale Trident but acts in the same way. The Zora blacksmith can also repair that weapon if it happens to break.When you find the blacksmith, he’ll tell you he needs a lot of Flint to repair the tridents.
So when you come across Flint on your journey, be sure to hoard some for when you want to repair your Lightscale Trident.Although you’ll come across much more powerful weapons, the Lightscale Trident’s ability to be repaired makes it invaluable to your journey.
Is going to put your survival skills to the test as you wander around the wasteland of Appalachia. Creatures and ghouls will attack you on-sight, you’ll need to craft a CAMP to carve out your own home away from Vault 76, and you’ll need to maintain your weapons and armor. Sometimes, they’ll need repairing.
Here’s how to repair weapons and armor in. Repairing Weapons in Fallout 76There are a couple of different ways you can repair weapons in Fallout 76, but for both of them, you’re going to need access to a weapons workbench. These are scattered around the map, normally by a discoverable location, but you can also craft one yourself as part of the system in the game.Similarly, other players may have a workbench at their own CAMP that you can always use if you wander across it. In the image below, we’ve shown you what a weapons workbench looks like in Fallout 76 so you know what to keep an eye out for when trying to repair weapons. Once you’ve found one, walk on over to it and you should be shown the three different options above. You want to press Triangle or Y to select the ‘Modify/ Repair’ option.
Selecting this will then bring up a list of all your weapons in your inventory. Scroll through until you find the one that you’re looking to repair.Remember, you can always check the Condition of weapons by looking at the ‘CND’ bar. The lower the yellow segment of the bar is, the worse condition the weapon is in and the more in need it is of being repaired. Once you’ve selected your weapon, you’ll then have two different methods of repairing it in Fallout 76.To repair weapons in Fallout 76, you’ll want to press Square or X once you’ve selected it.
This will then bring up a list of parts you’ll need to repair it. As long as you’ve got enough, which can be seen on the right side, press X or A and the repair will be completed, filling up the Condition bar back to the top.Alternatively, players can now use Repair Kits, which can be purchased with from the Atom Shop. These are essentially a microtransaction, though you can earn Atoms by completing challenges in Fallout 76. To use Repair Kits, to repair weapons in Fallout 76, simply press Triangle or Y once you’ve selected your weapon.
Confirm the kit you want to use and you’re all set. Repairing Armor in Fallout 76To repair armor in Fallout 76, you’re pretty much following the same steps as outlined above. However, you’ll need to head to an armor workbench, rather than a weapons workbench, as repairs for each different type of gear are specific to the specific workbenches.It’s also worth noting that all armor and weapons may have different materials in order to repair them. As such, it’s always best scavenging as many junk items as you can while walking around Appalachia in Fallout 76, and scrapping them as soon as you find another workbench to lighten the load.That’s pretty much everything you need to know about repairing weapons and armor in Fallout 76.
For more tips, tricks, and guides for your adventures across Appalachia, be sure to check out our.
. Kahvozein's Fang will now also work when equipped in either hand. Ancient Shrouded Armor is no longer getting doubled tempering bonuses from the Smithing perks. Added injected keywords from USKP and USLEEP for Linwe's Armor and Blackguard's Armor (added to armor records and Matching Set Perk).
Corrected condition on the Smithing Perks that could have potentially resulted in the perks not applying properly to certain items, though I think that the only vanilla item affected was the Shield of Solitude. Applied the same condition fix to Limbsplitter and Hack & Slash, even though I'm not aware of any items that would be affected by this change. Added the change from Glass Helmet Fix, which will prevent the ears of elven characters from clipping through the glass helmet.
Added option to install Better Fitting Glass Helmet meshes (original meshes created by Abakus and modified by Bugsbugme). The Dark Brotherhood maskless Shrouded Cowl meshes have been replaced with an unused vanilla variant which has a short scarf around the neck and is closer in appearance to the original concept art. This applies only to the 'maskless' version of the hood and only to non-beast races.
If someone is willing to make a masked version of this mesh and/or add support for Khajiit and Argonians, please let me know!. Added the option to install Dark Brotherhood Mask Fix (meshes created by Sundracon). This will make the Dark Brotherhood Masked Cowls actually show a mask for males and beast races. Removed VendorItemClothing keyword from the Dawnguard Vampire armors. Corrected spelling mistake in DLC1ArmorDawnguardCuirassLight3 ('with' Sleeves).
Modified values for Shrouded Armor & TG Armor, and stats for the Blackguard Armor. Also changed the 'regular' (lower-ranked) versions of Shrouded and TG Armors to get improvement bonus from Basic Smithing perk instead of Advanced. Updated a number of the 'unique' items to reflect changes made to the generic base weapons. Falmer weapons are now lighter than Dwarven, but do same damage as Elven.
Honed Falmer weapons do same damage as Glass but weigh less (and benefit from Ebony perk). This brings the Falmer weapons more in line with the relative value of the Falmer armor. Changed Forsworn weapons to same damage as Dwarven but lighter (also made them faster than normal weapons).
Also changed Hack & Slash and Limbsplitter perks to adjust for this change. Adjusted stats for many of the light armor items in order to be more consistent both among items of the same type and relative to other similar items. Tweaked the values for some of the shields.
Also made Shield of Solitude and Auriel's Shield 'light' and Dawnguard Rune Shield 'heavy'. Adjusted the weights for some of the light armor pieces in order to have a bit more difference between various items, and to more closely approximate the material/appearance distinction between items. Created new keyword 'CraftingDisabledRecipeWAF' and used this as workbench keyword on Morokei mask and Cultist Gloves temper recipes. Current conditions weren't hiding this recipe as intended. Fixed ThievesGuildLeaderCuirassAA (female first person was brown instead of black). Fixed world model for female guild leader boots (was gray variant, not black).
Changed the summerset shadows armor to use gray variant of guild armor (similar to Linwe's, but with sleeves). Fixed brown 'variant' Thieves Guild Hood. Added smithing perk changes (previously included in Smithing Perks Overhaul) so that items with new and/or altered keywords will get the proper tempering bonuses regardless of whether or not SPO is installed. Vanilla Falmer armors changed to light armor.
Falmer Heavy armors renamed 'Falmer Hardened'; Falmer Hardened armors renamed 'Falmer Heavy' so that Hardened is now higher rank than Heavy. Fixed SILVER category so it will now correctly appear in the crafting menu. Combined the Ancient Nord and Nordic into a single NORDIC crafting cateogory.
Falmer items will now sort into the CHITIN category. Added keyword support so that the Nordic, Chitin, and Bonemold categories added by Dragonborn can be accessed without requiring Dragonborn dependency. Added Silver weapon script to Bloodskal Blade and Rueful Axe. Added various 'Boots of Muffling' and 'Helmets of Waterbreathing' from Dragonborn to the appropriate DLC2SublistEnchArmorBoots/Helmets lists. These items existed in the CK, but hadn't been been correctly added to the leveled lists. Made corrections to the Dragonborn shield leveled lists. Bonemold and Nordic shields were on the light shield lists, and Chitin and Stalhrim had been placed in the heavy shield lists.
Tweaked the stats for the Dawnguard Light Armors. Corrected block & bash data on Nordic and Stalhrim battleaxe (removed incorrect edit). Changed keyword on ArmorBoneCrown from ArmorMaterialDaedric to Dragonplate. Added DaedricArtifact keyword to ClavicusVileMask. Helm of Yngol no longer fulfills the Matching Set perk requirements when paired with Steel Plate armor. It now fulfills the Matching Set perk requirements when paired with either Ancient Nord or Nord Hero armor.
(changed keyword from ArmorMaterialSteelPl. he second version of the Blade of Woe (Astrid's) now matches the changes made to the reward version, so the two are now identical. Changed value & weight for Miraak's Sword, also tempering now benefits from Daedric perk.
Fallout 4 kasumi mod download. May 30, 2016 Kasumi Remake Change the Kasumi Nakano of Far Harbor. DLC Far Harbor is required. Face Texture Valkyr Female Face and Body Textures Misc HairStyle + Vanilla Hair Kasumi Remake preset 14 vanilla hair. Oct 14, 2017 Credits and distribution permission. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You are not allowed to upload this file to other sites under any circumstances; Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the. May 30, 2016 Say, Truth2, can you stop making Misc Hairstyle a required mod? I just learned that the mod was deleted from The Nexus because the author of that mod stole the textures from someone else, made a new mod with them and uploaded that mod without any permissions whatsoever. So, please stop using that mod as it is -without you knowing- promoting a mod which shouldn't be used.
Increased value of Bloodskal Blade. Also, it now requires the Advanced smithing perk to get the double tempering improvement. Increased armor rating on light Dawnguard boots from 8 to 9 to align better with where the rest of the armor set is relative to other sets. Changed Guard Shields from heavy to light armor (stats for these shields suggest they should be light, also the rest of the Guard armor is considered light). Increased weight to 4 (from 3). Decreased weight for Hide Shield (from 4 to 3), and increased value of Imperial Light Shield to (from 40 to 55). Changed weight, critical damage and material type for Bloodscythe and Soulrender.
Knights Armor And Weapons
Tempering them now benefits from the Ebony Smithing perk rather than the Daedric Smithing perk. Increased the base price for the Dwarven Black Bow of Fate and the Glass Bow of the Stag Prince. Increased armor rating for General Tullius' and General Carius's cuirasses. Decreased weight for Stormcloak Officer Armor.
Removed changes to Religious amulets, TGAmuletofArticulation and most other jewelry and clothing changes. These changes are now part of Clothing & Clutter Fixes. COMPLETE Version only: Warmaster perk = resolved conflict between changes made to this perk by Dawnguard and by Dragonborn. Added SILVER as a new crafting menu category. Corrected leveled list 'SublistEnchOrcishBattleaxeShock' so that the Orcish Battleaxe of Shock will actually appear in the game (this leveled list was referencing iron weapons instead).
Carried over a few new changes from the latest Unofficial patch updates. Re-evaluated all Critical Damage values and adjusted these where it seemed appropriate.
Many values are now being rounded down similar to USKP, but I still think some values make much more sense when rounded up (notibly the glass weapons). Added a new optional file to improve the consistency and gameplay balance of Orcish weapons. Version 3.0 DB. Crack fifa 2012 download torent iso. REQUIREMENTSThe Unofficial Skyrim Patch is strongly recommended, but it's not technically required. This mod was created to compliment the Unofficial Patch. I have not included any changes already made by the Unofficial Patch except when it was necessary due to further edits that this mod makes to the items. Therefore, it is expected and strongly recommended that you use this mod alongside the Unofficial Skyrim Patch.INSTALLATIONSimply download the all-in-one installer and follow the installation options.If you prefer to install the mod manually, please follow the detailed Manual Installation Instructions that are included in the download.LOAD ORDERLoad this mod near the TOP of your load order; just after the Unofficial Patches.If using any of the optional 'True Weapons' files, load them just after the main WAFR file.
The True Weapon versions also include an additional file called Weapons & ArmorTrueWeaponsLvlLists.esp. This file should be placed at the very end of your load order. It contains a copy of the leveled list edits from WAFR and is basically a 'helper' file for creating a Bashed Patch. The reason for this is that the Bashed Patch doesn't do a great job at combining the type of edits that the True Weapons files make to the leveled lists. Often, if you have another mod that edits the same leveled list, the Bashed Patch will end up reverting the leveled list changes from WAFR's True Weapons.
By loading this helper file last, it will help to ensure your Bashed Patch contains the correct edits. However, the good news is that when you build your Bashed Patch, Wrye Bash will merge this file into the Bashed Patch, meaning that it won't actually take up an additional plugin slot. After creating your Bashed Patch, you can disable this plugin, but leave the disabled file in your load order.If using any of the optional patches, load the patch last, after both Weapons & Armor Fixes and the other mod that is being patched.Recommended load order:- Unofficial Patches- Weapons & Armor Fixes Remade-.- Weapons & ArmorTrueWeaponsLvlLists.esp (this should be at the very bottom of your load order)UNINSTALLINGAs with any Skyrim plugin, there is no guaranteed safe method for uninstalling an esp file from an existing save. It is recommended that you start a new game whenever you remove a plugin from your load order or else revert to a save made prior to installing this mod. O PTIONAL FILES & MESHESWeapons & Armor Fixes Remade includes several options that can be chosen separately or installed together as part of the all-inclusive version. CHANGESThe changes this mod makes take several forms. The first type of change are the straight-up objective bug fixes.
Immersive Armors
These are things that are obviously wrong, such as heavy armor keywords on a light armor cuirass. The second type of change is slightly more subjective and was made to improve consistency and balance between different items.
Weapons and armor types were designed to scale in a particular way, and some items rather obviously break from that established pattern. This mod attempts to bring these wayward items into line with the normal progression of value, weight, damage, speed, and other properties.I'm not going to list every change made by this mod.
If you want a complete list, open the mod up in TES5Edit and take a look. You can also look at the spreadsheet provided in the downloads section for many of the changes to item stats. Keep in mind that the spreadsheet does not include changes such as keywords, bash/block data, and equip/unequip sounds.CONSISTENCYBeyond straight-up bug fixes, this mod also changes the value and properties of some items so that they conform better to established patterns of progression among different material types. Many of these changes are fairly obvious when looking at a list of item stats.
However, in some cases where the pattern was unclear, I had to make judgement calls on how (or if) to change a particular item. In these cases, I considered: 1) propertiesfor similar items, 2) the appearance and lore of that particular item and how changing the properties of that item might impact the game, 3) was the item unique, and 4) was the change significant enough to be worth making. If a change was indicated, but was minor and didn't upset the overall progression (for example, repricing Elven shields from 110 to 115), then generally I chose to leave it alone.There are also a handful of changes that I felt were consistent with the appearance and/or lore of the item, but did not strictly conform to the vanilla conventions. These were personal choices that I felt were justified given the item's nature in-game.
These changes are fairly few in number.CRAFTING CATEGORIESThis mod makes a several changes to the crafting categories for improved organization and to help declutter certain categories such Leather, Steel, and Misc which often get rather crowded with the addition of weapons and armors added by other mods. For more information on the changes made to the categories, including a reference for modders,.SMITHING PERKSChanges have been made to the smithing perks to allow all weapons & armor in Skyrim to be improved further based on one of the smithing perks.
The perk tree itself hasn't been altered, but keywords have been added to the various smithing perks to allow them to apply more consistently to the different types of weapons and armor in Skyrim and those added by the official DLCs. For a list of what items are affected by which perks,.To create an even more balanced smithing experience, I recommend using. While it isn't required, it goes a step further in addressing some of the imbalances and inconsistencies in the vanilla Smithing tree. It was designed specifically for use with Weapons & Armor Fixes.