The pawhistoricalweapons.exe file you have requested: The Elder Scrolls IV: Oblivion / Weapon and Armor / Historical Weapons - 7.81MB is not available. Perhaps try browsing all files for the game The Elder Scrolls IV: Oblivion and upload any files you want to share or are missing.
We are calling on our community to help submit files that were previously hosted on GameFront / FileFront but are now missing.
If you have this file, please upload it using the form below (please ensure the filename and filesize match) and we shall do the rest.
pawHistoricalWeapons.esp Builds on the old SteelWeaponsBalance mod. Adds the nearly thirty (mostly) historically accurate weapons to the game. The weapons are available at fine weapons shops throughout Cyrodil. Weapons are for character use only.
pawHistoricalWeaponsPlus.esp This is the big one ... use either this one or pawHistoricalWeapons.esp, not both. This is the mod that expresses my vision of what I want this game to be.
Builds on the old SteelWeaponsBalance mod and supercedes SteelWeaponsLeveledList.
Historical weapons added and distributed to various weapons merchants.
Historical weapons distributed to NPCs in a mostly sensible manner. Different regions and races of Cyrodil will have different preferences for weapon types.
Leveled lists altered in a big way. First, the historical weapons are added to the appropriate lists to make them appear in the hands of NPCs that use these lists. The lists are also altered to reduce the availability of fantastic weapons and armor (glass, elven, etc.). Obviously not compatible with other leveled list mods. These changes were required to get these weapons into NPCs hands.
NPCs changed in a big way. All minor NPCs (guards, pirates, etc) are now level capped or fixed level. No more uber-guards who are many times more powerful than the best warriors in Cyrodil. They now fit in with the world around them. Major to semi-major NPCs now have minimum levels set. No more level 2 captains. The idea is to make the NPCs makesense. It prevents situations where subservient NPCs get many times more powerful than their masters as you level up. When you start guards will kill you. By level 10 or so you can probably take one. A bit later you will be able to take several. More powerful NPCs will start of way more powerful than you and remain so until you get to very high levels. No more taking out bosses and the like at level 5.
pawSteelArmorBalance.esp Same as the last one but it fixes the DB and Arena armor settings. Use this one with pawHistoricalWeapons.esp or pawHistoricalWeaponsPlus.esp.
pawTimeScale1: Sets time scale to a 1:1 ratio. Very good if you need time to sneak. No conflicts with any other mod listed above.
pawGoverningAttributes.esp Blade is now governed by speed, Athletics is governed by endurance, and Armorer is governed by strength. This just made sense to me. No conflicts with any other mod listed above.
There are no comments yet. Be the first!