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The Elder Scrolls IV: Oblivion Downloads > Modifications > Weapon and Armor:
Historical Weapons
Filename: pawhistoricalweapons.exe

Date Added:
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7.81 MB
Modifications > Weapon and Armor

Average User Rating: 4.8
Number of Votes: 19
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Historical Weapons - File Description  

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.

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.

Same as the last one but it fixes the DB and Arena armor settings. Use this one with pawHistoricalWeapons.esp or pawHistoricalWeaponsPlus.esp.

Sets time scale to a 1:1 ratio. Very good if you need time to sneak. No conflicts with any other mod listed above.

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.

Historical Weapons - Screenshots  
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Historical Weapons - File Download Options  

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Historical Weapons - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 8 | Last comment: 01-14-2009 at 14:22

 #1 - 06-10-2006 at 20:02
Joined: December 8th, 2002
Posts: 43
Nice work on the models. PS Your char almost looks like Legolas lol

 #2 - huh? - 11-02-2006 at 18:50
Joined: July 12th, 2004
Posts: 35
I dont think speed should be the governing attribute for blade. The rate at which you can walk/run has nothing to do with your ability to swing a weapon. Also, in Oblivion the governing attribute for a skill like blade doesnt affect whether or not you hit your target but rather affects the amount of damage you do. This is why speed makes no sense as a governing attribute for blade. It does make sense however, that if your strength is high than you will be able to swing a blade harder and therefore deliver a more devastaing blow. Just my 2 cents smile

 #3 - 12-01-2006 at 14:44
From: (The Heartlands)
Joined: November 5th, 2006
Posts: 334
the character looks a bit like a girl to me. no offense

 #4 - 12-02-2006 at 00:14
From: (New England)
Joined: December 19th, 2005
Posts: 138
Liking the mod. Especially the Zweihander and the Falcata. The Khopesh is pretty cool too, I don't know what the 2nd Sword is though.

 #5 - 12-06-2006 at 16:57
From: (New England)
Joined: December 19th, 2005
Posts: 138
Alright, I found a glitch. Most of the NPCs don't even carry the damn weapons, they'll carry one or two, while before, they'd carry 7 or 8. There must be a texturing glitch, everything seems to appear a lot cruder and poorly made on my PC, Pixels are sticking out, and there are a lot of coloring glitches.

 #6 - 11-27-2007 at 19:05
Joined: November 23rd, 2007
Posts: 22
Hey cool mod but just wondering is there any blunt weapons? Anyway going to dl right now Beer! Beer!

 #7 - @Blood_Stained_Fate - 07-18-2008 at 09:12
Joined: July 2nd, 2008
Posts: 2
Actually, I like the idea of speed being a governing attribute of blade. After all, unless it's razor-edged (in which case it wouldn be completely unsuitable for combat), a slow-moving weapon won't do anything.

and for Blood_Stained_Fate:
A weapon causes damage by delivering force. A blade cuts because it delivers that force in a very small area. Force is the product of Mass and Acceleration (Newton's 2nd Law of Motion: F=ma). When one swings a blade "harder", as you put it, one is swinging it with more force. Now, the mass of the blade will remain constant (unless part of it breaks off), so the only way to increase the applied force is to increase the acceleration. Acceleration is quotient of velocity and time (meters per second per second, m/s/s). Velocity is the SPEED of an object in a given direction and is calculated by dividing the displacement (the distance relative to the origin) of an object by the time it took to get there. So, you see, speed has EVERYTHING to do with blade useage.

 #8 - I Agree with Aggron - 01-14-2009 at 14:22
Joined: January 14th, 2009
Posts: 12
LOOKS LIKE A GIRL LOLOLOLOLOLOLOLOL big grin But nice Mod smilePimp!

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