Required Armory - Requiem's ​​animated armory

by Keyedrin·v1.0·Updated 2020-08-13

This mod adds new perks to Requiem 4.x (unofficial port) based on the new weapon types added from Animated Armory. Spears, halberds, swords, whips, and munitions now have unique perks and do not benefit from vanilla weapon perks.

Screenshots 5 screenshots

About this mod Machine translation

This mod adds new perks to Requiem 4.x (unofficial port) based on the new weapon types added from Animated Armory. Spears, halberds, swords, whips, and munitions now have unique perks and do not benefit from vanilla weapon perks.

This mod is designed for personal use, but I wanted to post it in case anyone else is interested in the idea.

I really like NickaNak's Animated Armory mod, but I think if I'm going to use it, I should give the weapon its own unique flair. I also really like Requiem right now, which will be officially ported to SSE TM soon, so I decided to try and make a mod that bridges the two. I didn't want to completely overshadow the vanilla weapons, so I tried to make the AA weapons more of a sidearm with a gimmick, like the whip and the quarterback which are more spell focused weapons and will scale based on enchantments. However, I also may not be the best when it comes to balance, so if you think any of these are over- or under-powered, be sure to let me know.

Rapier/Spear

Historically, double swords and lances were precision weapons that were effective against unarmored or lightly armored targets, but struggled against steel plates due to their inability to directly pierce them. I decided to give rapiers and spears critical hits against staggered targets, and since critical hits ignore armor, it's like you're stabbing at an exposed weak spot instead of piercing through the plate.

Rapier Focus – Staggered targets have 20/40/80% critical strike chance, +2.10/2.20/2.40% critical strike damage

Pyke Attack - Staggered target critical hit 25/50/100%, critical damage +2.10/2.20/2.40%

whips and sticks

Whips and Quarterbacks wouldn't really be used as weapons by warriors on the battlefield, but I think they'd be great as sidearms for mages, as they provide a great way to keep distance or hit multiple times quickly. They now gain faster attack speed and enhanced enchantments, allowing them to effectively apply enchantments. However they have no additional armor penetration as they are both imprecise tools.

Focused Whip – 5/10/15% faster, 10/20/30% more enchanting

Quarter Person Focus - 8/16/25% faster, 10/20/30% enchantable

halberd

Historically, halberds were great for splitting plates, and because of the variety of attacks that could be done on them, they were the best weapons for skirmishes or duels, so I wanted to reflect that by making it a powerful weapon. In smaller battles, it will start to lack the longer the battle lasts or the more enemies you attack at once. To do this, the Halberd relies on counterattacks and powerful attacks for extra benefits. The halberd does gain increased damage when attacking an enemy on offense, and power attacks have the highest armor penetration of all weapon types, but normal attacks do not gain additional armor penetration.

Halberd Focus – +10/20/30% counter damage, +20/40/60 Strength Attack AP

paw

I haven't thought of putting on unique claws yet, so they currently benefit from the standard dagger perk and Animated Armory bleed. I could make them one-handed compared to a halberd, or I could do something else entirely.

Known issues and quirks

Due to issues with keywords and weapon selection, you cannot dual-use adjacent weapon types as you lose the benefits of vanilla weapons. This means you can't use a sword and a rapier, a whip and a mace, but you can, for example, a sword and a whip or any other combination. If anyone knows how to bypass this issue please let me know and I will implement a fix or try to find it myself.

Critical Damage isn't really used in Requiem as it increases armor and damage values, but Critical Damage is based on a static value, resulting in incredible damage. I "fixed" Swordman and Kendo by actually multiplying the critical hit damage by 12.x%, meaning it does 2x the Requiem damage instead of 1/6 the damage.

Whips and Quarter Staff only benefit from the enchant ability when creating new enchantments, I would like to make all Whip and Quar …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
所需军械库-安魂曲的动画军械库
File size
9.5 KiB
SHA-256
ccf3e148409e3f70f9a73f6aca54c4c64778096d4aec2d70f38f7a3bec2ee93d
Stored at
2026-10-10 06:17