TDF device limitations
This is an SSE port of BrotherBob's mod, uploaded with his permission. From the Skyrim Classic page: "This mod attempts to reflect the level/skill restrictions found in some RPGs and MMOs regarding the equipment available. Weapons, armor, and magic now all have skill requirements to use."
Screenshots 2 screenshots
About this mod Machine translation
This is an SSE port of BrotherBob's mod, uploaded with his permission. From the Skyrim Classic page: "This mod attempts to reflect the level/skill restrictions found in some RPGs and MMOs regarding the equipment available. Weapons, armor, and magic now all have skill requirements to use."
This is a restricted port for TDF devices, version 2.6.8. This port includes scripts for saving/loading MCM settings. FISSES required settings in order to save/load (not required).
Copied from the Oldrim page:
"Brief description
This module is intended to reflect the level/skill restrictions found in some RPGs and MMOs regarding:
Available equipment. Weapons, armor and magic now have skills
Requests are available.
long description
When equipping weapons and armor, this mod will check if the player
Personality meets skill requirements. As of version 2.0, weapons are treated
In Dark Souls style: players can still try their hand at wielding
weapon, but deals minor damage, suffers severe stamina damage,
Staggering/temporary dizziness. Starting from V2.5, armor is no longer
Just not equipped. Advanced armor is still available, but at the cost of
Effectiveness decreases and, in the case of heavy armor, increases
burden. Use the mcm menu, skill requirements for each material.
Types can be modified and the mod can be made to affect or not affect.
Heavy armor, light armor, archery weapons, one-handed weapons,
Two-handed weapons, gear and magic for blocking. Added in v2.6
Support with shields and magic spells. Advanced Shields (and Weapons)
If a player fails the blocking skill test, the consequences can be staggering.
When they block or hit. More advanced magic can be used.
At the cost of reduced effectiveness (destroy and restore)
Duration (magic and illusion) and higher cost (change).
To explain the MOD with an example, assume that the player has
Technical requirements for grade 50 iron equipment.
For example, this player's one-handed skill is 60 and his two-handed skill is
The 40 block skill is 45, and the heavy armor skill is 35. Players can
Equip the Iron Sword, no problem. Starting from version 2.0, try to
The Iron Warhammer will cause players to take significantly less damage,
Suffers stunning and endurance damage. In Dark Souls the concept is
You lack the strength/dexterity to use weapons effectively,
The result on your epic failed swing. A bow that cannot be used by the player
Effectively does not cause stamina damage and stagger, but does
It can also significantly reduce damage. Starting from V2.5, players’ attempts
Equipping an Iron Helm will reduce the number of helmets by 15%
Effective and ever-increasing burdens. Likewise, higher levels of light
Armor effectiveness reduced by 30%, but does not affect armor. As of
V2.6, player attempts to block or hit with iron weapons
Let the player stagger.
By default, the mod affects heavy armor, light armor, archery weapons, one-handed weapons,
Two-handed weapons, equipment for blocking, magic, and levels.
The required funds are as follows:
Purchase products Draugr, Hide (and Abandon), Empire, Iron, Leather (and Thieves Guild), Stormcloak, Lumber -0
Bonemold, Steel (and Dawn Guard), Inlay -20
Chitin, Elf, Falmer, Glass-30
Aetherium, Gnome, Norse, Orcish-40
Ebony, Starling-50
Dedric, Dragon-60
Newbie-0
Apprentice-20
Veteran-40
Expert-60
Master-80
V2.6.5 adds a new MCM option, which contains a minor feature. Now, weapons
When the player has 0 stamina, the swing will have amazing effects if
This feature is enabled.
required
SKSE
SkyUI (strongly recommended to allow customization and safe uninstallation)
Install
Extract and merge the contents of the data folders.
Can be placed anywhere in load order as it does not edit any vanilla
Object and therefore fully compatible with all other MODS.
renew
Well-equipped and economical to use. Overwrite the file.
uninstall
Unequip all devices and use the uninstall option in MCM (if possible
Otherwise, complete uninstallation is not possible).
Save, exit, unl …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.