Weapons Armor Clothing & Clutter Fixes

Author: kryptopyr
Version: 1.0
Date: August-1-2018

This mod is an attempt to fix bugs and inconsistencies for Skyrim's weapons, armor, clothing and clutter items.  

SUMMARY OF MAIN FEATURES
     - Corrects many of the bugs found in the vanilla weapon, armor, clothing, jewelry, and clutter records.
     - Improves consistency and balance between different items.
     - Weapons and armor will scale in a predictable and consistent manner.
     - The strength of an enchantment on a piece of enchanted jewelry is now properly reflected by the quality of the base jewelry.
     - Perks that didn't apply consistently to all items in the game have been fixed.
     - Female clothing variants will now use the correct texture in first-person.
     - Changes the crafting categories to help organize and declutter the crafting menus.
     - Increases the speed of arrows and bolts by 50% and makes them fly at a slightly flatter trajectory.
     - Changes the stats and keywords for the dragon priest masks to better balance them with other gameplay options.
     - Adjusts the stats of Dwarven, Elven, and Orcish weapons to make them consistent with the rank and quality of their respective armors and the progression of the Smithing perks.
     - Switches the values and stats of Daedric and Dragonbone weapons, so that Daedric weapons are the most powerful.
     - Some previously unplayable or inaccessible items are now playable and/or accessible in game.
     - Almost all instances of hooded robes have been removed from the game and replaced with separate robe and hood combinations.
     - Allows circlets to be worn with hoods.
     - Adjusts the loot found in certain furniture containers to be consistent with the both the class and the type of furniture.
     - Certain items have been renamed for easier sorting or to better fit the in-game appearance of that item.
     - Necklaces and/or rings that were invisible when worn with certain clothing can now be seen. 
     - Potion bottles will now use the correct meshes, and Poison bottles will no longer appear flat and dull.

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REQUIREMENTS
- Skyrim Special Edition
- Unofficial Skyrim Special Edition Patch
This mod was created to compliment the Unofficial Skyrim Special Edition Patch. Therefore, it is expected that you will be using this mod alongside USSEP.

LOAD ORDER
Weapons Armor Clothing & Clutter Fixes.esp should be placed near the very top of your load order, but AFTER the Unofficial Skyrim Special Edition Patch. 
The WACCF_BashedPatchLvlListFix.esp file should be placed at the very bottom of your load order so that it loads last (or nearly last).  The reason for this is explained in the compatibility section below.

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PERMISSIONS
- You are not allowed to upload or distribute this file on any other website or platform.
- You are not allowed to use the assets included in this file without permission from the creator of those assets. 
- You are not allowed to package this mod as part of a mod collection. 
- You are not allowed to use assets from this file in any mods/files/collections that are being sold or distributed for money.
- You are allowed to carry over changes made by this mod into other mods in order to maintain compatibility with this mod.
- You are allowed to create compatibility patches for this mod as long as the patch requires that the user download the main file from this page in order to work.

For questions or to seek additional permissions, contact the author at kryptopyr.mods@gmail.com.


CREDITS
I want to thank the following mod authors for providing some of the assets used in this mod.
Thank you so much for permitting me to use your work and resources!
    - Gamwich for creating the textures for the female ulfric and executioner armor and the male laced boots.
    - Teh-Husky for the Ringmail armor in Morrowind Armor Compilation, which was the base for the female version of the Executioner's Armor.
    - Krucify for Hearthfire Display Case Fix
    - Unofficial Patch team for the female elf circlet meshes, the beast race meshes for the fineclothes02 hat, and many of the 1stPerson clothing meshes.

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COMPATIBILITY
This mod makes changes to many of the vanilla armor and weapon records.  It should not conflict with any mods that add new items to the game.  Any mods that edit vanilla armor or weapon records may conflict with changes made by WACCF.  If WACCF is loaded first, this may result in some of the fixes from WACCF getting overwritten by the conflicting mod.  However, this sort of conflict is unlikely to cause any serious problems with your game.  If you want to make certain that you are getting all of the fixes from WACCF, then you can use xEdit to compare the files and resolve conflicts.

This mod also makes changes to the Default Object Manager.  If using another mod that changes this record (or the related game settings), it may result in items appearing in the wrong categories at the forge.  Fortunately, there aren't many mods that change this record.  If you are using Immersive Weapons, you'll need to use a patch to resolve this conflict.

If you are using multiple mods that edit the vanilla Leveled Lists, then you should be creating a Bashed Patch to merge the leveled list edits.  Unfortunately, Wrye Bash does not do a great job of merging leveled lists with the type of changes made by WACCF.  If you are using another mod that changes these same leveled lists, then the changes from WACCF could be reverted back to the vanilla weapon progression.  In order to correct for this, WACCF_BashedPatchLvlListFix.esp contains a copy of the leveled list edits made by WACCF.  By placing this plugin last in your load order, it will fix the merged lists created by the Bashed Patch so that the correct weapons progression is retained.

If you are using Guard Dialogue Overhaul, then it should be placed above Weapons Armor Clothing & Clutter Fixes in your load order.  WACCF is fully compatible with GDO if placed after GDO.  In fact, it serves to extend some of GDO's comments to items added by the Dawnguard and Dragonborn DLCs.  It does this automatically by including the proper SPIKE-VE keywords.  No patches are necessary.

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SUMMARY OF CHANGES:

The changes in this mod take several forms. The first type of change are straight-forward bug fixes. These are things that are obviously wrong, such as heavy armor keywords on a light armor cuirass, shoes that have the ClothingBody keyword instead of the ClothingFeet keyword, an item using the wrong mesh or texture, or jewelry that appears invisible when worn alongside certain items.  The second type of change is 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 obviously depart from that established pattern. This mod attempts to bring these wayward items into line with the normal progression of value, weight, damage, and other properties.

The following are some examples of the changes included in this mod: 


BUG FIXES

- Bash and Block data still needed to be fixed for many items. For example, Heavy shields with Light shield data. Likewise there were a lot of instances where the Equip/Unequip sounds, Critical Damage, Stagger, Reach, and other stats were incorrect for a particular weapon.
- Ancient Nord armor is no longer tied to the daedric perk. The Matching Set perk and the Fists of Steel perk will now also apply properly to this armor.
- The following sets now apply for the Matching Set perk: Fur Armor, Wolf Armor, Linwe's Armor, Summerset Shadows Armor.
- Dawnguard Heavy Gauntlets have been added to the Fists of Steel perk.
- Matching set perks for Dawnguard armors now give the correct 25% bonus, rather than 20%.
- Some previously un-playable armors have been made playable, such as Thieves Guild armor worn by generic thieves, Worn Shrouded Armor worn by Dark Brotherhood Assassins, and Summerset Shadows armor. This was done very selectively and unplayable armors worn by ghosts, dremora, or unique NPCs has been left inaccessible for reasons of either balance or logical consistency. 


CONSISTENCY & BALANCE

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.  Some examples of the changes made by this mod include:

- Glass Greatswords now weigh 21 instead of 22.
- Orcish Battleaxes now weigh 22 instead of 25.
- Ebony maces now have a base damage of 15 instead of 16.
- Ebony war axes now have a base damage of 14 instead of 15.
- Daedric daggers now weigh 5.5 instead of 6.0.
- Imperial equipment has been re-priced to match the value of equivalent steel items.
- All amulets now weigh 0.5. Most necklaces already weighed 0.5 but some, like amulets of the divines, weighed twice as much. Their weight will now be consistent.
- Skyforge Steel & Nord Hero items now have a much higher value that is more fitting to their properties as well as their presumed desirability.
- The prices for all Wolf armor has been increased. It was originally valued closer to iron, but it's stats are somewhat better than steel. The price now better reflects its stats.

- Rare and/or unique items now have values much more fitting to their status (though there shouldn't be anything too outrageous). Honestly, I think Daedric artifacts should be valued, much, much higher, but the purpose of this mod is to make values consistent with the conventions already established by the vanilla game, so I've not strayed far from this. Very simply, many of the daedric artifacts had extremely low base prices (Dawnbreaker had a base price of just 10; the Sanguine Rose was valued at 5). The enchantment value then added to this base price. However, the vanilla convention for generic enchanted weapons is to have the base value equal to that of the unenchanted base weapon and the enchantment value is added on top of that base price. Therefore, I've tried to price most of the daedric artifacts to reflect this, with their base value being equivalent to what a similar item with the same basic properties would be. The enchantment value will then increase this cost further, as it would with any other generic magic item in the game.

- Enchanted jewelry now scales in quality similar to the way in which the game treats enchanted weapons & armor. You don't find low-end enchantments on daedric weapons, so why are there low-end enchantments on expensive diamond jewelry? With this mod, the power of the enchantment will be reflected by the quality of the base ring, necklace, or circlet. For example, a "Ring of Minor Stamina" will be a Silver Garnet Ring, while a "Ring of Major Stamina" will be a Silver Ruby ring, and a "Ring of Peerless Stamina" will be a gold diamond ring. Scaling the quality of the base jewelry in this way also allows the base value of the enchanted jewelry to better reflect the quality of that specific item. This also happens to be exactly how enchanted weapons & armor are treated in the game. Another effect of this change is that keywords such as "JewelryExpensive" now align more appropriately with truly valuable jewelry.

- Circlets can now be worn with all hoods, including those added by the DLCs.  Due to clipping issues with some hoods, circlets will appear invisible when worn with certain hoods. 

- All instances of hooded robes have been removed from the game & replaced with separate robe and hood combinations. 

- Necklaces and/or rings that were previously invisible when worn with certain clothing can now be seen. There may be some slight clipping issues, especially with males, and depending on the particular piece of jewelry, you still may not see it above the clothing (or, for example, you might only see the chain around the back of the neck). Other examples of this change: amulets can now be seen when worn with Falmer Armor, and rings are visible when worn with Ulfric's armor. 

- Ulfric's garments are now all considered heavy armor instead of a mix of clothing & armor and have the appropriate keywords. If you are using Smithing Perks Overhaul, you can improve them with the Advanced perk.
- The female version of Ulfric's clothing now appears closer to what the male version looks like. 

- Given their spectral nature, I decided to make the Drainblood Battleaxe & Drainheart sword silent. 
- Crossbows make a Normal amount of detectable noise (they are no longer silent like bows).

- Vampire Lord Armor has been changed from clothing to armor.
- Renamed Serana's Hood to "Vampire Hood," changed it to light armor and made it playable. Versions of this hood can also now be found on random vampires. If using Clothing & Clutter Fixes alongside my Weapons & Armor Fixes, then wearing this hood with the other pieces of Vampire armor will qualify for the Matching Set armor bonus.
- Children's clothing no longer weighs more than adult clothing.
- Miraak's outfit is now entirely clothing instead of the jumble of properties and keywords that it was originally. The strongest indicators in the keywords and the internal naming of the items indicate that they were intended to be clothing not armor.
- Skaal garments are now clothing. Their name indicates that they were originally intended to be clothing.

- Increased weight for troll skull (x3 human skull)
- Changed Dragon Claws from 0.5 weight to 1.0
- Decreased weight and increased value for bugs in jars (also added proper keywords to allow these to be sold to alchemists or given to children as gifts).

- Removed the armor rating from the Amulet of Articulation and the Locket of Saint Jiub (Dawnguard). There is no longer any jewelry in the game that grants an added armor rating.
- All amulets now weigh 0.5 or less. Most necklaces already weighed 0.5 but some, like amulets of the divines, weighed twice as much. Their weight will now be consistent.
- Reprices unique jewelry items to be consistent with the new values I've set for the generic jewelry (which is now based off of the cost of their crafting components).

- Corrected weight, value, and keywords for Glazed, Nordic, and Silver clutter. Silver items should be valuable enough to make it worthwhile for a beginning thief or petty criminal to steal them, but not nearly so valuable that they become a quick and easy way to get rich. I tried to price these items so that things like silver objects would be appealing to low-level thieves who have next to no money, but probably would not be worth the effort for higher-level characters or wealthier thieves.
- Many clutter items that were worth 1 gold before are now worth more. Most clutter items still have a rather poor weight-to-value ratio, but it's ridiculous to think that plates, buckets, baskets, tools, etc don't have some sort of intrinsic value in Skyrim's economy.


NAME CHANGES

- Several obviously mis-named items have been corrected. For example "Ring of Minor Striking" is now "Ring of Minor Sure Grip."
- Where I felt that the in-game appearance of an item deemed it appropriate, I've renamed certain "bracers" to "gauntlets." For example, all Dwarven Bracers are now Dwarven Gauntlets.
- Imperial light armor is now called "Imperial Light Armor."
- Studded Imperial Armor was renamed "Imperial Studded Armor" to allow it to sort alongside other Imperial gear.
- Gold coins are now called "Septims." 

Some items have been renamed for easier sorting or in order to better distinguish different items. For example...
- Fur Boots and Fur Gauntlets were part of the Stormcloak set and not part of the Fur armor set. These are now called Guard's Fur Boots and Guard's Fur Gauntlets, and they will apply to both the Stormcloak and the Fur matching sets.
- Lower-class clothing items are typically prefixed with "Common." Middle-class are prefixed with "Fine" and upper-class with "Noble."
- Many pieces of clothing have been given more specific names instead of having a dozen different items using the generic name "Clothing" or "Boots." There is still some repetition, not everything has a unique name, but more items do.
- The various types of tableware, which were all named "plate," "cup," etc. and are now named "Silver Plate," "Glazed Cup," "Silver Ewer," and so on.
- All college/mage clothing now has the word "mage" in its name (for example, "Novice Robes" are now "Novice Mage Robes")
- Dunmer outfits have been renamed "Dunmeri Tunic" and are distinguished by the color variant.


CRAFTING CATEGORIES

This mod makes a few changes to the crafting categories 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.

- The "Imperial" category in the crafting menu is now named "Faction" and all faction armors & weapons will appear here (assuming they have crafting recipes and appropriate keywords). Faction gear now included in this category are: Imperial, Stormcloak, city guards, Forsworn, Thieves Guild, Dark Brotherhood, Wolf Armor, Blades, and Nightingale. Many of these items cannot be constructed in the vanilla game. This mod does not add new recipes, so other mods that do add recipes may potentially relocate the armors into other categories. 

**For modders: If you wish your armor to show up in the Faction category, then include the keyword "ImperialStudded" as this keyword isn't used for any of the perks (ImperialLight & ImperialHeavy are used by perks).

- Studded Armor has been relocated to the Hide category as in appearance, stats, and lore this is merely an upgraded form of hide armor. Likewise, Scaled Armor has also been moved into the Hide category, as again it is an improved version of hide (it still requires the Advanced Armors perk to construct it).

- The newly vacated "Studded" category has been renamed "Clothing" and will now contain any recipes for items with the keyword ArmorClothing.


SMITHING PERKS

- Changes have been made to the smithing perks to allow all weapons & armor in Skyrim to be improved further based on one perk or another.
- Nordic weapons now benefit from the Orcish Smithing perk.


FURNITURE & CONTAINER CHANGES

- Cupboards, Dressers, End Tables, and Wardrobes will now respawn.  Also, they now use custom leveled lists so that the items they contain will be more appropriate for the apparent class-ranking of the furniture, as well as the type of furniture (i.e. cupboards contain dining and food related items, dressers contain clothing, etc).
- Pots now have a high likelihood of containing some type of cooked food.
- Display cases located in the three Hearthfire homes now have proper activation triggers so that you can more easily display your weapons.  These changes are from Hearthfire Display Case Fix by Krucify.


OUTFIT CHANGES

- Necromancers and Warlocks have a 50% chance of having a black, grey, or brown hood.
- Necromancer or Warlock Bosses have a 50% chance of having a black hood, with a chance that the hood will be enchanted.
- Hoods & enchanted hoods have a small chance of showing up in loot.
- Vampire Mages are more likely to wear robes than Missile or Melee vampires (though missile & melee can still be found wearing robes).
- Vampires will now occasionally spawn with Vampire Gauntlets and/or a Vampire Hood (playable version of Serana's Hood).
- Vampire Bosses now use a separate boss outfit and will always be wearing armor & gauntlets.  They will no longer be found wearing clothing or robes. Nightmaster Vampires will occasionally spawn with Vampire Lord armor.

