The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

194 ratings
Expanded Bound Weapons v2.2 (inc. Bound Shield)
Category: Magic, Weapons
File Size
1.005 MB
Apr 19, 2012 @ 7:14am
Nov 23, 2014 @ 9:16am
11 Change Notes ( view )

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Expanded Bound Weapons v2.2 (inc. Bound Shield)

Adds the missing bound weapon types and enhances the enchantment to make them a bit more useful at higher levels.

Weapons are balanced at the same level as the current bound weapons. Adds Bound Dagger, Mace, War Axe, Claymore and Warhammer spells and tomes. Also adds a Bound Pick for miners (Note: the War Axe will also chop fire wood).

Tomes are added to the leveled lists so they will appear anywhere spell tomes of the appropriate level are available. One-handed weapons are Novice and Two-handed are Apprentice.

If you have Oblivion Binding, it will add a chance to cause undead to explode on 'death' in the same way as Dawnbreaker.

3 Apprentice level spells (and tomes) now provide 1-handed weapons and a Bound Shield. The shield has the same stats as a Daedric Shield and provides a basic 15% fire resistance. With Augmented xxxx perks, the appropriate resistance is increased by 15% for each perk (so max 45% fire, 30% frost and 30% shock). The Soul Binding perk gives 15% poison and disease resistance and Oblivion Binding gives 15% magic resistance.

(Note: to make the Bound Shield work, the spells will only equip in the right hand. The spell tomes for these will only be for sale when your Conjuration gets close to 25).

v2.2 - Fixed the issue with the weapon and shield spells leaving your left hand empty after the spell expires. I have also removed the fire / frost / shock damage from these bound weapons to balance them against my new fire / frost / shock bound weapons.
v2.1 - Fixed the random disappearing Bound Shield bug
v2.0 - After much messing about, I have finally(!) managed a functional work around for Bound Shields that I am happy with. 3 new spells added at Apprentice level to introduce bound shields
v1.3 - Adjusted the flames mesh on the mace and warhammer to fit better
v1.2 - Corrected a bug with the two-handed weapons and spell descriptions
v1.1 - Added Bound Pickaxe and modified the one-handed axe to work on woodcutting blocks. Spell tome for Bound Pickaxe added to spell tome sellers
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Sun M8 Oct 11 @ 7:26pm 
Lets hope this is compatable with the ordinator perk overhaul ^_^
Sthep Knyght Apr 25 @ 8:00pm 
Greetings ! I have a query : Would it be possible for you to add a bound Crossbow to the lot ? Crossbows are fine weapons, but the only bound crossbow mods i found were russians... and I'd rather not face 1-multilingual bugs and 2- having too many mods for my taste, in my modloading queue. Thank you for any answer :)
Warden  [author] Mar 13 @ 2:24pm 
@Demzion: I've never actually experienced the bug of the shield remaining. The shield is actually added and removed via a script so the only thing I can think of is that something is interfering with the script running to remove the shield.

As far as the Midas mod, I've not actually tested them together but all of the added bound weapons in my mod have unique id's so there shouldn't be too much of a conflict. The only possible conflict would be between the modified versions of the vanilla weapons but if you set the load order to load Midas' mod first and then this one, mine should still work.

Hope that helps!
Demzion Mar 8 @ 12:40pm 
I absolutely love this mod, and it has become a staple for my current character, who is now my favorite. Just a quick comment and question; many times when the timer is about to run out on the bound shield weapon (specifically sword and shield, as it's the only one I use of those) it will keep the shield as an inventory item rather than dissipating. Don't get me wrong, I'd love to enchant all of my gear with that epic enchantment on the shield, but I feel like this is something that takes me out of the game and is annoying. Otherwise, the mod works like a charm!

As for the question, I want to add Midas Magic Evolved (, but it also has bound weapons. Will the two mods clash with each other?
knifeandeasy Dec 8, 2014 @ 8:20am 
This is a decent mod, thanks, however the Dawnbreaker effect on the bound weapons seems to be way over powered. Have you changed the chance of it happening? It seems it is going off nine out of ten times, making crypts easier than ever before as every one just runs away from me and when they do finally get close they get sent scarpering again...also having the loot on tables and stuff blown everywhere every two seconds becomes pretty annoying.
stephen.derych Nov 23, 2014 @ 8:05am 
as soon as I bound any weapon, the game shuts down, its not just this mod, all bound weapon mods seem to do the same, any help?
50 moles of NaCl Nov 2, 2014 @ 9:31am 
can you make like a bow?
Sir Bust A Nut Oct 30, 2014 @ 3:18pm 
When I conjure the Sheild and sword my game crashes? Can someone help?
[BSD]Godfather Oct 13, 2014 @ 7:55am 
i really love what you made here m8 thx and keep it up
Apple303 Sep 17, 2014 @ 6:17pm 
So I was testing this out, having been pretty bummed at the lack of cool bound weapons in the vanilla game. I didn't run into too many problems, but when I conjured my bound sword and shield, it told me I was carrying too much to be able to run all of a sudden (which was a little problematic mid-combat) which I thought was odd.

I guessed maybe the sword and/or the shield have a 'weight' assigned to them, despite being spirit weapons. So I tried 'sheathing' the spell to make it go away like normal, but the shield remained in my hand. I thought that was odd, but I just manually re-equipped my normal shield. This did not, however, lower the weight I was carrying. Upon further inspection, I found the bound shield (and all it's delicious enchantments) had been placed into my inventory.

I'm not sure if that's supposed to happen, but I assume it's not, so I figured I'd let you know.