The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Altered Fist
< >
Ilijada Dec 7, 2015 @ 8:33am 
how does this mod combine with fist of steel perk, or fist of steel fix mod? does it add damage on top of other damage or does anything negate each other? I hope you can understand what i mean since enlish isnt my main language
Kain-Xavier  [author] Apr 1, 2014 @ 12:02am 

Let me know what you think!
MataMataMoo Mar 18, 2014 @ 12:19pm 
I'll be looking forward to it!
Kain-Xavier  [author] Mar 17, 2014 @ 7:20pm 
@Ezio Auditore

Try this console command:

player.moveto 0001C1A1


I agree. This mod was a result of my being dissatisfied with how unarmed combat in Skyrim was handled. (It was also my introduction to the Creation Kit.) I plan on doing a second unarmed combat mod that is more akin to an actual skill but I've had to put it on the backburner due to other commitments.
MataMataMoo Dec 28, 2013 @ 12:14pm 
You can't neglect the gloves of the pugilist, you have to go into enchanting so you can get more damage from the enchantment. Anybody interested in this mod should check out Way of the Monk- Part 1, and also look up other mods, like one that gives you extra unarmed damage for using a spell like oakflesh, or one that fixes the fists of steel perk.
Tivion[LFG] Jul 16, 2013 @ 6:28am 
cant find toldfir
KhaoticNocturne Jun 28, 2013 @ 7:06pm 
It seems that this mod would finally put that pair of Stormcloak Officer Bracers to good use... To hell with the Gloves of the Pugilist! Good job!
Kain-Xavier  [author] Jun 26, 2013 @ 7:00am 

That's a fair criticism. I chose Tolfdir as the vendor as he is the only one that stocks Master-level Alteration spells. The Altered Fist spells are also meant to serve as companion to the Mage Armor spells which you'd need to specialize in Alteration to take advantage of anyhow.

The only suggestion I can make is to embrace the stereotype, become a Thief, and woo Faralda with your Feline charm (and the Amulet of Articulation).
MrMeows Jun 22, 2013 @ 9:32pm 
Uh... how the heck are you supposed to get into the College of Winterhold if you specialize in unarmed combat? ...well, unless you can shout. But Meo'Bruit cannot.
Nihilist Jun 20, 2013 @ 12:08pm 
Seems like a cool mod. Could be interesting, if it somehow scaled with the mage armor perk (or a perk was added for it)
Kain-Xavier  [author] Jun 16, 2013 @ 8:48pm 

The mod has finally made its way to the public servers on Skyrim Nexus. Thanks for being patient, everyone!
Kain-Xavier  [author] Jun 16, 2013 @ 12:20am 
Altered Fist v1.3 is out on both Steam Workshop and Skyrim Nexus! Sorry about the delay!

Nexus mirror:
Kain-Xavier  [author] Jun 15, 2013 @ 2:25am 
It's looking like Saturday evening now. My other mod has been giving me some trouble.
Kain-Xavier  [author] Jun 12, 2013 @ 9:02pm 

I've got a release candidate for Altered Fist v1.3. I'm going to test it some more and hopefully get it out to you all on Thursday or Friday.
BlueAardvark May 18, 2013 @ 9:15am 
Thanks, the issue is fixed now.
Kain-Xavier  [author] May 18, 2013 @ 12:26am 

I did some further testing and it seems as if the Altered Fist items won't load until you've entered the same cell as Tolfdir, left, and came back. I will look into patching this issue and I hope to have a new build by mid-June, the latest.
Kain-Xavier  [author] May 9, 2013 @ 6:55am 

I think I was able to re-produce what you're running into. I'm not sure if it's something related to the newer patches but try this:

1.) Create a new save in front of Tolfdir
2.) Load the save and leave the current cell
3.) Re-enter the cell and view Tolfdir's goods

That brought the items back for me. Failing that, I'd treat the issue like it's due to a dirty save and just create a fresh save without the mod loaded and then reload the mod. If you've done all that and it's still not working, I may need to look at your save game to get a better idea of what's going on.
BlueAardvark May 8, 2013 @ 7:33am 
I was level 92 alteration and had completed the quest. None of the spells were is stock.
Kain-Xavier  [author] May 7, 2013 @ 11:28pm 

Possibly, I have some follow-up questions for you. Are any of the Altered Fist spells being stocked? If so, what is your Alteration skill level and have you completed the Alteration Ritual quest?
BlueAardvark Mar 29, 2013 @ 5:02am 
Tolfdir doesn't seem to stock them in his hop for me, is this a bug?
Kain-Xavier  [author] Feb 19, 2013 @ 1:39pm 

Thanks for the compliment and the suggestions! Elemental Fists is something I may or may not do in the future. I was planning on doing another melee-focused mod but I've had to put it on hold to focus on a different project.

That said, I recall there being either an unarmed or spell mod that had similar features. I don't remember its name but if I do, I'll pass it along to you!
rrubright Feb 5, 2013 @ 7:26am 
I was thinking, could you add Flaming Fist, Frost Fist, and Shocking Fist to Destruction as well? That school has plenty of damage at a distance, but is fairly weak in a melee until Adept with the Cloaks, when the Destruction Cap starts kicking in, anyway. Also, an Elemental Fist (Expert) with all 3 would be awesome. And finally, a Paralyzing Touch (Adept) for Alteration. 100% chance to Paralyze, but you have to get close...
rrubright Feb 4, 2013 @ 12:48pm 
Neat idea, Alteration needed a little more Offense, and this is independant of Weapon Skills. bd!
Nic007 Dec 18, 2012 @ 6:36am 
@Amigo Negro Robbaz doesnt need better fists he's a VIKING
Kain-Xavier  [author] Dec 1, 2012 @ 10:06pm 

Oak Hands and Stone Palms can be purchased at any level.

Iron Knuckles can be purchased once your Alteration skill if 50 or higher.

Ebony Fists requires you to have an Alteration skill of at least 75.

And Dragon Claws requires you to complete the Alteration Ritual Quest (which itself requires you to have to an Alteration skill of 90 or higher).

If your Alteration skill is low, casting one of the Altered Fist spells is not a bad way to build it. Visiting the Mage Stone near Riverwood will speed things up as well. I'd say shoot for at least 50 if you can. Iron Knuckles is where unarmed combat really starts to open up for non-Khajiit characters.
Kain-Xavier  [author] Dec 1, 2012 @ 9:35pm 

True, but I would not feel right creating a new Shout or Power without a proper set-up to learn it. Creating new spells seemed like the easiest and most natural approach to me.

@DJ_Cat @The Elite Duck

I'm glad you guys like it! :)
natcon93 Dec 1, 2012 @ 5:43am 
at what levels do the spells start appearing in tolfdirs shop both char level and alteration levels?
♠ HollaN ♠ Dec 1, 2012 @ 1:09am 
Albinocrisis Nov 29, 2012 @ 3:33pm 
Quickly recommend this to robbaz
Rynjin Nov 28, 2012 @ 7:03pm 
Seems like the easiest way to fix the "does it auto equip Unarmed?" thing would be to make a power that has the spell effects. You can make powers that drain Magicka I believe (I know you can make ones that drain Stamina).
Kain-Xavier  [author] Nov 28, 2012 @ 4:53pm 

True, the left-hand's animation would need to change to match the right's or vice-versa. The differences at least seem less pronounced with Argonians and Nords. I primarly used those races to test Altered Fist and I saw very little fluctuation in damage output between hands.
Nic007 Nov 28, 2012 @ 1:26pm 
then the right hand is stil the faster one ;)
Kain-Xavier  [author] Nov 28, 2012 @ 1:03pm 

The only thing I can think of is that attack animations are playing a part in both. If you switch to third person, you will see that the attack animations are different for each hand and even across races. I believe I would have to alter each race in order to make the animations the same and that's not something I'm willing to do with the scope of this mod.
Nic007 Nov 28, 2012 @ 12:14pm 
your right hand hits faster then your left hand however your left hand hits more (i do not think this mods changes this) and if you hit with left/right/left/right it has te same speed as only hitting with your right hand but you get the extra dammage from your left (this principe is the same when being a werewolf)
Kain-Xavier  [author] Nov 28, 2012 @ 12:02pm 
@skatimmy737 (Continued)

My best recommendation would be to equip an Altered Fist spell in one hand and then leave the other unarmed. You can always unequip the spell-casting hand afterward and I find I need to switch out one hand during combat anyway.
Kain-Xavier  [author] Nov 28, 2012 @ 11:56am 

The short answer is that you have to cast it and then switch to unarmed. The longer answer is that I experimented with switching to fists automatically and didn't care for the results.

Unequipping the spell automatically for the hand(s) that casted it would prevent the player from recasting easily once the effect wore off.

Weapons cannot be equipped to the left hand through script unless you equip a two-handed weapon (much like Brawls do). Equipping a two-handed weapon would unequip whatever you had equipped in the other hand which may not have been your intention.

You could also use a Bound-Sword-like spell to summon an unarmed weapon that can be equipped to either hand. The problem with going this route is that the bound weapon equip animation will still play and the "bound" fist(s) will re-equip the Altered Fist spell whenever lowered.
Kain-Xavier  [author] Nov 28, 2012 @ 11:34am 

Heh, that would make the Altered Fist spells last longer than any other spell in Skyrim with the exception of the of the Thrall conjuration spells. I will respectfully have to decline your request. Feel free to edit the esp, though! It should be pretty easy to modify. I'd just require that you credit me (and yourself) if you plan on redistributing it.


Good, I'm glad you like it! :)
skatimmy737 Nov 28, 2012 @ 10:18am 
Do you have to cast it and then switch to unarmed or does it do that automatically?
UraniumStag Nov 28, 2012 @ 9:38am 
Khajiit+This mod+Fists of Steel Perk+Daedric Gauntlets= Perfect Monk character!
Akuma Nov 28, 2012 @ 5:49am 
please make it work for 10 minutes utmost
Kain-Xavier  [author] Nov 28, 2012 @ 3:25am 

The Alteration Dual Casting and Stability perks should affect the duration of the Altered Fist spells. If they're not, please let me know!

@The_Perfecter @^1Letalis^0.^7

Thank you! I tried my best to make the spells balanced for both Khajit and non-Khajit alike! (Although Khajit are still ridiculously strong.)
Rad Shiba Nov 27, 2012 @ 1:59pm 
Is there any chance you could add spells that last for much longer than 60 sec? I love the idea of this mod but can't stand re-casting buffs every minute.
I'mma plant me a dumbass tree Nov 27, 2012 @ 12:23pm 
Great mod. I especially like the naming. Diverse, and not rediculous.
Je boy M Nov 26, 2012 @ 12:33pm 
Like the idea!
Kain-Xavier  [author] Nov 16, 2012 @ 1:00am 
It turns out that the non-persistent spell issue I was experiencing is the result of subscribing to my own mod after I already had a local copy. I am not sure if the same issue can occur for subscribers when I push out new versions but the fix is simple:

1.) Disable Altered Fist
2.) Load a save dependent on Altered Fist
3.) Create a new save without this dependency
4.) Enable Altered Fist
5.) Load the save created in Step 3
Kain-Xavier  [author] Nov 14, 2012 @ 10:28pm 
v1.2 is out and the non-persistent spell issue should be fixed for good this time. I decided against modifying the base game and go with a different script solution instead. The end result is a script that is leaner, cleaner, and far less meaner to other mods! :)
Kain-Xavier  [author] Nov 13, 2012 @ 3:18am 
A new version of Altered Fist has been uploaded to the Workshop. This version fixes some minor issues with the Dragon Claws spell as well as a more serious issue where purchased spells were being removed from the player's inventory. I apologize if you were affected by any of these issues. You can use the following console command to reimburse yourself for the cost of the spells: player.additem f 5000