Skyrim

File information

Last updated

Original upload

Created by

Coolster

Uploaded by

coolster

Virus scan

Safe to use

Tags for this mod

10 comments

  1. jss1138
    jss1138
    • member
    • 1 kudos
    This drove me nuts!  I had rings with Plus One Handed Damage, but my dagger was never affected.

    Now I know why.
  2. Gabdube
    Gabdube
    • supporter
    • 9 kudos
    This was fixed in the Unofficial Skyrim Patch, making this mod mostly obsolete.

    It would be nice to mention it in the description, as this mod would only be used by those who do not want USKP.

    If users still experience this issue with USKP, they should first check their load order for things that overwrite USKP's files and then apply appropriate compatibility patches.
  3. Imaceu
    Imaceu
    • member
    • 0 kudos
    Daggers no longer benefit from increases sneak damage from your mod. Can only hit for 6x damage. They seem to be counted as swords, not daggers
  4. socialisto
    socialisto
    • member
    • 0 kudos
    I have downloaded and installed this mod but it still says that my daggers are going by default damage despite my one handed skill being high.
  5. amoralimmortal
    amoralimmortal
    • member
    • 0 kudos
    The only problem I've found with this is that it conflicts for some unknown reason with Finishing Moves Always http://skyrim.nexusmods.com/downloads/file.php?id=10118 [mod that ups finisher chance from 20% to 100%]. The last guy will still usually give me a finisher and stealth still works too but it's blocking the rest of them for some reason. Sadly for me, that's the deal breaker. Just a thought [something I overheard on another thread] but is there any way you could modify the perks instead of the weapons themselves to add in daggers? Pretty sure you were right about the dual classification being the cause of finishers not happening.
  6. amoralimmortal
    amoralimmortal
    • member
    • 0 kudos
    I've just replaced the other one with this, if it works like you think it will then thank you so much. It's been driving me insane having either no dps or no assassins blade. I'll jump back after testing and endorse/let you know of any bugs i find. Please don't remove this from the Nexus.
  7. crazyjackal
    crazyjackal
    • premium
    • 35 kudos
    Do you have any idea if this conflicts with Weapons and Armor Fixes? I haven't noticed this fix amongst those listed in the popular mod but I know it has it's own keywords edited in for certain things, so I don't know if there is a compatibility issue.
  8. nik0li
    nik0li
    • supporter
    • 13 kudos
    I used the mod you described before.. I just edited that one to add 'dagger' back to everything he removed it from (when changing them to swords).

    Good of you to actually release a version that does it, though. I didn't release it because all I did was edit his.
  9. coolster
    coolster
    • premium
    • 26 kudos
    so far it seems to work... problem is i dont seems to be getting any more critical scenes.. but that might just be bad luck if it still dont work then i think it could be because the weapon has a multi type and as such the animation cant decide wich to use. Technicaly the weapon need to be in either in the sword axe or hammer family to benefit from the enchant.. I didnt found out yet how to actualy change the weapon type the enchant itself recognise. So as long as this mode isnt tested out it still is considered as uncomplete and subject to bugs... im proly gunna remove it from the nexus
  10. vexxallarius
    vexxallarius
    • member
    • 1 kudos
    I'm still undecided on whether I think the daggers not getting 1h perk is a design flaw or not - so this mod sounds like a good way to test the idea in play -- thanks for the sharing, we'll see how it flies.