Skyrim

File information

Last updated

Original upload

Created by

Witnaaay

Uploaded by

witnaaay

Virus scan

Some files not scanned

29 comments

  1. skyrimfallout666
    skyrimfallout666
    • member
    • 0 kudos
    You know you should probably put Jswords in the requirements. Now I gotta track down another mod just to use this one.
  2. killjoy08
    killjoy08
    • member
    • 1 kudos
    There is an item called basic iron sword that shows up purple. I was wondering if anyone knew what mod the sword came from so I can download the meshes.
  3. ramakgaming
    ramakgaming
    • premium
    • 41 kudos
    Does this mod also include InsanitySarrow's Unique Uniques, and Weapon Expansion mods? If not then all I need is a way to not use JaySuS swords from this, because I use the CCO version without the JaySuS swords esp/esm files, and I use the CK version. I don't know if it would work if I didn't have JaySuS swords installed, and just this. I like how CCO places the swords from JaySuS swords in the most logical categories, instead of just all cluttered up in the Steel section.
    1. witnaaay
      witnaaay
      • member
      • 6 kudos
      I assume you are referring to Lore Weapon Expansion (http://www.nexusmods.com/skyrim/mods/44179/?)?

      Unique Uniques & Lore Weapons Expansion are not included with this mod, and they are so large it makes more sense to leave them on their own. You can run my mod with Unique Uniques and Lore Weapon Expansion using a batched patch produced with wrye batch (I described how in earlier comments)

      As to whether it works with different versions of JaySuS Swords, I honestly don't know. I suggest you install both mods and see what happens.

      Good luck,
  4. shinji72
    shinji72
    • member
    • 91 kudos
    Thank you for the update. I'm using your mod with no problems. And I love how all these weapon are added to the game in an immersive fashion.
    There seems to be a bit of confusion in the files section. In version 3.0 there is no Interesting pc patch and it's listed in version 1.0 of the mod. Also the version are ranked in descending order.
    1. witnaaay
      witnaaay
      • member
      • 6 kudos
      Hey,

      Yeah, I should probably clean up the files section. The original interesting NPC patch didn't work properly, so I removed it from later versions. The Interesting NPC's patch wont break anything, it just doesn't work.
  5. mittean
    mittean
    • supporter
    • 1 kudos
    I use the Complete crafting overhaul remade, which includes the resources for Jswords in it (lowering my .esps, of course), but your mod is wanting me to activate it again. I have Jswords in my load order, but unchecked. Is there a way around this?
    1. primemonky
      primemonky
      • premium
      • 0 kudos
      Likewise its suggested not yo use the version linked in the description for jaySus' swords, it was made before the ck release. There is a version remade in the CK available here:

      http://www.nexusmods.com/skyrim/mods/26230/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D26230%26preview%3D&pUp=1

      I'm not sure if we could get away with using this esp, but it would probably make people more comfortable if we could use this version or the CCO version

      edit: The version linked also has its own distribution plugin, but this is separate from the main esp. If you switched to this version you would allow current users to keep the same esp count (not counting the other mods yours relies on)
    2. ramakgaming
      ramakgaming
      • premium
      • 41 kudos
      The STEP wiki guide Skyrim Revisited Legendary Edition has you install the CK version of JaySuS swords, and it works with CCO as part of that guide. I recommend taking a look at that section of the guide, and using it's instructions on how to get it to work. I have the CK version installed now, with CCO and have no problems, but that's because I started with that guide, and then added the mods I wanted after.

      I hope there can be a version of this made that will allow the CCO JaySuS swords to work, as CCO places the swords in the crafting sections that seem most logical, instead of all of them being in the Steel section.
  6. Wrayned
    Wrayned
    • premium
    • 2 kudos
    Hy great idea and you did an nice job placing the weapons on some npcs, hope you will continue to cut down the need for additional esps.
    I don't see a problem with needing to download textures or meshes from other modders so they can continue to get recognition in from of downloads and endorsements. I can't use the mods for now because I'm near the plugin limit and I already merged many of the needed esps.

    Keep up the good work, tracking.
  7. Penetrator3
    Penetrator3
    • member
    • 74 kudos
    Whats the difference between version 1.0 and 1.1 ?

    Would be nice to see the itemlist from this mod on the description page,also pictures from each weapon because user want visuals and an easy overlook

    Tracking for now =)
  8. perrob
    perrob
    • premium
    • 20 kudos
    I just made my own merge mod like this 2 weeks ago! Did the same with some armour mods too. Saved me 18 slots on my load list. Good job on getting some permissions to include, I hope more authors give you the go-ahead so you can build this up even further.

    Look up Kettlewitch ( http://www.nexusmods.com/skyrim/users/6140922/? ) they have some fantastic mods you might want to incorporate.

    Good luck!
    1. witnaaay
      witnaaay
      • member
      • 6 kudos
      Ghosu quit modding and made his assets free to use, so technically anyone could use them - I didn't have to ask permission (http://forums.nexusmods.com/index.php?/topic/1779275-time-to-say-good-bye-and-a-little-gift/)

      Same goes with IsanitySorrows Weapons that I used. He states in the Legal/Licensing section that others can use his weapons. Some of his stuff isn't free to use, so I didn't include those weapons.

      I'll add Kettlewitch to the list of weapon mods I should look at for future updates, though I'll focus on trying to get some modders to let me use their assets first. Ideally, I'd like to make this mod stand on its own like Immersive Weapons or Immersive Armours does (though not nearly as large as those mods are)

      Cheers, hopefully people like this mod and I can merge it with some others.
    2. shinji72
      shinji72
      • member
      • 91 kudos
      Yeah adding Kettlewitch weapons (and his triskele shield) would be great.
    3. witnaaay
      witnaaay
      • member
      • 6 kudos
      KettleWitch just gave permission for me to use his meshes, so I'll be including them in the next version of this mod.
    4. perrob
      perrob
      • premium
      • 20 kudos
      that is fantastic news
      I really hope your mod gets some visibility. If I can offer a touch of advice; go through all the 10mb+ textures. Download and install Paint.NET (www.getpaint.net) then open and re-save all textures as either DXT1 (for stuff with no transparancy) or DXT5 (for stuff with transparancy and normals). It'll cut file size quite a bit and you won't lose in-game quality. You could also offer a lite version using at max 2k (2048x204 textures by re-sizing any 4k ones down, but it may not be an issue.
    5. witnaaay
      witnaaay
      • member
      • 6 kudos
      I'm running then textures through ddsopt already atm, but it may be worthwhile making a smaller resolution version of the textures (and fairly simple with a photoshop script)
    6. perrob
      perrob
      • premium
      • 20 kudos
      it's a handy program but I never 100% trust it to do exactly what I want, so I do it manually... I may just be paranoid about it though!
  9. ramakgaming
    ramakgaming
    • premium
    • 41 kudos
    Oh wow... nice.

    But... since this doesn't do scripts, will I need to merge level lists if I have other essential mods from one of the authors that you include files from here? I have Unique Uniques, and Lore-Friendly Weapon Expansion. That's all I have installed from the authors included here at the moment. I will install what's required for this to work if I choose to use it - I just wanna make sure I don't need to merge level lists. Because currently have a few mods that edit level lists, and I don't want to merge again - I have done enough of that.
    1. witnaaay
      witnaaay
      • member
      • 6 kudos
      Hey,

      So WoS works in two ways - first, it assigns unique NPC's new weapons from mods. For example, Balgruuf gets given a new sword in his inventory to use. These sorts of changes don't rely on levelled lists and will work fine without them.

      Other changes, such as adding new daggers for townspeople or adding a new sword to be used by imperials do alter levelled lists in the game to include new items. The game will simply randomly pick from the levelled list when it makes a new NPC.

      Problem is that multiple mods change the levelled lists and wind up overwriting eachother- this would happen in the situation you describe. WoS doesn't alter that many levelled lists though, so I wouldn't be surprised if it works anyway (I'm not sure which it would do)

      Thank-fully, merging levelled lists is actually really simple. Download Wrye Bash (http://www.nexusmods.com/skyrim/mods/1840/?) and install it on your computer. Once it launches, you'll get a list of all the mods installed in skyrim (in the form of .esp and .esm files). Should look like this:
      http://static-3.nexusmods.com/15/mods/110/images/1840-1-1322459052.png
      (The ticked mods are active, unticked are inactive)

      You may already have a mod titled "Bashed Patch,0.esp". We'll use this to store the combined levelled list from all our mods. That way, they won't overwrite eachother. If you don't have this file, right click on the white space below the mod list and select File>New Bashed Patch.

      Once you have a file ready to accept your patch, you should right click on it and select 'Rebuild Patch'. A window like this will pop up:

      http://img402.imageshack.us/img402/9680/80363047.jpg

      Usually all you have to do is hit 'Build Patch' and all the mods that tell Wrye Bash they have levelled lists will get put together into one super-levelled list. Unfortunately, when I made WoS I forgot to attach tags letting Wrye Bash know that my mod use levelled lists (whoops).

      I'll fix this ASAP, but if you don't want to wait click on Levelled Lists, uncheck 'Automatic' then add WeaponsOfSkyrim.esp to the list of mods to be merged. Hit Build Patch and we're golden.

      Hopefully that was helpful, there are a bunch of youtube video's on the subject if you need to know more.
    2. ramakgaming
      ramakgaming
      • premium
      • 41 kudos
      Thanks. I don't know if it would be a good idea to include Requiem in that patch though... that's the mod I'm worried about.
    3. witnaaay
      witnaaay
      • member
      • 6 kudos
      I don't know a great deal about Requiem (I dont use it myself). I know its a gameplay overhaul, so I'm surprised it messes with levelled lists.

      If I were you, I'de back up my saves and see if it works. Be aware that it can take a fair few ingame days for the levelled list to have an effect.
    4. Smile443
      Smile443
      • premium
      • 2 kudos
      Should work with Requiem but the esp for this would need to be loaded before Requiem.esp so that the mechanic that Requiem applies to damage will apply to your weapons other wise they would not be much use with vanilla values.


  10. antottro
    antottro
    • member
    • 0 kudos
    looks good, is it compatible with immersive weapons?
    1. shotgun188
      shotgun188
      • member
      • 6 kudos
      If you make a bashed patch.