Thank you for bringing this to my attention. I have fixed this bug, and the update is available for download. Let me know if you experience any other issues.
So there seems to be an issue with the bug fix that you made to fix the issue with the Immunity messages being spammed. I looked into it a bit using the additem menu mod and discovered that the fix is acting like another mod entirely, adding a new version of each item. The game both in additem menu and the data labels the fix as v2, when the actual mod is not. The newly added items in the "patch" do have the fix on them, but unfortunately the ones from the base mod do not, which means that every one of the bound items in the knapsack at Markarth (and likely those distributed through the levelled lists) still have the bug.
Instead of an added file to fix the bug, I would recommend applying the edit to the items in the base mod and simply having a version 2.1 up for download. It would make things a lot easier to deal with for everyone who would want your mod.
As an added note, once the mod is properly fixed, I plan on doing a YouTube review for it. So please fix it.
I looked around just to make sure there weren't any duplicates in my own game. There were no duplicates or error messages. Since I manually installed the mod myself, without NMM, it must have been conflicting with it. You'll have to forgive me for that, as I very rarely use any type of mod managers for any game. It's just a personal preference.
Version 2.1 is the new main file for NMM. So, feel free to try the update now and let me know if you have any more issues.
If all else fails, I would recommend starting up your game with CBW disabled, save it, and then load it back up with it enabled (forcing a hard reset of the mod's data).
New problem. In version 2.1 there are no actual models for the weapons. If I install it manually, it only comes with the esp and the bsa for the mod, nothing else . . .
I am still not seeing any of these issues in my own game with all other mods disabled. At this point, it sounds like you either have a conflicting mod, bad load order, or need to completely wipe and reinstall this mod's data. I can help you with any of those if you wish.
I did upload a version 2.1.1 just now, and it includes a new BSA. The only thing different from the original is the name. So, try using that and let me know if you have any more issues.
Anything past version 1.0 of this mod does not include the meshes/textures as loose files, as the entire mod was completely redone and enhanced in version 2.0. The included BSA still has all those files. If you would wish to see them, you need to use a BSA unpacking tool. And, as I would tell anyone... you can use or edit my resources, but give me credit if you decide to publish any changes.
OK. Bad and good news. The models are working, but the bound versions of the weapons still have the immunity bug. It may be a problem in the load order, so here are all the active mods.
Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp notice board.esp SplashofRain.esp SkyUI.esp Footprints.esp towConversation.esp iHUD.esp when vampires attack.esp RealisticHumanoidMovementSpeed.esp toggleallymortalityspell.esp the dance of death - dawnguard edition.esp dd-no spinning death animation.esp JKs Skyrim.esp Guard Dialogue Overhaul.esp Weapons & Armor Fixes_Remade.esp stronger daedric artifacts.esp dexionevicusfix.esp YOT - Your Own Thoughts.esp charge_nag_removal.esp a quality world map - with roads.esp JaxonzNamedSave.esp jaxonzenhgrab.esp AcquisitiveSoulGemMultithreaded.esp Improved Dragon Shouts - Dawnguard.esp erso 30 - better enemy ai.esp Weapons & Armor_FasterArrows.esp Clothing & Clutter Fixes.esp Weapons & Armor_TrueOrcishWeapons.esp torchradius.esp ringcontrol_eng.esp Weapons & Armor_TrueWeaponsLvlLists.esp Purity.esp fco - follower commentary overhaul.esp PurityBN50.esp Immersive detection of NPC.esp SFO - Expanded Diversity.esp RBB Long Boats.esp Hothtrooper44_ArmorCompilation.esp aMidianborn_Skyforge_Weapons.esp Better Bounties.esp lightweight potions and poisons.esp Disparity.esp Improved Dragon Shouts.esp Improved Dragon Shouts - Dragonborn.esp Skyrim Better Roads and Bridges - All In One - Merged.esp run for your lives.esp RBB Large Boats.esp fallentreebridges.esp SMIM-Merged-All.esp SFO - Dragonborn.esp RBB Row Boats.esp Skyrim Flora Overhaul.esp TimingIsEverything.esp Colorful Bound Weapons v2.esp icebreaker's improved reverb.esp HoldBorderBanners.esp followers keep up.esp jaxonzrenamer.esp RBB - Row Boats - Hearthfire Hotfix.esp The Blackest Reaches.esp DragonAion'sNoticeBoard-SpellingandGrammarPatch.esp HHoS Subterranean Hot Spring.esp Dead Body Collision.esp Weapons & Armor_DragonPriestMasks.esp HHoS Ancient Shrine.esp Hothtrooper44_Armor_Ecksstra.esp Skill Config.esp UIExtensions.esp AddItemMenu.esp March Madness Standalone.esp LoshRifle.esp Alternate Start - Live Another Life.esp
I'm sorry to hear that you are still experiencing issues. However, the bound weapons I added to my mod share the same structure as the vanilla bound weapons. Only the models/textures are different. The enchantment itself does not have additional effects which cause any error messages to pop up, unless you have a mod that allows additional information to be displayed. And, I wouldn't know about such a mod.
I would say that, even though you have a lot of mods listed there, the messages may be connected to a UI mod that displays additional info during combat. If you can figure out which one it is, try disabling it for a while and see if the problem persists. Good luck, and let me know how it goes!
It would not be a message mod because every npcs is actually immune to the effects of the bound weapons. I would just suggest doing whatever you did when you made that fix file to the ones in the base file. That seemed to work.
i like this mod a lot, i have a couple of questions -looks like the bow with 22 dmg + 22 for arrows, on low level char is op, should be good the damage scaling with the perk Mystic Binding (has it already?); -and if i uninstall the mod, the game crashes instanly before i click on "load" on a my last savegame (other saves with the mod installed doesn't seems affected).... - can you increase the effect of the black color? would be awesome a bigger round vortex (looking at the weapon from the side, it is thin with a little visible effect) -with the spell for bound bow, the arrows are showing in inventory, this mean i can drop them (and stack infinite amount of arrows on the ground), and i can retrieve arrows from bodies, the arrows should be invisible in the inventory and you shouldn't be able to equip other type of ammo
With the new perks and all. I use SPERG and wonder about the settings in the MCM menu about bound weapons.
There is the option to use "Bound spells" from SPERG, which is unticked by default for compatibility reasons with mods like yours. It does however state that some of the SPERG Conjugation perks will have no effect. Bound Armory has a SPERG patch for their spells to make the perk tree work again.
Is there an option to just use the effects without the new spell and perk changes?
I use SPERG along with this mod, and nothing changes. You don't have to disable perk trees in MCM. As far as auto-perks go... after looking at SPERG in the CK, it looks like the auto-perk system doesn't conflict with anything I've changed in my mod.
I do realize that my mod's weapons will not benefit from SPERG's perks for increased dmg, soul trap, etc. However, I do not wish to spend the time patching those scripts into my mod. As I said before, my resources are free to use/edit as long as I get credit for them.
Anyway, for a temporary fix, just place my mod under SPERG.esm (and every other master file you have), and above SPERG.esp. This way, SPERG's perk tree will load and be the one that functions. Technically, my mod's perks will be in the system and available to obtain via console... but that's up to the player's discretion.
White- aedra (meridia?), Green- Haermaeus Mora (good against mages), Red- mehrunes dagon (good at physikal damage), blue- Molag Bal (vampire affect of the weapon), black- ??? (Nocturnal maybe, boosts stealth?)
Golden- Akatosh (faster than other bows), Grey- Jiggalag (Disarm effect), Rainbow colors with random effect- Sheogorath. Add whis buffs to the weapons, and add spelltomes to leveled lists, result- super awesome mod.
would be really cool if we could have ALL weapons in game each type with each colour...NOT pick a colour. for example one of each colour bow,one of each colour sword/greatsword/dagger etc. still nice though.
Since it works fine together with bound armory for the sword bit, a dagger would be nice All I really need are Sword, Dagger and Bow, the rest can have bright lights to be seen from kilometers away.
I'm working on making the enchant effects visible when sheathed (for the equipped versions). As far as I know, no other mod has featured this for bound weapons.
Regarding new models, I don't feel that I have the expertise to mold the enchant effects meshes to fit different weapon types.
If anyone is willing to use my resources to accommodate new weapon types, once version 2.0 is published, feel free to give it a shot. Just credit me when you do it.
Can you not just upload the colors independently and make them available for mod manager users? Like, fomod would be nice but can take some time to learn it, just uploading them individually would just take a few minutes and make this MUCH more convenient. As of now I would have to extract a color, make it a zip file again, then add it to mod organizer.
31 comments
- Implemented some minor bug fixes
Please post in this thread, or pm me, if you have any questions about the mod.
Thank you for your interest, and I hope you enjoy the mod!
Instead of an added file to fix the bug, I would recommend applying the edit to the items in the base mod and simply having a version 2.1 up for download. It would make things a lot easier to deal with for everyone who would want your mod.
As an added note, once the mod is properly fixed, I plan on doing a YouTube review for it. So please fix it.
Version 2.1 is the new main file for NMM. So, feel free to try the update now and let me know if you have any more issues.
If all else fails, I would recommend starting up your game with CBW disabled, save it, and then load it back up with it enabled (forcing a hard reset of the mod's data).
I did upload a version 2.1.1 just now, and it includes a new BSA. The only thing different from the original is the name. So, try using that and let me know if you have any more issues.
Anything past version 1.0 of this mod does not include the meshes/textures as loose files, as the entire mod was completely redone and enhanced in version 2.0. The included BSA still has all those files. If you would wish to see them, you need to use a BSA unpacking tool. And, as I would tell anyone... you can use or edit my resources, but give me credit if you decide to publish any changes.
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
notice board.esp
SplashofRain.esp
SkyUI.esp
Footprints.esp
towConversation.esp
iHUD.esp
when vampires attack.esp
RealisticHumanoidMovementSpeed.esp
toggleallymortalityspell.esp
the dance of death - dawnguard edition.esp
dd-no spinning death animation.esp
JKs Skyrim.esp
Guard Dialogue Overhaul.esp
Weapons & Armor Fixes_Remade.esp
stronger daedric artifacts.esp
dexionevicusfix.esp
YOT - Your Own Thoughts.esp
charge_nag_removal.esp
a quality world map - with roads.esp
JaxonzNamedSave.esp
jaxonzenhgrab.esp
AcquisitiveSoulGemMultithreaded.esp
Improved Dragon Shouts - Dawnguard.esp
erso 30 - better enemy ai.esp
Weapons & Armor_FasterArrows.esp
Clothing & Clutter Fixes.esp
Weapons & Armor_TrueOrcishWeapons.esp
torchradius.esp
ringcontrol_eng.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
Purity.esp
fco - follower commentary overhaul.esp
PurityBN50.esp
Immersive detection of NPC.esp
SFO - Expanded Diversity.esp
RBB Long Boats.esp
Hothtrooper44_ArmorCompilation.esp
aMidianborn_Skyforge_Weapons.esp
Better Bounties.esp
lightweight potions and poisons.esp
Disparity.esp
Improved Dragon Shouts.esp
Improved Dragon Shouts - Dragonborn.esp
Skyrim Better Roads and Bridges - All In One - Merged.esp
run for your lives.esp
RBB Large Boats.esp
fallentreebridges.esp
SMIM-Merged-All.esp
SFO - Dragonborn.esp
RBB Row Boats.esp
Skyrim Flora Overhaul.esp
TimingIsEverything.esp
Colorful Bound Weapons v2.esp
icebreaker's improved reverb.esp
HoldBorderBanners.esp
followers keep up.esp
jaxonzrenamer.esp
RBB - Row Boats - Hearthfire Hotfix.esp
The Blackest Reaches.esp
DragonAion'sNoticeBoard-SpellingandGrammarPatch.esp
HHoS Subterranean Hot Spring.esp
Dead Body Collision.esp
Weapons & Armor_DragonPriestMasks.esp
HHoS Ancient Shrine.esp
Hothtrooper44_Armor_Ecksstra.esp
Skill Config.esp
UIExtensions.esp
AddItemMenu.esp
March Madness Standalone.esp
LoshRifle.esp
Alternate Start - Live Another Life.esp
I would say that, even though you have a lot of mods listed there, the messages may be connected to a UI mod that displays additional info during combat. If you can figure out which one it is, try disabling it for a while and see if the problem persists. Good luck, and let me know how it goes!
i have a couple of questions
-looks like the bow with 22 dmg + 22 for arrows, on low level char is op, should be good the damage scaling with the perk Mystic Binding (has it already?);
-and if i uninstall the mod, the game crashes instanly before i click on "load" on a my last savegame (other saves with the mod installed doesn't seems affected)....
- can you increase the effect of the black color? would be awesome a bigger round vortex (looking at the weapon from the side, it is thin with a little visible effect)
-with the spell for bound bow, the arrows are showing in inventory, this mean i can drop them (and stack infinite amount of arrows on the ground), and i can retrieve arrows from bodies, the arrows should be invisible in the inventory and you shouldn't be able to equip other type of ammo
There is the option to use "Bound spells" from SPERG, which is unticked by default for compatibility reasons with mods like yours. It does however state that some of the SPERG Conjugation perks will have no effect. Bound Armory has a SPERG patch for their spells to make the perk tree work again.
Is there an option to just use the effects without the new spell and perk changes?
I do realize that my mod's weapons will not benefit from SPERG's perks for increased dmg, soul trap, etc. However, I do not wish to spend the time patching those scripts into my mod. As I said before, my resources are free to use/edit as long as I get credit for them.
Anyway, for a temporary fix, just place my mod under SPERG.esm (and every other master file you have), and above SPERG.esp. This way, SPERG's perk tree will load and be the one that functions. Technically, my mod's perks will be in the system and available to obtain via console... but that's up to the player's discretion.
This mod is already great and yes, you should expect people to use a vanilla game with your mod.
for example one of each colour bow,one of each colour sword/greatsword/dagger etc.
still nice though.
All I really need are Sword, Dagger and Bow, the rest can have bright lights to be seen from kilometers away.
Regarding new models, I don't feel that I have the expertise to mold the enchant effects meshes to fit different weapon types.
If anyone is willing to use my resources to accommodate new weapon types, once version 2.0 is published, feel free to give it a shot. Just credit me when you do it.
Also, what armor set is she wearing?
It is also included in the Immersive Armors mod, which I highly recommend if you don't have it: http://www.nexusmods.com/skyrim/mods/19733/?