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  1. Kelsenellenelvian
    Kelsenellenelvian
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    3.2 Changelog:
    Spoiler:  
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    3.2

    Fixed many conditions for construction.
    Fixed Orchish crossbow having wrong reach.
    Fixed the global positioning for quivers.
    Fixed the mystic bow (Spectre)
    Fixed the stahlrim varient crossbows.
    Fixed the Imperial Crossbow model.
    Fixed the paralyze bolts (Maybe?)

    From the 3.0 beta

    Resources added:
    More Artifact Bows = https://www.nexusmods.com/skyrim/mods/21456?tab=description
    Bound Arrows = https://www.nexusmods.com/skyrimspecialedition/mods/938
    Sneak Arsenal = https://www.nexusmods.com/skyrimspecialedition/mods/18890?
    Arrcane Bows = https://www.nexusmods.com/skyrim/mods/37186?

    Auriels Crossbow scripts were missing.
    The elven blessed\cursed arrows have been changed to 26 damage (Lore says they were some of the most powerful arrows and they are hard to come by)
    Fixed the Stalhrim nif(s) locations. This fixed the borked stalh variants crossbows also.
    Fixed the alt version of the Nightingale Crossbow.
    Nightingale poison arrows did not have the poison enchantment attached.
    Added better Crossbow firing sounds.
    Hunters Fire Bolts were doing a crazy amount of fire damage.... Fixed that. Should be just 5 fire damage in a small explosion now.
    Assassins bolt effect was missing a mesh.
    Many of the enhanced crossbows had the stagger set to .5 when it should have been .75.
    Glover in Raven Rock and The blacksmith in Skall village will sell the Stalhrim, Stalnesti and Staledur versions of bows\crossbows and arrows\bolts rarely after 35th level.
    All critical data has been redone as an extra 50% damage rounded up.
    Placed a Hunters' Crossbow and 24 Hunters Bolts in the Bear cave of the beginners area. (by the cart)
    Removed the elemental bolts the Imperial\Stormcloaks get after level 10. (too much chaos during the civil war)
    Imperial\Stromcloaks had a 50\50 Bow\Crossbow list. Changed it to 1-in-5 So they won't have crossbows as much now either.
    Similarly the guards had a 50\50 chance. Fixed that also.
    Found and removed a circular leveled list.
    Massive leveled lists tweaks and balances especially in the spawning of the crossbows to much better mach the bows lists.
    GREATLY reduced the amount of Torch arrows and bolts that are seeded through the NPC's.
    Fixed the Dwarven Elemental Bolts recipes.
    All explosive style bolts now require the explosive bolt Dawnguard quest for that elemental type to craft.
    The assassins special bolts and the nightingale poison bolts are the only exceptions to the above change.
    To create a enhanced crossbow you need the same requirements as the base crossbow, the enhanced crossbow dawnguard quest, one of the base crossbows and the advanced armors perk.
    Added a spawn chest that can be consoled in with all items from the mod in it. 50 of each projectile in it also. Search help "LSC_Items" to get the form id that will be = xxDBBDC0
    Added a spare key to Auriels legacy chest in the Legendary Crossbows chest "Hidden" in High Hrothgar. (This chest also contains copies of all notes and manuals.)

    Totals Count:
    13 new Bows
    14 new Arrow types
    50 new Crossbows
    58 new Bolt types
    Bound Crossbow Spell

    Added Practice Crossbow, Practice Arrows and Bolts into the mod. (Hint Practice archery items could be used to deliver poison without gaining agro from everyone)
    Added Practice archery items can be bought from the Drunken Huntsman, Solitude Fletcher and Sorine Jurards inventory.
    Riverwood Trader has some Practice bows and arrows in stock.
    Tonilla (Thieves guild) will sell Practice Bows, Crossbows, arrows and Bolts.
    Practice crossbows do no damage and are relatively silent.
    Practice bolts do .001 damage (Just enough to make sound when they hit but not to agro)
    Practice arrows now do .001 damage also (just enough to make sound when they hit but not cause agro)

    Added a set of 6 Artifact bows into the world:
    Shadowswift nocks arrows 50% faster than any other bow, deals 50 bonus damage when sneaking and is found on the dresser in Astrid's room in the Falkreath Sanctuary. Should also be accessible to anyone who has already completed the Dark Brotherhood questline. 16 base damage.

    Dragonslayer deals 40 bonus damage to dragons, 10 bonus damage to anything else and is found in Sky Haven temple, on the same table as Dragonbane. 20 base damage.

    Blackreach Bane deals 50 bonus shock damage to enemies and a further 25 shock damage to dwemer automatons and is found in the Tower of Mzark, just before entering the room with the scroll on the right. 15 base damage.

    Spectre deals 15 un-reduced bonus damage, banishes summoned daedra, turns raised undead and traps the souls of those it slays in a soul gem. It's found on the enchanting bench in the Arch Mage's quarters in the College of Winterhold. 14 base damage

    The Medusa has a chance to paralyse targets for 6 seconds and deals 30 stamina damage. It's found on the table in Riftweald Manor next to the bust of the Gray Fox. 15 base damage.

    Immaterious slows targets, and deals 5 poison damage for 15 seconds. Has 22 base damage and can be found in the hidden treasure room in Reachwater Rock that opens after the boss fights finish.

    LSC Changes from Qwinn:

    1) Added the missing bolt leveled item entries I listed above.

    2) Added "ignores normal weapon resistance flag" to silver bolts to match what you have set for silver arrows.

    3) Added the Dwarven Crossbow to your LSC_LitemWeaponCrossBow leveled list at level 8.

    4) Corrected british spellings, grammar, punctuation errors in the descriptions of several of your named weapons.

    5) Standardized the values in the fields labeled "Unknown" in the Critical Damage section. Everyone is almost certain that those fields do absolutely nothing and the CK frequently populates them with garbage data, but it bugged me that the value in your ESP in the last "Unknown" field was *blank*, where in every other ESP I can find it is set to "00 00 00 00" (or similar 4 bytes of garbage CK data). I went through and filled it in with the zeroes, on the off chance that a blank value might not actually be taking up the four bytes of space and thus mess up the offset of the end of the file. It's all about offsets with ESPs.

    6) Set your dwarf/elf/orc crossbows back to the vanilla damage progression.

    7) Went through and adjusted critical damage on all the weapons to the USSEP enforced formula of "half base damage rounded down" for everything except Auriel's bows. USSEP strictly enforces that rule, and you have USSEP as a master, so I figured best to do that. Hope that's okay.

    8 ) For Auriel's Bow, the Dawnguard.esm damage and crit damage are 13 and 13. In WACCF it's 14 and 7. I decided to set them in yours to 14 and 14 on the bow, and 18 and 18 on your crossbow (going by your 125% formula). Also back copied the WACCF keywords that weren't in your Auriel's bows records... not that you really need the WAF keywords anymore, but they don't do any harm and maybe somebody runs your mod with WACCF and without my patch, better than nothing. Added the one WAF keyword added in this way to your Keyword list. Removed Auriel's Bow from my patch as I would leave it with the same values with WACCF installed.

    9) Added a "WAF_Chitin" keyword that was missing from your Falmer arrows.

    LSC Changes from Elsys656:

    Added LSC_Startup Quest to manage dependancies marked run-once on startup
    LSC_Startup Starts or Resets LSC_QuiverFixes which launches a cloak spell and attaches LSC_QuiverFix spell/effect to PC/Actors around pc effect runs and adjusts quiver locations dynamically until these npcs either die or unload
    Added LSC_MCM runs quest if SkyUI is determined to be installed and working otherwise adds config jewelry as quest item within LSC_Startup
    LSC_QuiverFixes and LSC_MCM quests fill player alias based on LSC_Startup ie stopping startup quest un-flags config jewelry and will cause the whole setup to break this is done intentionally on uninstall.
    LSC_Startup will fail to spawn both child quests if SKSE is not installed this is to prevent errors unnecessary overhead for something that cannot run anyway.
    Config jewelry and MCM control quiver fix script by use of Mod Events and starting or resetting their respective quests stopping a quest will remove effects attached to actors by said quest.
    Inbuilt Modern Brawl Bug fix has been installed as a counter to the infamous "Brawl Bug" this adds more sane checks on the use of magic with regards to npcs as this "Spell" is not violent in any way.
    Talisman of Treachery is used as the base for LSC config its enchantment has been stripped and has no weight it's a duplicate of this model
    Message objects LSC_FallbackConfig, LSC_QG(Quiver Gap), and LSC_QH(Quiver Height) have been added and attached to LSC_Startup to facilitate configuration through the jewelry this quest also holds reference to LSC_YOffset and LSC_ZOffset global which hold user customization values z is used in gap and y in height.
    LSC_Quiver fix script reads LSC_ZOffset and LSC_YOffset reacts during sneak changes and equipment changes regarding bolts and armor Slot Mask 46 and 46+40 trigger the Cloak armor fix which simply equips and unequips any cloak on the npc during load to allow quiver fix to get a baseline. (This sometimes does not trigger periodically depending on script load its deferred for 2 seconds after 3d is loaded) Simple fix equip and unequip cloak manually.
    Update script included in configurations to update scripts as they change within the mod if using Version 1 of this fix which nobody should be except the developers. Clean your save so that this can properly occur you should delete script references to LSC_QuiverFix and Reference to Form IDS xxB17B1,xxB17AD,xxB17AC,xxB17AE,xxB17AB,xxB17A9,xxB17AA using Save Cleaner found on the Nexus Alternatively disable the mod and allow the game to make a clean save which will remove the entire mod from your game and any currently found crossbows or spells. Moving forward this should not be needed and is the primary reason I've split the scripts in this fashion. Internally the MCM sees this mod as version 26 or 2.6 (Line 11 LSC_MCM.psc function GetVersion())
    Added testing worldspace belonging to LSC LSC_ScriptLocker holds chest containing config jewelry for quest item flag may be used for additional mod items when and if you decide to add them. Cell has been enclosed to allow you to see move around in the area COC LSC Script Locker
    BoundCrossbowEffectScript added to magic effect of bound crossbow heavily modified from original and necessary for the proper animation of character reloads (This was less damaging than editing of character behavior files needed animation triggered in script).
    DLC1EnchancedCrossbowArmorPiercingPerk added on the Mystic crossbow magic effect as weapon scripts for bound weapons never get executed perk removed from the base weapon.
    Bound Crossbow Tome removed from LItemSpellTomes00 and added to LLItemSpellTomes50 to fall in line with bound bow spell also amended in all variants.
    Modified Bound Crossbow mesh replacing part using deadric arrow quiver with custom mesh so as to not look odd when transparent and fall in line better with existing deadric weapons.
    Quiver fix is trigged via script attached in this way https://www.creationkit.com/index.php?title=Dynamically_Attaching_Scripts method implementation slightly modified for compatibility.
    Added keyword LSC_IsBolt differentiates bolts from arrows mod added bolts should include this keyword for compatibility keyword added to existing bolts
    Any additions excepting bound crossbow effect/script carry LSC prefix
    Bound Crossbow instances replaced by Bound Crossbow slight naming tweaks for consistency related to this
    Dwarven keyword removed from Mystic Crossbow to use proper animation for the skeleton this fixes hand position.
    Deadric Keyword added to Bound Crossbows (Compatibility with bound weapon damage mods)
    Added or changed files
    - meshes/crossbows/boundcrossbow.nif
    - meshes/crossbows/bolts/boundbolt.nif
    - meshes/crossbows/bolts/deadricbolt.nif
    - meshes/crossbows/bolts/dragonbonebolt.nif
    - meshes/crossbows/bolts/ebonybolt.nif
    - meshes/crossbows/bolts/elvenbolt.nif
    - meshes/crossbows/bolts/glassbolt.nif
    - meshes/crossbows/bolts/ironbolt.nif
    - meshes/crossbows/bolts/nordicbolt.nif
    - meshes/crossbows/bolts/orcbolt.nif
    - meshes/crossbows/bolts/stalhrimbolt.nif
    - meshes/crossbow/projectiles/boundboltprojectile.nif
    - meshes/dlc01/weapons/crossbow/behaviors/boundcrossbowbehavior.hkx
    - meshes/dlc01/weapons/crossbow/charactersbound/crossbowcharacter.hkx
    - meshes/dlc01/weapons/crossbow/boundcrossbowproject.hkx
    - meshes/dlc01/weapons/crossbow/steelbolt.nif
    - meshes/dlc01/weapons/crossbow/steelboltexplosive.nif
    - meshes/dlc01/weapons/dwarven crossbow/dwarvenbolt.nif
    - meshes/dlc01/weapons/dwarven crossbow/dwarvenboltexplosive.nif
    - meshes/dx/miniarmorscollection/weapons/celesnightengale/dx_mac_celesnightingalecrossbowbolt.nif
    - meshes/dx/miniarmorscollection/weapons/celesnightengale/dx_mac_celesnightingalecrossbowboltpoison.nif
    - meshes/weapons/ghosu - auriel/bolt_blood.nif
    - meshes/weapons/ghosu - auriel/bolt_sun.nif
    - meshes/weapons/ghosu - horker bow/bolt.nif
    - meshes/weapons/silver/silverbolt.nif
    - meshes/weapons/qohlrim/stalneistibolt.nif
    - meshes/weapons/vanillamaterials/bolts/stalhrimbolt.nif
    - meshes/weapons/yollhrim/staledurbolt.nif
    - textures/weapons/crossbows/bound/crossbowstock.dds
    - textures/weapons/crossbows/bound/crossbowstock_m.dds
    - textures/weapons/crossbows/bound/crossbowstock_n.dds
    - textures/weapons/crossbows/bound/deadricarrow_m.dds
    - textures/weapons/crossbows/bound/deadrichammer.dds
    - textures/weapons/crossbows/bound/deadricshield_n.dds
    - All Bolts have had their arrow:0 z position changed to -7.5 nightingale crossbow bolts have had their rotations fixed and z position changed to -7.5 any tail fixes have been zeroed to let the script take care of it. (Looks bad on other races imho) This is for fallback compatibility and to provide some kind of fix for those not running skse if you have skse the scripted fix will take over anyway.
    [[all other textures in the bound folder should be removed they are separate because they are either custom hand painted or otherwise hold specular or alpha data specific to the model]]

    - merged scripts from this mod
    https://www.nexusmods.com/skyrim/mods/77465 - Modern Brawl Bugs Fix
    MQSkyHavenSparring: BladesSparringScript
    CompanionsSingleCombatQuest: CompanionsSingleCombatantScript
    MS11: MS11CalixtoScript
    C00: C00VilkasScript
    C00VilkasTrainingQuest: C00TrainerScript
    DGIntimidateQuest: DGIntimidateAliasScript
    DGIntimidateQuest: DGIntimidatePlayerScript
    C00JorrvaskrFight: C00JorrvaskrFightAthisScript
    C00JorrvaskrFight: C00JorrvaskrFightNjadaScript
    Includes source as recommended

    SE viability
    Special Edition should also work with these new scripts as I verified the SE SKSE has these functions I cannot vouch for the stability there as I don't own special edition. Built against the latest MCM api using state functions thus it should work if the user has the optional components. Component loading is shown within the papyrus log if you're interested and install shows a notification when it's done initializing the first time. The quiver fix script is decently documented on where and what it's doing.
    Additional notes that should be relayed to users
    -Occasionally onload script does not fire in quiver fix simply equip/unequip any item in slot 46 or 40+46 to update (This means cloaks of any kind slot masks selected to be compatible with WinterIsComing and Cloaks of Skyrim as well as the Tail Fix version and HDT variants)
    For compatibility with mod added bolts the script automatically will find any bolts with LSC_IsBolt attached as a keyword this record is injected into update.esm with form id "01DB17A8" <KWRD:LSC_IsBolt> and should be available if you find this form id conflicts with another mod injecting records this way please report it so we can have maximum compatibility. Those mods looking to be compatible with this one should also provide failover support to end users by setting their Arrow:0 transforms on bolts within nif files to have no funky rotations and the z axis to be -7.5 with the Y axis being 0
    Automatic compatibility with arrow quivers via built in skyrim keyword (Requires SKSE at minimum latest version recommended)
    Optional requirements to be listed with this release SKSE http://skse.silverlock.org/ 1.7.3

    New Scripts
    QF_LSC_Startup_06DC5BBA (Controls launching of child quests)
    LSC_addQuestItem (Attached to player alias replaces instance of config jewelry with quest variant if spawned via console for whatever reason)
    LSC_MCM mod configuration manager script
    LSC_ConfigAmulet failover configuration manager script
    LSC_QuiverFix actually does the repositioning magic
    Modified Scripts
    BoundCrossbowEffectScript (Replaces BoundBowEffectScript on Bound crossbow for reasons stated above)
    Scriptname LSC_addQuestItem extends ReferenceAlias

    ObjectReference Property box Auto

    ReferenceAlias Property Item Auto

    Armor Property BaseItem Auto

    Event OnPlayerLoadGame()
    Actor player = self.GetActorRef()
    player.AddInventoryEventFilter(BaseItem)
    EndEvent

    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
    Actor player = self.GetActorRef()
    if(akBaseItem != BaseItem)
    player.AddInventoryEventFilter(BaseItem)
    return
    else
    debug.trace("config jewelry added!")
    endif

    if(akItemReference != Item.GetRef())
    debug.trace("config jewelry is not quest item!")
    player.RemoveItem(akBaseItem, aiItemCount, true)
    box.RemoveItem(akBaseItem, 1, true, player)
    debug.trace("quest item added")
    endif
    EndEvent
    Fix of quiverfix script remove from npcs oncelldetach apparently the effect is removed when the cell detaches so my doing that is redundant honestly was only there to make sure any latent scripts were cleaned up. Which the engine seems to take care of fine in this case. Simply removed the Event OnCellDetach from this script all together.

    Scriptname LSC_QuiverFix extends ActiveMagicEffect
    {The actual fix}

    Bool sneakstate

    float Function round(float rInput)
    return math.floor(rInput*100)/100
    endFunction

    Function updateQuiverPOS(Actor Caster)
    float z_offset = LSC_ZOffset.GetValue()
    float y_offset = LSC_YOffset.GetValue()
    ;Dynamic positioning of bolts happens here
    if(Caster.WornHasKeyword(isBolt))
    Float[] position = new Float[3]
    ;save default left right position
    position[0] = NetImmerse.GetNodeLocalPositionX(caster, "Arrow", false)
    ;not setting y to fix steel bolt positioning should be 0.0 on humanoids going to go to -5 for beast races
    ;that's going to clip with bag equipment sorry only so much we can do its either tails or bag equipment.
    ;That's why I only apply this if npc has a tail.
    if(caster.HasKeyword(isBeastRace))
    position[1] = y_offset
    endif
    ;position 2 is z since bolts are aligned on their z axis instead of the y axis we take the offset from the skeletons y
    ;and plug it in the arrows z
    float quiver = NetImmerse.GetNodeLocalPositionY(caster, "QUIVER", false)
    float skirt = NetImmerse.GetNodeLocalPositionY(caster, "SkirtBBone01", false)
    float base = round(skirt) - round(quiver)
    if sneakstate
    position[2] = (base + 2.0) + z_offset
    else
    position[2] = (base + 6.0) + z_offset
    endif
    NetImmerse.SetNodeLocalPosition(caster, "Arrow", position,false)
    elseif(Caster.WornHasKeyword(isArrow))
    float quiver = NetImmerse.GetNodeLocalPositionY(caster, "QUIVER", false)
    float skirt = NetImmerse.GetNodeLocalPositionY(caster, "SkirtBBone01", false)
    float base = round(skirt) - round(quiver)
    Float zpos = base + z_offset
    NetImmerse.SetNodeLocalPositionZ(caster, "Arrow", zpos, false)
    endif
    endFunction

    EVENT OnPlayerLoadGame()
    RegisterForSingleUpdate(2.0)
    EndEvent

    EVENT OnEffectStart(Actor Target, Actor Caster)
    RegisterForModEvent("LSC_updateQuiverRequest", "OnQuiverUpdate")
    RegisterForModEvent("LSC_uninstall", "OnUninstall")
    RegisterForAnimationEvent(caster,"tailSneakIdle")
    RegisterForAnimationEvent(caster,"tailSneakLocomotion")
    RegisterForAnimationEvent(caster, "tailMTLocomotion")
    RegisterForAnimationEvent(caster, "tailMTIdle")
    RegisterForAnimationEvent(caster,"tailCombatIdle")
    RegisterForAnimationEvent(caster,"tailCombatLocomotion")
    RegisterForSingleUpdate(2.0)
    ;debug.trace("registered for update")
    endEVENT

    EVENT OnUpdate()
    Actor caster = GetCasterActor()
    sneakstate = caster.IsSneaking()
    If(caster.Is3DLoaded())
    Armor worn = caster.GetWornForm(0x00010400) as Armor ; slot 46 + 40
    Armor worn1 = caster.GetWornForm(0x00010000) as Armor ;slot 46 edgecase for tailfix cloaks
    if(worn)
    caster.UnequipItem(worn,false,true)
    caster.EquipItem(worn, false, true)
    endif

    if(worn1)
    caster.UnequipItem(worn1,false,true)
    caster.EquipItem(worn1, false, true)
    endif
    updateQuiverPOS(caster)
    Else
    RegisterForSingleUpdate(1.0)
    endif
    EndEvent

    EVENT OnQuiverUpdate()
    updateQuiverPOS(GetCasterActor())
    endEvent

    EVENT OnUninstall()
    Dispel()
    endEvent

    EVENT OnAnimationEvent(ObjectReference akSource, String asEventName)
    Actor caster = GetCasterActor()
    if((akSource as Actor) == caster)
    if(sneakstate != caster.IsSneaking())
    sneakstate = caster.IsSneaking()
    updateQuiverPOS(caster)
    endif
    endif
    endEvent

    There was a ton of work put into this. Not only from the developers who made the assets included but I personally spent a ton of time on this myself.

    Including some of the more famous works one the nexus like "An NPO Module - Crossbows", "Faction Crossbows" and works like "Arrows and Bolt Tweaks"

    Between the works on those, the other added assets and the absolute ton of work i've personally done to bring it all together in a cohesive DLC - style addition there has been quite literally hundreds of hours of development, thousand of hours of play testing and YEARS of work put into this mod and the contents of it. I alone in the first week of final development and release put well over 50 hours worth of work into this.

    I started this mod in Jan, 2015 for my own personal use by combining NPO and Faction crossbows. Over the past I have added more and fixed\tweaked tons. It wasn't until SSE was released that I thought about making more out of it and publishing it. So personally I have had two years and a couple hundreds hours of work on this.

    I hope you enjoy this and plan on trying to improve it more and more.

    If your a developer that has resources in here that I missed in the credits please give me a heads up. I am pretty sure I got them all but who knows I might have missed someone.

    -Kel
    1. Kelsenellenelvian
      Kelsenellenelvian
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      Due to the permission requirements that were given for assets in this mod it has to remain Nexus only! Period. I cannot (Like I would want to) remake and release this for XBONE.
  2. AloyThrillseeker
    AloyThrillseeker
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     I will update and clean this page soon!!!    your Words. What happened over 2 years ago no update, NO NOTHING
  3. S0ns0fAnarchY
    S0ns0fAnarchY
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     Is this mod compatible with Archery Gameplay Overhaul ?
  4. torunemini
    torunemini
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    When a crossbow, except for a very small portion, was dumped on the ground as an item, the item was lost. Is it my environment that I have it as a weapon but it can't exist on the ground as an item?

    Weapon items known at this time are a silver crossbow and a hawker's crossbow.

    For the time being, what you can do as a countermeasure is to pre-save before crafting and create a created crossbow and bow (including arrows) to see if they are not lost when dropped as items.
    If your mod environment is fine, I would assume that these problems are also present in the SSE version.
  5. astrathefluffyderg
    astrathefluffyderg
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    hey if your still active the dragonbone crossbow has no textures and unless i use this with the standalone version of that crossbow then it appears as a red error shape in inventory i'd fix it myself if i could
  6. Zanderreck
    Zanderreck
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    Hola que tal? Me ha encantado el mod, me parece genial la cantidad de balletas y arcos que agrega, en especial encontrarlas en los enemigos le da un toque mas inmersivo es genial...Lo que si no entiendo muy bien ingles y por ende no entiendo bien la funcion de los arcos "Francotirador" cual es su funcion?perdon la molestia y muchas gracias!
  7. Morehouse98
    Morehouse98
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    This mod currently makes my Skyrim not launch at all, I see the half-second grey console box, but Skyrim never loads.
    Sadly I'm unable to use this mod, it looks really awesome.

    I wish I could give more info to help you resolve this bug, I have all requirements, I don't understand the issue.
  8. jhvfhbfmdnkhkgbdlf
    jhvfhbfmdnkhkgbdlf
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    not working even tho I have usleep and skse, what else can be the problem
  9. TrueShadowAbyss
    TrueShadowAbyss
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    I really love the mod! I was just wondering if there's anyway to disable the scoped bows however?
  10. Okultysta006
    Okultysta006
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    After some time my arrows are now in bolt category and I can't use them with my bow... XD What's happened?
  11. JLeach72
    JLeach72
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    I recently noticed that the scoped variants of bows and crossbows aren't recognized by PerMa's Patchus Maximus and so only have vanilla damage values (making them severely underpowered compared to the normal versions). Is there a patch for this? Or am I just going to need to avoid using scoped bows/crossbows?