Skyrim Special Edition

18 comments

  1. jet4571
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    There may be some issues with the particle effect doubling itself in another location like on the players head in Skyrim or off to the side in SE in third person view... Just change views to fix it.

    I will see about fixing that and add more distribution options.

    The bow is indeed lore friendly since Dawnguard was released. The vanilla crossbow is a compound bow. The cams on the crossbow I did replace the tiny ones Bethesda added and I restrung it so it is correctly strung. Bethesda had a cable going from limb to limb and the main one did a loop around the cams instead of connecting to the limbs.
  2. alibeybal
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    A version without the forges would be appreciated. I'd rather have these as unique pieces, like your Dwarven Bows mod.
  3. Unedjis
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    Holy Moly those look amazing!!! I'd honestly even prefer them as replacers for the uggo af clunky regular Dwarven weapons. Of course, as a replacer I wouldn't use them because the stats of Dwarven gear are pretty underwhelming. Either way, you sure are churning out weapon mods at an impressive pace.

    Question though, what's with the red glow effect? Do all weapons have that all the time?
    1. Unedjis
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      Just ran into the first of the forges you added, in Mzinchaleft (where you go to get Grimsever). The forge itself is floating slightly (about a hand's breadth maybe, so not really noticeable in regular play), but the grindstone is really hovering maybe a foot in the air (which made me notice that the forge itself is floating, too).

      Sadly I couldn't craft anything there because I didn't have the right materials with me. I'd love to see a smelter added to each of the forges, that makes it way more likely for you to be able to use them once you smelt down some of the loot you find in the dungeon (provided you use mods like Ars Metallica that allow you to smelt down most gear). That said, I actually really like the crafting restriction by location. Now if only there were Dwemer ruin-exclusive leveled lists that these items could be integrated into ...

      Also, what's the base damage of the Dwarven Crossbow MK II? I got 89 untempered (but with some archery gear), which seems "a tad" high compared to my regular Dwarven Crossbow that "only" deals 101 WITH beyond-Legendary tempering (and some gear). It's also 30 points higher than the Dwarven Bow MK II (that gives me 59 dmg under the same conditions). [Edit: Checked in SSEEdit, base damage of the Crossbow MK II is 32, compared to 22 for the regular/enhanced Dwarven Crossbow. Changing it to 24.]

      Edit: Oh, and another idea of something that might be good to add to the forges. Since you can only see what's needed for each of the items AT the forges down in the ruins, it might be a good idea to add a book that has all the smelting recipes in it so you can prepare for a crafting session beforehand without having to go back and forth (or having to use the console) because you forgot about one of the required items.

      Edit 2: And the bolt damage is a bit off. The regular bolts do 26 damage (12 higher than any Vanilla bolt), the exploding ones do 16 (which is in line with them being 2 better than the best Vanilla).
    2. jet4571
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      I fixed the floating stuff.

      If you want to upload all your changes you are more than welcome to do it. Also if you don't like the red glow you can open the meshes in Nifskope and remove the BSValueNode.
    3. Unedjis
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      Thanks for the tip about the red glow! Will do that if it starts to annoy me at some point.

      As for the changes, I only changed what I felt wasn't intended in the first place, i.e. I put crossbow and bolt damage in line with the rest and made bolts craftable in bulk. Not really worth a separate upload whose comment section would all be like "U STOLE DIS FROM JET TAKE IT DOWN" no matter how many times I'd explain it.
    4. jet4571
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      This mods a mod resource, as in anyone can make changes to it or use part of it in their mod. It's properly tagged as such, permissions are set, and it's stated in the description. Plus publicly here I gave express permission to you. Even more I can make a comment in your comment section about your version.
    5. FinalSaxhleel
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      any quick advice for opening the mesh in nifskope? i am very new and absolutely love the one handed hammer, but want to remove the red glow. i cant seem to find the .nif file when i am browsing
  4. LupusHegemonia
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    I like most of them, except the shield.
    But, generally, why Dwemer creators are not choosing to making the Dwemer things MORE GEOMETRIC? Traditionally, not just in Tolkien's saga, the Dwarves' designs were very geometric with far less (or at all) curves and rounded elements.

    Just a suggestion...
    1. jet4571
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      Round is geometric. https://www.google.com/search?q=geometric+shapes&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjf9JrPvKLVAhVHllQKHez5BuMQsAQIWQ&biw=1920&bih=1084

      I read all of Tolkiens books and nothing he wrote stated that dwarves made everything with square edges. And I have never heard that dwarves in general do that either. Also dwarves in TES are not really dwarves but elves. Yes Bethesda calls them dwarves but they are elves. Probably because they didn't want to spend time making a new body and skeleton plus all animations for a traditional dwarf when they decided to make them elves instead, I dunno I don't work for Bethesda and am not involved in their meeting when making such decisions.
    2. LupusHegemonia
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      Anyways... I made just a suggestion.
      In all illustrations, most of them, the Dwarves have square-edged weapons/architecture, etc.
    3. jet4571
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      Architecture, written language, and general decor sure lots of hard edges. Weapons and gear not so much, The hammers have squared heads and the axes are pretty typical of the majority of dwarven seen in other media. The sword has a squared crossguard. The mace is a combination of squared edges with a curve going to a sharp point. The arrows are squared and triangular. The shield is a classic early kite style with a decorative squared edge thing on the face, the handle is round with squared edge parts connecting it to the shield, even the rim around the shield is square and most media depicting dwarven shields they use round ones that look like a Viking shield or a rectangle roman style. Did you want everything to be cubes or did you just take a quick glance and see everything as round soft edges? Because they are not all round and if you look you will see allot of hard edges.

      *Edit,
      Sorry that sounded like I was mad or something, far from it.
  5. DrTrifonius
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    Great mod. If I could throw in one point of critique, I think it would be better if the arrows and bolts crafted in tens, rather than one by one. With the forges being far from any firewood source, they become unusable, and even with the resources crafting is tedious. You could nerf their damage slightly in return.
    1. jet4571
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      Ooops, that was supposed to be 50 not 1.
    2. jet4571
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      Fixed the recipes in 1.01, now you can make 50 arrows or bolts at a time when crafting.
    3. DrTrifonius
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      Are you sure you didn't just break everything? I get ctd's when I try to load my save on 1.1. Staying on 1.0 for now.

      P.S. I just discovered the shield. I think it's really cool, and was wondering if we could get an entire light set of dwarven armor. There's not enough light armor on the nexus.
    4. jet4571
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      I just got out of the game using V1.01 and didn't have any CTD's. Also added V1.02, fixed some floating stuff and added a couple adventurers you might randomly encounter.
  6. deleted3229166
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    Any chance you would do overhaul version? Never liked vanilla dwarven weapons look. With or without this is instant download for me thx