Skyrim Special Edition
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Vysh

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Adds animations to the enchants on weapons. Updated for SSE!

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Just a re-upload of my non-special-edition mod, no extra frills here.

Animated Weapon Enchants (A.W.E.)

Video demonstration is at : http://youtu.be/r95HhoxnjuU

Lots of people felt that Bethesda did a sloppy, halfway job on their weapon
enchant shaders, so I put some work in and came up with these. Now fire
dances across fire enchants, storms flashes across shock enchants, etc. I
tried to keep with the general color scheme of Skyrim though ( red for
health, white for frost, etc), but there are a couple that are sort of
fun psychadelic lava lamps.

The idea is that all "standard" weapon enchants will have an animation so that you can go to your
friendly enchanter table, throw an enchant on something, and it'll be
animated. It's that simple. All I really did was take existing animation
shaders, duplicate them, tweak them a little, and attach them to
existing effects, so there's nothing really "new" that isn't already in
the game in some fashion.

A few weapons have new unsheathe sounds too. If you don't like them, I think there are mods out there that will
turn off all unsheathe sounds. If not, I might create an optional
version later without any sounds (maybe). Also for your listening
pleasure, I've uploaded a version with the original vanilla unsheathe
sounds.

Just throw the file into your data directory, fire up Skyrim, and run to your nearest enchanting station to check it out. Note
that some enchants (like magicka and stamina damage) look slightly
different when in use when compared to what you see in the enchanting
screen.


WHAT IT DOESN'T DO :

I didn't cover most of the Daedric Artifact weapons yet. Molag Bal has it because it's just a
few "standard" enchants lumped into one item, but for example doesn't affect the Ebony Blade (yet).

For those of you with the dual enchantment perk, you can't combine animations. You
still get both enchants, it's just that these are effectively "skins"
for weapons, and you can't combine multiple skins. Apparently the
enchant with the highest gold value will display, so for example banish
will always trump a paralyze enchant, etc.

Particle shaders : To make a long story short, these are only skins - they don't drop
particles or have any kind of effect that leaves the weapon. For example
Chillrend has a nifty effect that drops a frosty mist around it, but
that's because it's an .nif file that emits that mist effect from a
point in space, not on the actual blade. Here's the problem with it : it
works great on glass swords, but if you apply it to say a dagger or a
two-handed weapon, it looks off. I wanted to create a "one size fits all
weapons" mod, not re-work the entire array of weapons. This way, it
should also work with custom weapons ("should" being the operative
word).

If however you want your character to have some fun particle effects, try my other mod, Glowtastic SSE :
http://www.nexusmods.com/skyrimspecialedition/mods/4042/?

VERSION HISTORY :
1.0 - Release
1.14 - Less-obtrusive Soul Trap effect
1.15 - Ran it through the new CK to update its form ID for SSE!
1.16 - Added Dawnbreaker and the Chaos enchant. Added a change log.

OPTIONS -
Vanilla sounds : as the title implies, the unsheathe sounds are the vanilla versions.
No blur : You won't get that annoying blur when someone gets hit by an absorb effect weapon (spells will still do it though).
Vanilla sounds & No blur : both of the above.

Requiem Patch is here :
http://www.nexusmods.com/skyrim/mods/52207

CONFLICTS :

I created new animations, so there shouldn't be any conflicts there, BUT I
just attached them to the "standard" effects, which means that if you
have mods that change those effects, probably won't get the animation.
So for example if you have a mod that changes the fire damage on contact
effect or the soul trap effect, you probably won't see the animations
for those enchants.
Basically, this mod changes enchantments by re-directing the art on them. Generally speaking, you can only have one
mod that changes enchant effects.

Note from user unknown_exile regarding Acquisitive Soul Gems :

Can also confirm that Acquisitive Soul Gems and this mod were causing
issues with weapons enchanted with soul trap. However loading ASG's most
recent versions (2.5.4) esp after Animated Weapon Enchants in the load
order seemed to fix it. However loading ASG after this mod will replace
the Soul Trapping enchants visual effect, which some of you may prefer
since AWE's is rather obtrusive. I didn't really see if doing this
however was replacing other weapon enchant effects (probably not but
should still be tested).

http://forum.step-project.com/showthread.php?tid=4019
Managed to find this for those that are interested. It has clear steps showing
how to create a small patch for ASG and AWE that does seem to fix the
issue and adds the AWE soul trap enchant effect back. With this you can
retain your previous load orders as long as you load the patch after
AWE.

If you're using Mod Organizer you should read Step-Projects guide on Mod Organizer. If you don't know how to get TES5Edit to work
with it, found here:
http://wiki.step-project.com/Guide:Mod_Organizer#tab=Third_Party_Programs

BUGS :

For whatever reason, sometimes when loading a game where you're dual
wielding, the weapon in your left hand doesn't display an effect until
you re-equip it. I have absolutely no idea what causes this. I've only
seen it happen a handful of times, so if anyone can reproduce it and
give me more information (other than "it happened to me"), I'll look
into it.