-"First Blood", "Ride the Lightning", "Execution", "Hunter's Prey", "Unholy Punishment" and "Cruel Edge" (one hand version) damage scales with level.
-"Cruel Edge" can be activated with another Drow Scimitar offhand or with an Elven Blade or Elven Dagger offhand.
-Legendary models and Avernus Ember are dyable, other models don't (and won't be). Dyes in screenshots are from Faerun Colors.
Also remember that there's no longer separate tutorial chest files for my mods, you can grab the all in one tutorial chest file here. Load it after all weaponry main files.
And don't forget to endorse the mod if you like it!
Cheers!
Update 1.0.1
-"Cruel Edge" can be activated with Elven Shortswords offhand too. Require version 2.0.1 of Elven Shortswords to work.
-Fixes a crash during cutscenes with melee attacks options while "Our Mother guides..." is active.
Update 1.0.2
Sorry for the back to back update, the game trolled me using diffrent attacks for cutscenes. This times all of them while using "Our Mother..." will be fixed, as it will no longer works out of combat at all.
Update 1.1
-Added two new scimitars; Thraen and Avernus Ember.
I am curious if channel slash is working as intended. It has very little verticality, which means that it only really works when on flat ground as opposed to your opponent. I have a similar ability in a mod I made that I gave verticality by changing the ceiling and floor of the ability, allowing the distant slash to be used the same as a ranged cantrip in a straight line. I think this would greatly benefit channel slash as well unless the vertical limit is intentional
I figured that was the case. This was just the first time I got around to using it as my main weapon on a character so really noticed. I love your mod series. one of the best weapon designers out there. definitely the best of the people making actual balanced weapons
Not really a bug report. When playing this with the weapon mastery mod I find all drow scimitar fail to trigger the scimitar weapon mastery effect. The mod creator told me that it could be a problem with "weapon tags" I checked the elven daggers and glaives, they all work properly, but the scimitar one does not. Wonder if the weapon tag as a scimitar could be added? Though it currently have almost no other use than interacting with other mods.
No idea what mean by "weapon tag", they have all scimitars properties and inherit from the original scimitar.
Edit: I saw where comes from the tag thing, it's from the root template and not from stats. Inherit from the scimitar root template in game isn't possible as it's bugged and make vfx not work on them. I'll try to remember ot add the tag on the next update.
If I understand your code regarding Executioner's Dance right, the target dies instantly after a crit when the target size < large and fails a constitution saving throw. Furthermore the spell includes 3 rolls / attempts if you can guarantee a crit, f.e. with hold monster. If that's correct, then this would trivialise some hard boss encounters and is a little too much for my taste. Other than that I really love your work and the creativity behind all of your concepts. It adds even more value to an already great game. Thank you!
Yes that how it works. And that why it's long rest only. But to be honest by the moment you find it, anything you can hold/paralized is pretty much dead anyway and only strong bosses of appropiate size left are Raphael and maybe Cazador.
Also make a boss fail a constitution ST vs maneouver DC isn't that easy, specially with some boss difficult increased. You don't have as many ways to increase maneouver DC as have for spellcasting DC.
Sounds valid. That pretty much leaves the single attack variant once per battle. I'll give it a try and look how it goes. If it has too much of an impact, I can always try another of your great weapon combinations.
Everything works great and had a lot of fun with the 2H versions so far. 1H with double slash is way out of balance though, at least in Act 1 with all the additional bonuses from Cruel Edge (+3), Perfect Strikes (+3, Fencer Set) and Hunters Prey (2d4, Thraen) at lvl 5. On top of that you get everything x4 (2xdouble slash, 1xextra attack, 1xSwiftStrike), even if it's only for the first turn. It's about (1d6+11+(optional 2d4 from hunters prey))*4 in one turn at lvl 5. My 2handed fighter is dreaming about that numbers, even with GWM on 100% hit. Suggestion: (1) Give 2nd hit of double slash a -5 penalty and limit the use of swift strike to critical hit or killing an enemy. That would be like GWM only without the feat cost. (2) Scale down Cruel Edge, Perfect Strikes and Hunters Prey a bit, f.e. to proficiency - 1 (+1/+2/+3 instead of +2/+3/+4).
Yes, I'll probably tone down double slash and cruel edge at some point. I doubt I make any change in swift strike in short time, it's common to a lot of my weapons and will require edit a lot of mods for coherence
At first I wanted to force myself not to use your mods for the sake of difficulty and because I love a challenge, especially in the beginning and mid game. After that it doesn't really matter much because everything is op. But I simply couldn't manage to play my drow without your great items (armor included), so I rather invested some time to look at your mod: Turns out it isn't that hard to understand so I've changed the cost of double slash to 1+1 Bonus Action and limited it's use to dual wielding. Thanks again for your answers & feedback.
Thanks a lot Kharneth, not only I used your drow outfit for Shadowheart (shadow monk fits her well), but the scimitar with the skull really take it home for Durge (imo). Thanks again ! Quality equipment !
These scimitar models do not look great. They look rather like regular swords, with the blade slightly curving. I would've liked some designs modeling a simple eastern scimitar with a few creative liberties, of course, and have some gemstones etched on the hilt; other than that, it could have a few designs tailoring to the drow nature, so Spider Queen etched on it. Also, khopesh would've been a wonderful addition for a two-handed or one-handed build. That's all my nerd self had to say about your design choices; besides that, I love your other modded work, like the dwarven weapons hope your art skills improve in the future <3
i might be missing something but is there a way to make any of them legendary? i really like the thraen but its only available in uncommon from what i am seeing
They are all different weapons and each have their own rarity tier and power according to the moment you'll find them in game.
If you just want it with better weapon enchant you can use weapon oils (for a cheat/use directly version) or runesmithing (for an inmersive version) to get it
81 comments
Some notes about the screenshots stats (As always the screenshot shows a level 1 character with no modifiers):
-To change between two hands and one hand use the Elven Smithing Kit.
-"First Blood", "Ride the Lightning", "Execution", "Hunter's Prey", "Unholy Punishment" and "Cruel Edge" (one hand version) damage scales with level.
-"Cruel Edge" can be activated with another Drow Scimitar offhand or with an Elven Blade or Elven Dagger offhand.
-Legendary models and Avernus Ember are dyable, other models don't (and won't be). Dyes in screenshots are from Faerun Colors.
Also remember that there's no longer separate tutorial chest files for my mods, you can grab the all in one tutorial chest file here. Load it after all weaponry main files.
And don't forget to endorse the mod if you like it!
Cheers!
Update 1.0.1
-"Cruel Edge" can be activated with Elven Shortswords offhand too. Require version 2.0.1 of Elven Shortswords to work.
-Fixes a crash during cutscenes with melee attacks options while "Our Mother guides..." is active.
Update 1.0.2
Sorry for the back to back update, the game trolled me using diffrent attacks for cutscenes. This times all of them while using "Our Mother..." will be fixed, as it will no longer works out of combat at all.
Update 1.1
-Added two new scimitars; Thraen and Avernus Ember.
-Avernus Ember is 2H only, but it can be dye.
But have in mind that loot in the game is set the first time an area load, this means that you'll miss the items in your current act.
Thanks for pointing it, I'll fix it on next update.
When playing this with the weapon mastery mod I find all drow scimitar fail to trigger the scimitar weapon mastery effect.
The mod creator told me that it could be a problem with "weapon tags"
I checked the elven daggers and glaives, they all work properly, but the scimitar one does not.
Wonder if the weapon tag as a scimitar could be added? Though it currently have almost no other use than interacting with other mods.
No idea what mean by "weapon tag", they have all scimitars properties and inherit from the original scimitar.Edit: I saw where comes from the tag thing, it's from the root template and not from stats. Inherit from the scimitar root template in game isn't possible as it's bugged and make vfx not work on them. I'll try to remember ot add the tag on the next update.
Yes that how it works. And that why it's long rest only. But to be honest by the moment you find it, anything you can hold/paralized is pretty much dead anyway and only strong bosses of appropiate size left are Raphael and maybe Cazador.
Also make a boss fail a constitution ST vs maneouver DC isn't that easy, specially with some boss difficult increased. You don't have as many ways to increase maneouver DC as have for spellcasting DC.
would i be able to have increased crit chance with legendary scimitar if i just add drow tag to my dragonborn?
thanks
If you just want it with better weapon enchant you can use weapon oils (for a cheat/use directly version) or runesmithing (for an inmersive version) to get it
They were added on 1.1