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Changelogs
Version v1.0.1
Changed damage to 100
Fixed Excalibur crafting
Added 1 variation for spawned Excalibur
Description
Exsuuuucalibaaaaaaaaa~~~!
If installing mid-playthrough, chances are you may find already-existing replaced weapons looking messed up or invisible. That's normal. Either modify all its parts, sell it, or scrap it. Newly spawned replaced weapons should appear as intended.
Replaced the Revolutionary Sword with FSN Excalibur
The Holy Blade/Charged glowing look will not appear. You will have to craft that yourself, you special snowflake you.
The replaced weapon's base damage is increased to 100
Original mod weapon is craftable at the Chemistry Station under "[Fate/Stay Night] Excalibur"
Super Mutants can't use this weapon
Removed AWKCR dependency
Compacted Form IDs to convert to esLp
ESL-flagged ESP file; so you can change where you want in your load order without it counting towards your ESP plugin limit