Hello I'm using FCOM so I need to use the WEPON MOBS Conversion optional file, it tells me to use version 1.03 of WEPON but that version doesn't seem possible to download. I go to file archives and I find "OLD WEPON Base Install Oblivion and SI" version 1.03 but it doesn't have the "Download" button under it and when I click on 1.03, it sends me to a page that says the following
"Access Denied It looks like you're trying to reach a page which cannot be accessed directly. If you weren't expecting a new page to open, you may have settings in your browser blocking the JavaScript required for the website to work correctly. Please see Troubleshooting Website Issues for information on how to fix this" issue.
now I tried using another browser and it still says the same thing so I don't think it's my browser. maybe that file is just missing the button and it needs to be added there again. I would like to use this mod with FCOM so I'd appreciate if you could share WEPON 1.03 with me.
G'day @BFG99, unfortunately I'm running into the same problem as @lilmanbigtalk - There is an entry for 1.03 in the File Archive list, but doesn't have a download link (and there's no 1.03r2 listed). There are no download links under any of the File Archive entries (yes, I expanded the dropdowns with the arrows at the right, and I'm logged in - still nothing).
I've just found hacky information elsewhere on how to manually build a download link for the file so long as you can find the file ID - and from poking around in page source (the file id is in the class names of the headers for the archive list entry), I've been able to determine that this one's ID is 73894. So the valid link to download this archived file for FCOM is https://www.nexusmods.com/oblivion/mods/35560?tab=files&file_id=73894 - I just downloaded it successfully! I'll comment this directly on lilman's post as well so he gets the notification (it's a year later, but maybe he'll be like me and getting back into it because of the remaster release) 😁
Thank you for your work! I'm setting up Oblivion again for the first time in 8 years, and couldn't imagine doing it without mods to fix and improve everything (and make enemies harder!) 😎
For anyone else with a similar problem, in the File Archive list page you just need to highlight (select) some of the text relating to the file you want, right-click the selection and choose "view selection source"(*). Then, look around the selected text for something that reads similarly to this:
<dt id="file-expander-header-12345" class="file-expander-header clearfix accopen" data-id="12345" data-name="My Super Awesome Mod"
That will give you the File ID, and then you just need to insert that File ID in the address I gave above, changing the 'oblivion' to whatever game you're modding, and the number after mods/ to the right one for the 'parent' mod (you'll see that in the address bar when looking at the File Archive list).
(*) If you don't have a 'view selection source', then just use whatever 'view source' option your browser has, and search for "file-expander-header" until you see the mod name near it, like above.
You don’t see MOBS version 1.03r2 listed? That’s odd; it’s listed as active and downloadable when I go the WEPON page…. 1.03 should not be used though - only 1.03r2.
They’re compatible in that you can install both safely. But the “Fixes Only” patch corrects a lot of weapon stats and related attributes that the unofficial patches don’t. In many cases, for example, there are patterns in the stats that Bethesda clearly intended to implement but screwed up; the unofficial patches often don’t touch these (because they usually focus on bigger issues) but the “Fixes Only” patch does.
there's a ancient shrine to jyggalag in the bay in this mod apparently (had to uni install one mod ad a time to find witch mod put it in) but how do we start the quest after finding it and use the shrine?
That’s part of the unfinished content, unfortunately, so there is no quest to start. To finish the intended quest, I’d need a couple of people willing and able to create new weapon and armor meshes, and I’ve never been able to find any.
Sorry, I just now saw your reply! Do you have experience with both meshes and textures? I’d have to find my notes on what was planned…at one point there was going to be a gem enhancement system similar to Diablo’s, but there’s too much potential for conflicts there. It’ll probably need simplified.
How are there 625 weapons if you only added onto amber, madness, orcish, mithril, iron and steel?? Is there a comprehensive list of all the weapons somewhere?
Most of them are variants of Madness or Amber. Ten new weapons x 16 (if I remember correctly) quality levels x enchanted and unenchanted versions, plus another 8 quality levels of the ten original = 480 weapons. The rest are made up by the Orcish, Mithril and a few miscellaneous weapons. I didn’t make a list of what was added but you could view them fairly easily in TESxEdit.
The authors took special care to ensure the new weapons would integrate seamlessly with the content already provided by Bethesda
Then wouldn't it make WAY more sense for the palace guards to be the ones wielding mithril weapons instead of the legion guards? The palace armor visually matches them far better than silver ones too, whereas they look like sh*t with the standard legion armor.
If you don’t like it, don’t use it. Simple. Or better yet, modify it yourself to your liking in TESxEdit. Using expletives to complain about free optional content that took multiple people hundreds of hours to build, over a decade after its release - on an exceedingly minor point that no one but you has ever complained about - isn’t going to get you anywhere.
Nevertheless, had you instead expressed some thanks (at minimum, for the fact that I intentionally opted out of NexusMods' ads and cash-generating system on this mod) along with constructive criticism in a mature manner, I would have considered making modifications. You can find plenty of examples of that in this thread. A change in approach is much more likely to get you what you want.
BTW, the palace guards weren’t modified as heavily as most others because of much higher potential for conflict, particularly with scripts around the Thieves Guild that directly target weapons. That was far more important than how they “looked”.
What do you mean, an alt version? Do you mean that you are tryinh to use one of the matrices? It’s very likely your issue is caused by a mod changing the smiths’ conversations or otherwise messing with WEPON then. Try disabling mods that load after WEPON and see if that fixes it…
The version tag seems to be incorrect; it's split onto a new line, so BOSS reads it as just 1. Weapon Expansion Pack for Oblivion Nthusiasts (W.E.P.O.N.) Version 1. 20 Adds dozens of new weapons to Oblivion and the Shivering Isles, and fixes hundreds of weapon attribute or leveled list mistakes. Now with AI-generated voice acting!Using the 1.20a file.
Well, that’s interesting. Not sure why it would be doing that - it read just fine on older versions of BOSS. Thanks for the head’s up; I probably won’t release a new ESP just to fix that but will keep it in mind for future releases (if there are any).
I'd like to ask for your opinion on installing this mod along with Immersive Weapons. It will be my first time installing either of them so I'd like to know if they complement each other nicely or if it would cause a conflict or even don't mix well together.
I''ve never tried it, simply because I don't have much interest in that mod. I suspect that they will conflict quite a bit, particularly on weapon leveled lists, but a Bashed Patch should resolve the majority of issues for you.
442 comments
"Access Denied It looks like you're trying to reach a page which cannot be accessed directly. If you weren't expecting a new page to open, you may have settings in your browser blocking the JavaScript required for the website to work correctly. Please see Troubleshooting Website Issues for information on how to fix this" issue.
now I tried using another browser and it still says the same thing so I don't think it's my browser. maybe that file is just missing the button and it needs to be added there again. I would like to use this mod with FCOM so I'd appreciate if you could share WEPON 1.03 with me.
I've just found hacky information elsewhere on how to manually build a download link for the file so long as you can find the file ID - and from poking around in page source (the file id is in the class names of the headers for the archive list entry), I've been able to determine that this one's ID is 73894. So the valid link to download this archived file for FCOM is https://www.nexusmods.com/oblivion/mods/35560?tab=files&file_id=73894 - I just downloaded it successfully! I'll comment this directly on lilman's post as well so he gets the notification (it's a year later, but maybe he'll be like me and getting back into it because of the remaster release) 😁
Thank you for your work! I'm setting up Oblivion again for the first time in 8 years, and couldn't imagine doing it without mods to fix and improve everything (and make enemies harder!) 😎
For anyone else with a similar problem, in the File Archive list page you just need to highlight (select) some of the text relating to the file you want, right-click the selection and choose "view selection source"(*). Then, look around the selected text for something that reads similarly to this:
<dt id="file-expander-header-12345" class="file-expander-header clearfix accopen" data-id="12345" data-name="My Super Awesome Mod"
That will give you the File ID, and then you just need to insert that File ID in the address I gave above, changing the 'oblivion' to whatever game you're modding, and the number after mods/ to the right one for the 'parent' mod (you'll see that in the address bar when looking at the File Archive list).
(*) If you don't have a 'view selection source', then just use whatever 'view source' option your browser has, and search for "file-expander-header" until you see the mod name near it, like above.
huge fan of the Madness Mace and Short Sword
seriously some good s#*!
Nevertheless, had you instead expressed some thanks (at minimum, for the fact that I intentionally opted out of NexusMods' ads and cash-generating system on this mod) along with constructive criticism in a mature manner, I would have considered making modifications. You can find plenty of examples of that in this thread. A change in approach is much more likely to get you what you want.
BTW, the palace guards weren’t modified as heavily as most others because of much higher potential for conflict, particularly with scripts around the Thieves Guild that directly target weapons. That was far more important than how they “looked”.
Weapon Expansion Pack for Oblivion Nthusiasts (W.E.P.O.N.)
Using the 1.20a file.Version 1.
20 Adds dozens of new weapons to Oblivion and the Shivering Isles, and fixes hundreds of weapon attribute or leveled list mistakes. Now with AI-generated voice acting!