Great looking mod! Was wondering if you could upload the Dawnbreaker and chaos animations for oldrim? They are the only weapons that I use; would be a shame to miss out on the awesome effects.
For anyone wondering - this mod WORKS* with Skyrim SPECIAL EDITION. I encourage the mod's author to repost it on Skyrim Special Edition nexus, so this great mod gets more exposure.
*note: I'm not an expert tester and I haven't tested this mod thoroughly, but so far I haven't noticed any problems.
I can confirm this as well! It's exactly what I was looking for too. The only other animated enchant mod on SSE nexus is a little too over the top for my taste. This one is subtle but very effective!
I've adapted and uploaded this for SSE. Actually did a tiny bit of work on it last night - animated the Dawnbreaker enchant. I still plan to add Chaos and will update it for SSE when that's done!
Thanks for the great mod! Exactly like it should have been from the start (as in, Vanilla game). One minor issue: the "absorb health" enchant looks bubblegum pink now, whereas before, with the same ENB, it was a nice deep/dark red. Is there anything I can do about that?
I'm getting an unusual bug with this mod; every enchant shows and sounds great apart from the sanctified/blessed enchant. It makes the weapon purple (I only realized there was something wrong when I compared what the weapon is meant to look like in the inventory with how it looked like in my character's hand).
Any help you can provide, sir?
Edit: I've installed your mod with step extended and everything worked fine. After installing requiem 1.7.3 and a bunch of other gameplay mods, only BANISH is giving a purple effect (opposed to the intended quaky White effect), any thoughts?
Never played with step extended or requiem. I'm wondering if another mod is changing the default "go-to" shaders for those effects. This kind of bothers me, because as far as I know there isn't a separate shader for "in hand" and "in inventory." On a possibly related note, are you using an ENB? I wonder if lighting has something to do with it.
I'm thinking so. As I said I don't think there's actually a way for the game to show one shader when the item is in your hand and a different one when it's in your inventory. Lighting and ENBs though sometimes are set to not affect one's inventory (so it doesn't interfere with seeing & using your items), so I'm kind of thinking that's the issue. You might run an experiment and try it with and without the lighting / ENB.
Yeah, I've taken screenshots of a weapon with the enchant when running the ENB and when not running the ENB and the only difference is a purple-y hue and greater contrast (everywhere) on the screen.
I guess I'll just drop the issue and stop thinking that EVERYTHING is a conflict with mods lol.
Not intentionally, but not unintentional either. All I did was adjust some of the existing vanilla shaders to move. The falmersword texture was already there, I have no idea why.
Looks different on the different warhammers. It works on literally every weapon, but most metal types are rendered different from others, so there'll be variations between them. In short, it does work though!
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).
EDIT: 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.
Wow, big thanks for figuring all this out! I personally don't use that mod, but I highly encourage workarounds such as this one! May I put this in the documentation?
Love this mod but recently found out that i cannot soul trap with weapon (bound weapon is ok) while the mod installed. Said that the ** is immune to soul trap ( i've used cow, chicken, skiver drauger lord) even i put it in the last load order. Any possible reasons and solutions?
I've been thinking about this, actually. When I made the mod I didn't want paralysis to be confused with the stamina damage / absorb - I wanted the weapons to stand-out visibly enough that one could tell what they were enchanted with at a glance (i.e. in melee). I've considered changing it, but haven't gotten any kind of inspiration as to how I'd change it.
144 comments
They are the only weapons that I use; would be a shame to miss out on the awesome effects.
I encourage the mod's author to repost it on Skyrim Special Edition nexus, so this great mod gets more exposure.
*note: I'm not an expert tester and I haven't tested this mod thoroughly, but so far I haven't noticed any problems.
One minor issue: the "absorb health" enchant looks bubblegum pink now, whereas before, with the same ENB, it was a nice deep/dark red.
Is there anything I can do about that?
I'm getting an unusual bug with this mod; every enchant shows and sounds great apart from the sanctified/blessed enchant. It makes the weapon purple (I only realized there was something wrong when I compared what the weapon is meant to look like in the inventory with how it looked like in my character's hand).
Any help you can provide, sir?
Edit: I've installed your mod with step extended and everything worked fine. After installing requiem 1.7.3 and a bunch of other gameplay mods, only BANISH is giving a purple effect (opposed to the intended quaky White effect), any thoughts?
Yeah, I've taken screenshots of a weapon with the enchant when running the ENB and when not running the ENB and the only difference is a purple-y hue and greater contrast (everywhere) on the screen.
I guess I'll just drop the issue and stop thinking that EVERYTHING is a conflict with mods lol.
Cheers dude.
Good catch though!
EDIT: 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 your also like me and 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
but
recently found out that i cannot soul trap with weapon (bound weapon is ok) while the mod installed.
Said that the ** is immune to soul trap ( i've used cow, chicken, skiver drauger lord)
even i put it in the last load order.
Any possible reasons and solutions?
Acquisitive Soul Gems by bluedanieru
thanks for the advice