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Aertyr PrivateEye DJjojo and Gruftlord with help from Soaryne and Omnigma

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Gruftlord

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  1. Gruftlord
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    A new version of Bound Armory is available offering weapon and damage selection via MCM and a ton of new weapons to chose from. It can be found here:
    Bound Armory Extravaganza

    Bound Armory Extravaganza will be the version to receive updates and an SSE version going forward.



    When i started the project over three years ago, i couldn't have imagined what would become of it.
    Starting by updating Aertyr's Bound Weapons Redux i would ask a lot of mesh creators for permission to use their work and ended with the wide selection of weapons the mod is now known for.
    From the get go, there has been a constant influx of feedback from the users, mostly asking for compatibility with various overhauls.
    What would first seem overwhelming turned into joy, when people simply started sending me the finished patches.
    I would then restructure the mod with version 1.4 to make compatibility and adding of new weapons much easier.
    While true, it also led to a massive explosion of individual download files on the page, itself becoming a bit unwieldy.
    Once again i got contacted, this time by nokturnihs, who kickstarted the idea of an MCM version.
    When nokturnihs left Skyrim moding for reasons, the MCM did show a lot of potential of what was possible with this approach.
    This is where JibstaMan came in. He refactored the scripts, streamlined them and made them his own.
    The little details he further added bring the mod to a whole new level of polish. The new splash screen gives the mod it's new face and the renaming feature for the spells makes using them more immersive and fit right in with the vanilla spells.

    My time with this mod has been a very enjoyable one, so without further ado:
    To all you contributors, be it scripting, meshes, patches, ideas or feedback: I say thank you.
    And now, let's all hopp over to the new release page.

    a fair bit of warning: you will lose your old spells and need to learn the new ones, reading the books you will find in shops or loot. You will recognize them once you see them. don't forget your bashed patch.

    A few compatibility patches couldn't be migrated to the new version, so if you want to help out on the new page, let us know.

    closing the doors here.
    Have fun.
    Gruftlord
  2. rsagris
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    In response to post #43638130.


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    rsagris wrote:


     
    In response to post #43616320.


    Spoiler:  
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    rsagris wrote: Would you consider adding a wood axe, mining pickaxe, and stalhrim pickaxe (spell tome only available in Solstheim) the next time you update?


    You must have missed the part in the description where it says, that a Woodaxe and Pickaxe are already present.
    I once tried to add a stalrihm axe, but it's not possible, technically, sorry. they require some custom animations and it didn't want to work with bound weapons.

    edit: you are using the mod for more than a year it seems. they should have shown up at some point. do you use a bashed patch?

    Have fun

     


    Sorry, it's been six months since I've actually gotten a chance to play and I misremembered why I had to have this mod in my load order, I thought it was for all three tools not just the one:

    Bound Pickaxe and Bound Woodcutter Axe:
    http://www.nexusmods.com/skyrim/mods/59982/?

    This mod does have a bound stahlrim pickaxe, but I had hoped that if you were able to add to your mod I'd be able to eliminate a mod I had to have separately in my load order.
     



    I know that mod, you find my comment there. However, upon further investigation of its implementation of the Stalhrim pickaxe, i decided not to add it to bound armory. I don't remember the specifics, but something about the stalhrim requiring a separate animation file, without which i found it looked too hacky.

    I'm sorry for your load order troubles, but it just didn't meet my standards.
    The mod works fine as long as you mine by using the attack button. But once you use the activate key it has issues. Check the comments there to get the gist of it.
    So yeah, no stalhrim pickaxe in bound armory unless an animator manages to fix these issues.
     


    Absolutely no problem, I thought I'd ask, and now I know :-)
  3. rsagris
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    In response to post #43616320.


    Spoiler:  
    Show

    rsagris wrote: Would you consider adding a wood axe, mining pickaxe, and stalhrim pickaxe (spell tome only available in Solstheim) the next time you update?


    You must have missed the part in the description where it says, that a Woodaxe and Pickaxe are already present.
    I once tried to add a stalrihm axe, but it's not possible, technically, sorry. they require some custom animations and it didn't want to work with bound weapons.

    edit: you are using the mod for more than a year it seems. they should have shown up at some point. do you use a bashed patch?

    Have fun
     


    Sorry, it's been six months since I've actually gotten a chance to play and I misremembered why I had to have this mod in my load order, I thought it was for all three tools not just the one:

    Bound Pickaxe and Bound Woodcutter Axe:
    http://www.nexusmods.com/skyrim/mods/59982/?

    This mod does have a bound stahlrim pickaxe, but I had hoped that if you were able to add to your mod I'd be able to eliminate a mod I had to have separately in my load order.
     
    1. Gruftlord
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      I know that mod, you find my comment there. However, upon further investigation of its implementation of the Stalhrim pickaxe, i decided not to add it to bound armory. I don't remember the specifics, but something about the stalhrim requiring a separate animation file, without which i found it looked too hacky.

      I'm sorry for your load order troubles, but it just didn't meet my standards.
      The mod works fine as long as you mine by using the attack button. But once you use the activate key it has issues. Check the comments there to get the gist of it.
      So yeah, no stalhrim pickaxe in bound armory unless an animator manages to fix these issues.
  4. rsagris
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    Would you consider adding a wood axe, mining pickaxe, and stalhrim pickaxe (spell tome only available in Solstheim) the next time you update?
    1. Gruftlord
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      You must have missed the part in the description where it says, that a Woodaxe and Pickaxe are already present.
      I once tried to add a stalrihm axe, but it's not possible, technically, sorry. they require some custom animations and it didn't want to work with bound weapons.

      edit: you are using the mod for more than a year it seems. they should have shown up at some point. do you use a bashed patch?

      Have fun
  5. Gruftlord
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    A new Mod for Bound Weapon balancing has been released by GaigeTheMechromancer:
    Enchant Bound Weapons
    With "Enchant Bound Weapons" Bound Weapons will receive an (or better yet: up to 4) elemental enchantment(s), if you are wearing the right jewelry, which you can craft yourself.
    The mod works as a Bound Armory Rebalance plugin and adds its effects to all bound weapons (overwriting Bound Armory's weapon scaling).

    Please give it a try if you want to spice up your conjuration and crafting play.
    Thank you to Gaige, for hosting the compatibility with our mod.
  6. DoctorPhysics
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    Is there any way to get a bound katana or something of that sort? I would love this for roleplaying if possible
    1. Gruftlord
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      I know that answer to that question, lol
  7. BlackTempleGaurdian
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    The bound crossbow recently stopped working for me. It won't appear and then the game breaks: you can't attack switch weapons or do anything else involving your hands. If you transition somewhere, the game then crashes and you have to re-verify content.
    1. Gruftlord
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      Did you try the suggestions posted in the mod description?
    2. BlackTempleGaurdian
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      Haven't tried summoning a two-hander first or resting (normally get killed before I can try that one). Resetting doesn't solve it for me unfortunately. Thanks for replying.
    3. Gruftlord
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      The summoning iirc just needs to happen after each loading screen, to kind of reset what ever the game is waiting for otherwise.
      You can also try to zoom out in third person. You will see, that the xbow is summoned on your back but not drawn. I think by having the game summon a twohanded weapon once, that animation is somehow initiated.

      It's a weird bug highlighting the fact the engine never was made for bound crossbows sadly.
  8. ShaneoMacAttacks
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    In relation to nokturnihs' version of Bound Armory, I think a better way would be to link one handed and two handed bound weapons to single and dual casting of a Bound (Weapon) spell. I don't know jack about what is truly possible with modding (especially with regards to scripting), but it just seems natural that dual casting Bound Sword would result in a Bound Greatsword.
    1. Gruftlord
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      That is not how vanilla bound weapons work, either, and on top of that, it would severely mess with the way dual wielding bound weapons works.
    2. ShaneoMacAttacks
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      I figured there would be a limitation somewhere. Ah well, seemed like a cool way to cut down the spell count.
  9. hansadvance1
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    i'm using perma and it's compatibility patch AND STILL THE DAMAGE OF ALL WEAPONS SUCKS


    i am using the right files, and the right patcher, and still the damage doesn't scale. HOW IS THIS HAPPENING!?



    also ENCHANTED ARSENAL JUST MAKES MY WEAPON INVISIBLE, HOW!?



    is there really no way to fix this? is it the load order? i'm using nexus mod manager, not the really bad (and confusing) one
    1. Gruftlord
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      I'm sorry, it sounds like you are using way too much overhaul mods at the same time than you can handle. If you are adamant in using that many conflicting mods, may i suggest you try to get into Tes5Edit. You should be able to learn something about your specific conflicts there once you know your way around, giving you the ability to make your own compatibility patches. This is basically a requirement for every high mod count user imho, being able to handly mod compatibility issues between three or more mods themselves.

      Good luck and have fun.
  10. hansadvance1
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    how do i make enchanted arsenal NOT make my bound weapon invisible when i add air effects and be able to see the enchantment on the weapon's surface?

    AND I DON'T ASK TO ADD THEM TO A BASIC WEAPON. i'm asking if the bound weapons's enchantments have a theme to make enchanted arsenal not make the weapon do what i said above, i mean if i need to add it to the custom visuals and edit it there, or go to the general (or advanced) settings to make the visuals appear

    got it? i'm tired of them not having their lingering effects
  11. HiryuX
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    Just getting bound weapon mods -- this looks terrific! Had a question -- is it possible to change the color of the glow on bound weapons? If so, what would I need to edit in the files? Thanks -- just asking for personal playthrough and general knowledge. Thank you -- endorsed!
    1. Gruftlord
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      Unfortunately, you need to change each mesh individually (with e.g. nifskope). Once you know your way around in nifskope, it'll be pretty easy to find out which value to change (the color is displayed next to the associated RGB hex value; which is to say: i forgot the exact name of the value sorry).
      good luck and have fun.
    2. dbuzzyb
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      Enchanted Arsenal puts some amazing enchant effects on the bound weapons, I had an electricity spell and the sword crackled with vibrant electrical strobbbing up and down, another spell, an Illusion one sent a red glow inside the flowing blue bound sword effect inside it, it is brilliant and goes so well with the bound weapons they look like super style daedric enchanted weapons flowing blue. There are dozens of effects you can choose from and you can mix and match which you want - mine are flaming with power - it looks brilliant
      http://www.nexusmods.com/skyrim/mods/56614/?
    3. hansadvance1
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      dvuzzyb, hey, does it need to be TO the weapon alone to see it(like i need to put it too only apply to that specific weapon)?, or it turns the weapon completely invisible like im hitting somebody with thin air like an awkward person?