This message is to inform you, as per your permissions, that I will be incorporating resources from your mod, "Bonemold and Chitin Weaponry - Morrowind Armory," into my mod, "LS Revamps for Requiem." I am doing this because this my mod overhauls leveled lists on Solsthiem and will, as of its upcoming version, introduce new smithing perks required for crafting bonemold and chitin armor. This will cause your mod to require a compatibility patch, so I would rather simply incorporate it.
If you do not want me to use your mod in this way please let me know and I will refrain from doing so.
In any case, thank you for your work on this file, and for your generous permissions. Happy modding.
I'm part of the team that ported Hunterborn SE to console and we've now received permission from Travlaney to port Scrimshaw Expanded to compliment the original mod.
We just wanted to make sure we could utilize your assets provided in the mod: specifically the Bonemold and Chitin Weapons. This message is being posted per your request to give notification that your assets are being utilized.
Thank you for your attention and all the hard work that's gone into making a Skyrim a more enjoyable experience!
Just a heads up here - EVERY nif and dd needs to be open and resaved in nifscope and a texture editor. They are all so old they aren't even up to LE skyrim specs.
Per your permission and due to lack of contact available I have overhauled, fixed and re-uploaded this mod here - http://www.nexusmods.com/skyrim/mods/84056/?
Changes provided so far over there: Cleaned with tes5edit and minutely by hand. Removed the duped Daedric weapons entries. Chitin and Bonemold arrows had armor type keywords not weapon type Fixed the DLC2RecipeWeaponChitinWarhammer overwriting a vanilla entry. Removed all previous weapon type material keywords. Using krytopyr's methods from WAFR Placed the new weapons in their own categories. Fixed chitin arrow recipe. (Created amount wad 10 now 24) CCOR conditions added. removed the erroneous large icon entries. Added weapon block entry to the chitin bow. Packed all meshes into a .bsa file so they now no longer conflict with immersive weapons.
Thank you for the excellent work you did here BTW!
I am going to use the chitin and bonemold parts (Not the extra weapon) in my Questline Equipment and DLC integration mod.
This is my notification as per your permission requirements.
As a caveat since I had to clean and edit the mod from her I made all of the fixes and improvements to your mod first before adding it to my mods work.
I would like to send the fixed version of your mod to you for you to upload here.
Here are all the changes I made to your mod if your are interested in me sending the fixed version to you:
Cleaned with tes5edit Removed the duped Daedric weapons Chitin and Bonemold arrows had armor type keywords not weapon type Fixed the DLC2RecipeWeaponChitinWarhammer overwriting a vanilla entry Removed all previous weapon type material keywords. Using krytopyr's methods from WAFR Placed the new weapons in their own categories Fixed chitin arrow recipe (Created amount was 10 now 24) CCOR conditions added removed the erroneous large icon entries Added weapon block entry to the chitin bow Packed all meshes into a .bsa file so they now don't conflict with immersive weapons
I believe there is also a custom greatsword (The Great Mong) that was dropped after v1.0 yet still has a COBJ (xx0036D1) and a WEAP (xx0036CF) in the latest v2.2 but the mesh file is missing. Edit: Looks like you removed it.
Oh no, the mod alters the textures of Dragonsteel Weapons. DancingDrake also noticed that in a previous comment:
"This is a very nice mod but I was wondering if a patch for Immersive Weapons could be made for it so that they can work together. Currently I've had to uninstall this mod because of how it changes the Dragonbone Ebonsteel weapons to the textures in this mod. Ideally I would love to be able to use both this mod and Immersive Weapons together. I've left my endorsement because even though I will not use this mod until I can find away around this it is still a good mod. If anyone else has found a way around this conflict I would love to know."
128 comments
Dunno why but the weapons disappear on reloading/exiting game
I also dont know why its working great now.If you do not want me to use your mod in this way please let me know and I will refrain from doing so.
In any case, thank you for your work on this file, and for your generous permissions. Happy modding.
I'm part of the team that ported Hunterborn SE to console and we've now received permission from Travlaney to port Scrimshaw Expanded to compliment the original mod.
We just wanted to make sure we could utilize your assets provided in the mod: specifically the Bonemold and Chitin Weapons. This message is being posted per your request to give notification that your assets are being utilized.
Thank you for your attention and all the hard work that's gone into making a Skyrim a more enjoyable experience!
DV
Changes provided so far over there:
Cleaned with tes5edit and minutely by hand.
Removed the duped Daedric weapons entries.
Chitin and Bonemold arrows had armor type keywords not weapon type
Fixed the DLC2RecipeWeaponChitinWarhammer overwriting a vanilla entry.
Removed all previous weapon type material keywords.
Using krytopyr's methods from WAFR Placed the new weapons in their own categories.
Fixed chitin arrow recipe. (Created amount wad 10 now 24)
CCOR conditions added.
removed the erroneous large icon entries.
Added weapon block entry to the chitin bow.
Packed all meshes into a .bsa file so they now no longer conflict with immersive weapons.
Thank you for the excellent work you did here BTW!
This is my notification as per your permission requirements.
As a caveat since I had to clean and edit the mod from her I made all of the fixes and improvements to your mod first before adding it to my mods work.
I would like to send the fixed version of your mod to you for you to upload here.
Thank you for the awesome work on theses weapons!
Cleaned with tes5edit
Removed the duped Daedric weapons
Chitin and Bonemold arrows had armor type keywords not weapon type
Fixed the DLC2RecipeWeaponChitinWarhammer overwriting a vanilla entry
Removed all previous weapon type material keywords.
Using krytopyr's methods from WAFR Placed the new weapons in their own categories
Fixed chitin arrow recipe (Created amount was 10 now 24)
CCOR conditions added
removed the erroneous large icon entries
Added weapon block entry to the chitin bow
Packed all meshes into a .bsa file so they now don't conflict with immersive weapons
Edit: Looks like you removed it.
Update: Well, I couldn't PM you, so this notification will have to be enough, per your permissions.
"This is a very nice mod but I was wondering if a patch for Immersive Weapons could be made for it so that they can work together. Currently I've had to uninstall this mod because of how it changes the Dragonbone Ebonsteel weapons to the textures in this mod. Ideally I would love to be able to use both this mod and Immersive Weapons together. I've left my endorsement because even though I will not use this mod until I can find away around this it is still a good mod. If anyone else has found a way around this conflict I would love to know."