Are you sure you have made the blunt weapons ignore armor? Because according to the creation kit wiki the "ignores normal weapon resistances" flags are unused in Skyrim...
Not at the moment. I failed trying to do Immersive Weapons compatibility. I'll try to do other weapon mods when I feel like it, though. Might try Legacy of the Dragonborn and Darkend.
A suggestion, if anything you should make armour actually function.......Swords blows shouldn't damage the user unless somehow the armour is damage or you're not hitting armour. Mace blows shouldn't really damage the health of a man wearing plate armour.....at all, they tended to more so disorient and hurt than kill. Whacking someone with a mace 500 times in the arm shouldn't kill someone...but with your mod it's as if they're not wearing anything. Instead of making maces ignore armour..perhaps make armour function?
I tweaked the armour a little bit. But I've heard that maces and hammers sent a shock reverberating through the armour, causing almost the same damage. And I think that makes sense, since you can probably get knocked out by getting bonked really hard on your head even if you have a pot on your head, since the impact would hit you just as well. But then again, I'm no expert. And I wouldn't think that a sword could kill you through ebony armour, but putting that logic into the game would just make that godmode armour.
Again, I encourage you to argue your point. I made this mod with the intention of making sense while also maintaining at least some sort of challenge. I find that this mod makes it easier to hit things, but also harder to parry blows. And I refrained from making the dragonbone mace ignore armour, because that thing's as tiny AF.
How would you guys feel about me removing the weapons that I deem redundant, unrealistic, or not lore friendly; like double axes, skull weapons, spears which don't work properly, etc?
Oh my god, yes please! Just stumbled on this mod. I don't even use Immersive Weapons at the moment, just because of the lorebreaking stuff it adds. If you fixed that, I would give IW another chance.
I'm all for this idea too. When I was picking weapons to use in the video to show my mod, I used the AddItemMenu mod and just dumped all Immersive Weapons into my inventory. I then proceeded to dump the ones like you mention all over Riverwood.
Immersive Weapons is great, but there are a lot that aren't my style. It would be great to not have to load a bunch of individual weapon mods and get Immersive Weapons with your removals plus stat changes.
Downloading the mod now and I'll get you some more feedback when I get some time to play it.
I hate to break it to you guys, but I couldn't figure out how to edit Immersive Weapons and make it work. I tried simply editing the mod with mine as the plugin file, nothing happened except for duplicates being created instead of weapons being edited. Same thing happened when I simply tried editing the mod, and also when I tried making it a master.
Well daaaang. And here I was hoping this would finally happen, as this mod is pretty essential in its tweaks. Looks like we're stuck with vanilla weapons huh?
Sadly, yeah. Although I've considered trying to learn to use Blender to make more weapons. But I'll only make custom weapons if they're fitting and they add to the game.
Did you ESMify the 'Immersive Weapons.esp' file before using it as a master for your changes? You may also need to do this with your esp before it can be used as a master for another one.
You can use Wrye Bash to ESMify an ESP so that you can use it as a master in another mod.
An easier way is to just edit the Immersive Weapons.esp directly, instead of trying to make a patch for it. Since that mod is not going to be updated again, I see not reason not to.
Thought I abandoned my mod? If so, you're wrong! New file is up. I will keep perodically updating my mod whenever I make multiple changes and learn more about modding. And if I ever abandon it, I will give notice before I do. I'm not one of those silly people who promise awesomeness and silently leave as if they've spontaneously died.
So for some reason, whenever I try to tweak Immersive Weapons, the damn mod resets! So I've asked Hothtrooper if we could collabourate and he could upload my tweaks onto his page.
46 comments
Again, I encourage you to argue your point. I made this mod with the intention of making sense while also maintaining at least some sort of challenge. I find that this mod makes it easier to hit things, but also harder to parry blows. And I refrained from making the dragonbone mace ignore armour, because that thing's as tiny AF.
Just stumbled on this mod.
I don't even use Immersive Weapons at the moment, just because of the lorebreaking stuff it adds.
If you fixed that, I would give IW another chance.
I bet many others would do the same.
Immersive Weapons is great, but there are a lot that aren't my style. It would be great to not have to load a bunch of individual weapon mods and get Immersive Weapons with your removals plus stat changes.
Downloading the mod now and I'll get you some more feedback when I get some time to play it.
You can use Wrye Bash to ESMify an ESP so that you can use it as a master in another mod.
An easier way is to just edit the Immersive Weapons.esp directly, instead of trying to make a patch for it. Since that mod is not going to be updated again, I see not reason not to.