This mod needs Dwarven Blasters mod to be installed. If i may know, which part of Dwarven Blasters mod needed by this mod? I ask this because i'm going to merge Dwarven Blasters .esp file with other weapon mods. You know, i have a lot of weapon mods so merging it will reduce the .esp amounts in my load order. The actual question is, is it okay to use this mod if i already merged the .esp file of Dwarven Blasters mod with other weapon mods?
Another question (this one is more into a request), would you mind to make a replacer version? It will be more practical, especially for players who use many weapon mods just like me, to have a single version of each blaster (and i prefer the elemental version one).
I really haven't kept up with the original mod. To be honest, I haven't even kept up with this one. It was really EVER meant to try and inspire a better modder to do what I did, but smarter. This mod was just a concept sketch.
NOW. Advanced Skyrim Overhaul actually has these weapons now. And they work roughly how I wanted them to work. So... check that out. You might find it a bit better and cleaner.
Thanks for your answer. ASO is surely a great mod, but it changes too much for my taste, so i'm not going to use that mod. Anyway, this mod (i mean THIS, your mod Elemental Dwarven Blasters ) is a really cool mod. I'm fine with the way it is now, i just wanna know if merging the required mod will make this mod not working. If you have any plan to update this mod, that'll be very cool. Otherwise, it's still a cool mod and thanks for making this.
Well, it shouldn't be a problem. It's not like the original pieces of the other mod are overwritten. When I made this mod, I duplicated the weapons and items and THEN set out to change them up.So who knows? Merging shouldn't be a problem I don't think.
And yes, I agree about ASO. It's amazing, but I really wish the author would create a standalone of the dwemer tech bits.
I like the update this mod makes to the dwarven blasters mod but for some reason I can't get this mod to work for me at all. The recipes and requirements work fine but the hit boxes on the projectiles are weird. I have to aim at any enemies feet to do any damage. If I fire straight on the projectile passes right through them. As far as damage goes, the plasma weapon totally outclasses everything else. I am using the animal tweaks and high level enemies mods and the plasma gun with the basic ammo handles all ice/snow animals better than the flamethrower (even with the improved ammo).
I don't know if I am the only one having this issue but the hit box issue is making the weapons pretty much unusable as the main draw is the special ammo.
Edit: I changed the impact radius for the ammo and it seems to be working now. Also I nerfed the basic plasma ammo because it had more fire damage than the basic napalm. I am also planning to nerf the fear effect of the napalm because it works too well.
Sure. Go ahead. Make whatever alterations you want. This was the very first mod I've ever made for Skyrim and it's really just a mod of a mod. To be honest, I was hoping that someone would just get inspired and make a better version of this. So if you see ways to make it better, by all means, please. It was a fun learning experience for me, but I'd be way more excited if a more experienced modder would tweak it sensibly.
I recommend splitting the esp into two files though, replacer and non-replacer versions. Running both at the same time puts two of each item in the game with the same name since only the FormID's are different. Just change the name of the esp to Dwarven Blasters.esp for the replacer version. Then in the non-replacer version give the weapons and projectiles different names so the player can tell the two types apart from the inventory window when using both mods.
Nah, you're right. I never meant to make it a replacer and non-replacer. In fact, I prefer it to be non-replacer because I think a lot of people would still just enjoy the punchiness of the originals. But you are correct, I need to change up the names. I'll get around to it eventually. I'm glad you like it.
That's amazing! I love your elemental blasters! By the way, the name of this esp is different with the original one. Should I change the name to overwrite it?
Nah, don't. I mean, you really don't have to. Or perhaps you shouldn't. This has been my very first mod ever, so it's not as sophisticated and as cleanly made as more experienced modders.
Because I'm a complete noob, can you confirm that it actually works for you? I mean, it works for me, but I thought it was really weird just zipping up the esp and uploading it. I suspect it isn't that easy and would be surprised if it was.
Everything works perfectly, just tested it =) I used additemmenu to spawn your stuff, I have not controlled if it is craftable, but the blasters and cells themselves work.
Alright. So this is my very first mod. Or I guess it's a mod of a mod. But at any rate. First time modding anything at all.
I had a lot of ideas that I wanted to do with the original mod, but some effects required a level of understanding the creationkit that I simply couldn't figure out. So I'm hoping that at any rate, this mod will inspire a better modder to do something like this, except exceptionally cool.
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The actual question is, is it okay to use this mod if i already merged the .esp file of Dwarven Blasters mod with other weapon mods?
Another question (this one is more into a request), would you mind to make a replacer version? It will be more practical, especially for players who use many weapon mods just like me, to have a single version of each blaster (and i prefer the elemental version one).
NOW. Advanced Skyrim Overhaul actually has these weapons now. And they work roughly how I wanted them to work. So... check that out. You might find it a bit better and cleaner.
And yes, I agree about ASO. It's amazing, but I really wish the author would create a standalone of the dwemer tech bits.
I don't know if I am the only one having this issue but the hit box issue is making the weapons pretty much unusable as the main draw is the special ammo.
Edit: I changed the impact radius for the ammo and it seems to be working now. Also I nerfed the basic plasma ammo because it had more fire damage than the basic napalm. I am also planning to nerf the fear effect of the napalm because it works too well.
I recommend splitting the esp into two files though, replacer and non-replacer versions. Running both at the same time puts two of each item in the game with the same name since only the FormID's are different. Just change the name of the esp to Dwarven Blasters.esp for the replacer version. Then in the non-replacer version give the weapons and projectiles different names so the player can tell the two types apart from the inventory window when using both mods.
By the way, the name of this esp is different with the original one. Should I change the name to overwrite it?
I used additemmenu to spawn your stuff, I have not controlled if it is craftable, but the blasters and cells themselves work.
I had a lot of ideas that I wanted to do with the original mod, but some effects required a level of understanding the creationkit that I simply couldn't figure out. So I'm hoping that at any rate, this mod will inspire a better modder to do something like this, except exceptionally cool.