Could we ask for a version, in which you remove the claw-related perks as well? For a more streamlined experience! But only, if it isn't too much of a task for you
i don't think they even work in the first place since when i was looking through the records i noticed claws, katars, and knuckles don't get a weapon type keyword (using the latest xml from pama patches).
"PerkusMaximus_Master.esp PerkusMaximus_Mage.esp PerkusMaximus_Thief.esp PerkusMaximus_Warrior.esp [Perkus Maximus patches]
PerMa_noClaws.esp <---------------------
[merge/generated patches as MatorSmash or BashedPatch] PerkusMaximus.esp [other SkyProc patches]"
What if I don't have the PerkusMaximus.esp ? (I do have the Master, Mage, Thief and Warrior esp's) I've used NMM, maybe if I'd downloaded it manually I would've have it... Don't know. I've first put the noclaws.esp last (below Master, Mage, Thief and Warrior), then below the master and then below the warrior, well it doesn't work either way I still get those monstrosities except that now they don't have proper inventory skin anymore (if I select iron boots and then some claws, the claws looks like iron boots in my inventory). So, anyone knows which load order I sould get ? Or knows which files should I delete from the PerMa mod to do it without this patch ?
PerkusMaximus.esp is a skyproc patch from Perkus Maximus, and is required for Perkus Maximus to work properly. You should put PerMa_noClaws.esp after the master/mage/thief/warrior and other ESPs that could potentially overwrite the claws. Also at the end you need to rerun all of your skyproc patches.
Glad I found this. I absolutely hate those claw weapons, they look so out of place in the game. I cannot fathom why anyone would have considered adding that garbage. Worst of all, over half the NPCs you fight seem to be using them, so it really ruins the immersion.
I liked the concept, but they felt low quality and continued to use sword animations. I expected unarmed animation, but someone mentioned that was impossible because technically these are weapons.
19 comments
PerkusMaximus_Mage.esp
PerkusMaximus_Thief.esp
PerkusMaximus_Warrior.esp
[Perkus Maximus patches]
PerMa_noClaws.esp <---------------------
[merge/generated patches as MatorSmash or BashedPatch]
PerkusMaximus.esp
[other SkyProc patches]"
What if I don't have the PerkusMaximus.esp ? (I do have the Master, Mage, Thief and Warrior esp's) I've used NMM, maybe if I'd downloaded it manually I would've have it... Don't know. I've first put the noclaws.esp last (below Master, Mage, Thief and Warrior), then below the master and then below the warrior, well it doesn't work either way I still get those monstrosities except that now they don't have proper inventory skin anymore (if I select iron boots and then some claws, the claws looks like iron boots in my inventory).
So, anyone knows which load order I sould get ? Or knows which files should I delete from the PerMa mod to do it without this patch ?
You should put PerMa_noClaws.esp after the master/mage/thief/warrior and other ESPs that could potentially overwrite the claws. Also at the end you need to rerun all of your skyproc patches.
And I never want to see them anymore.
if you can add spear animations for spears using FNIS then it's possible to add unarmed animations for those shits.