Skyrim

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KaruraWasabi

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karurawasabi

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About this mod

Giant Clubs made playable, to wreak havoc across Tamriel with.

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I was playing Skyrim the other day and thought; hey, let's make giant clubs as a playable weapon. You know, the big wieldy things Skyrim's giants love to swing around? Sounds like a great idea.

There are many other "playable giant club" mods out there, I'm sure. But none of them did it the way I want, so I took the matter into my own hands and began digging in the Creation Kit.


Basically, all this mod does are:

  • Turns all three versions of Giant Club (base game only) as playable weapons, and edits their stats. Yes, there are three.
  • Speaking of stats, they all now deal the same damage (much higher than a Dragonbone Warhammer), weigh more (yes, also higher than a Dragonbone Warhammer), stagger more, and move slightly slower. You're swinging a goddamn oversized walking stick after all!
  • Recategorizes one of the Giant Clubs into a warhammer (as opposed to greatsword), for all you warhammer-loving Dovahkinne. This has its own problem, however--see screenshots.
  • Makes Giant Clubs temperable. They should also be enchantable, though sadly I haven't tested it. But why would you want to enchant it anyway, this thing is already OP as it is!
  • Restores a third, unused Giant Club in Malacath's Daedric Quest. This version has absorb stamina enchantment, which I've also made stronger.


Now, on to the technical stuff.

There are three versions of Giant Club in the base game; one that spawns with the Giants, one that doesn't (although Creation Kit says it's placed somewhere in the world... I can't seem to find it, though...), and an enchanted version which couldn't be found anywhere. They were previously undroppable, unplayable, wouldn't appear in the inventory; and to equip them requires either, a) console commands; or b) the follower "pick up this item" trick. Well, not anymore!

They are categorized as greatswords (which doesn't make sense, seeing the blunt edge of those things...), so I've turned one of the versions into a warhammer. It has the exact same damage, weight, and move speed as the greatsword. All that changes are the animations, sounds, and keywords. Just for the sake of completion. (The other versions remain unchanged.)

Unfortunately the club's mesh doesn't suit well for warhammer animations (see screenshots). If this bothers you, feel free to ignore it!

How to obtain them?

  • Kill giants. Enough said. They will have (the greatsword version of) the Giant Club in their inventory.
  • There is a hand-placed (warhammer version of) a Giant Club inside Guldun Rock. Just in case you want it.
  • The enchanted version is sitting at the foot of the Malacath statue inside Fallowstone Cave, Giant's Grove

OR you can console command them, I guess. Type  help "giant club" 4 , get the ID of the weapon you want, then  player.additem [WeaponID] [desired number of item]

They can't be forged; only found. Sorry.


Tempering: 1 Mammoth Tusk, 1 Steel Ingot.
Categorized as steel so you can make them legendary. 
I think.


Known problems:
  • This weapon is never intended for personal use to begin with, so the mesh will clip through your Dovahkiin's hands and sometimes float above them a bit. Even more noticeable with the warhammer version. Since adjusting meshes isn't my specialty, I decided to leave them alone.


Compability:
  • Will definitely conflict with mods that edit the Giant Club.
  • Will probably conflict with mods that edit the interior of Guldun Rock and Giant's Grove.
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If there is any other problems I've missed, please let me know in the comments!