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Terra Nova

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Terra Nova

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About this mod

Will immediately return any weapon lost from the Disarm shout.

Permissions and credits
Ever get tired of Draugr Deathlords and Overlords shouting away your weapons with Disarm Shout. Tired of that happening and with the unfair chance that the game engine eats the weapon and you never see it again? This mod prevents that. Other forms of disarm have not been taken in account due to their rarity.

Requirements
Skyrim 1.9
SKSE 1.6 or above.

Installation

Extract the contents to your root Skyrim folder. If it asks to overwrite the Data folder, do so.

Compatibility

This mod does not modify the Disarm Shout in any way. But it will be incompatibile with mods that change the vanilla shouts Magic Effect Editor IDs, which is what this mod checks for. Mods can edit a shouts duration, magnitude, etc anything in the Magic Effect form but they cannot change the Editor ID.

How it works.

A small quest that starts on game load. The player is the only alias in this quest, with a script attached to the alias. It checks if you're hit with the shout and if you are it then proceeds to search for your lost weapon in a given radius. This radius is 1,000 units around the player. Do not worry about Draugrs pattern of following up with Unrelenting Force to blow your weapon a billion miles away. This system works fast to get you your weapon back. This can also work for Dragon's disarm shout.

The part that required SKSE is checking if you're in the barter menu or crafting, opening containers, etc for whatever reason. If you sell your equipped weapon, the mod will clear away the variable protecting your weapon and wait for the next weapon for you to equip. Otherwise, the other events will continue to expect the weapon you just sold.

Uninstall
The mod doesn't use any register for events. However it does register for menus. I don't recommend uninstalling mods with scripts. You can however stop the quest.

To get the ID for the quest, use help Retrieve in the console. You should see RetrieveDisarmQuest and it's ID. From there type stopquest QuestFormID.

Future Updates

None at this time. Was hoping to set it where upon weapon return, it is automatically equipped. However this comes with an animation bug where the weapon is not sheathed properly. Oh well, I guess I can't have my cake and eat it too.

Change log

Version 1.0.2
  • Attempted to fix issue with bows and other certain weapons not returning consistently.
  • Added container menu support.
  • Added Dragon Disarm shout support.
  • Added new event to script to catch the Dragon Disarm Magic Effect.

Version 1.0.2a
  • Added Follower support. Experimental. Desired results were never achieved.

Version 1.0.1
  • Fixed issue where using a weapon wrack would cause a weapon to return to the player.
  • Fixed by added MessageBoxMenu support.
  • Some script optimization.

Version 1.0
  • Initial release.
Credits
Bethesda Game Studios for creating TES.
Frequent members of the CK community for helping me out.