Hm, had to go back into CK to see what I did because I really did too much to put in a description and reading all of the changes would probably bore you to death. I also suck with details, but I'll try to give you a better gist
Buffed speed of ghost weapons by 40% Buffed speed of bound weapons by 30% Buffed speed of light weapons (Elven, glass, Blades, etc) by 25% Buffed speed of medium weapons (Iron, steel, dwarven, etc) by 20% Buffed speed of heavy weapons (Ebony, daedric, etc) by 15% but left the giant club's speed alone and buffed its damage instead (and made it playable!) Made bare fists 30% faster Made cutlery crazy fast Gave most weapons stagger values from .1 to 2.5 Buffed Rueful axe's speed to .9 (speed of steel greatsword) and damage to 30 to actually make it a very powerful axe
Enchantments Daedric weapons do more fire damage Completing the quest "Ancient Knowledge" gives dwemer weapons a shock damage boost Gave Mehrunes Razor some cool effects -Boosted crit damage to 50 -Rare chance to fear, frenzy, burn, bleed, mark, knockback, disintegrate or deal 100 or 500 damage -Likelihood of rare effects increases the lower the enemy's health, making the weapon consistently useful and fun in combat Buffed Staff of Magnus' magic and health absorption to 100 to make it useful
Perks Added crit damage to perks that buff axes Added crit chance to perks that buff swords Made Skullcrusher perk buff giant clubs up to 3x damage to keep it somewhat on par with upgraded weapons. Should scale from 60 to 620 damage now.
Like I said, I did a lot, but I hope this helps. Also going to update the description accordingly.
No, unfortunately not. I edited each weapon one by one. I looked into the kit to see if there's an option to globally make weapons lighter. I saw an option to make them faster, but unfortunately, I could only see a perk option for armour weight and not weapon weight.
I tried creating a patch for Immersive Weapons to balance that mod and still require people to download it so I don't get accused of stealing, but the changes never seemed to show in-game for some weird reason. Hothtrooper told me how I could make a patch with TES5Edit but I must have been doing something wrong because I couldn't get it to do what I wanted it to.
I might see if I can imitate the perks that reduce armour weight to work for weapons, but no guarantees because I don't know a lot of fancy tricks due to not modding that often.
I'm using Wildcat and JackGa's animation set...this mod conflicts with one of those and messes up the swing intervals. Spamming an attack causes several starts and cancels, instead of forcing a tempo.
Hmm. I'm not a very adept modder, and just made some tweaks in Creation Kit. I apologize, but I have no idea how to fix this. If someone else happens to know what causes this and how to resolve, that would be good. But yeah, all I did was edit stats.
its probably the animation mod u are using. i dont imagine wildcat.. its a very light mod. I just used this alongside wildcat and i had no issues at all.. great mod by the way. put this mod after any combat related mod in your load order.
10 comments
Buffed speed of ghost weapons by 40%
Buffed speed of bound weapons by 30%
Buffed speed of light weapons (Elven, glass, Blades, etc) by 25%
Buffed speed of medium weapons (Iron, steel, dwarven, etc) by 20%
Buffed speed of heavy weapons (Ebony, daedric, etc) by 15% but left the giant club's speed alone and buffed its damage instead (and made it playable!)
Made bare fists 30% faster
Made cutlery crazy fast
Gave most weapons stagger values from .1 to 2.5
Buffed Rueful axe's speed to .9 (speed of steel greatsword) and damage to 30 to actually make it a very powerful axe
Enchantments
Daedric weapons do more fire damage
Completing the quest "Ancient Knowledge" gives dwemer weapons a shock damage boost
Gave Mehrunes Razor some cool effects
-Boosted crit damage to 50
-Rare chance to fear, frenzy, burn, bleed, mark, knockback, disintegrate or deal 100 or 500 damage
-Likelihood of rare effects increases the lower the enemy's health, making the weapon consistently useful and fun in combat
Buffed Staff of Magnus' magic and health absorption to 100 to make it useful
Perks
Added crit damage to perks that buff axes
Added crit chance to perks that buff swords
Made Skullcrusher perk buff giant clubs up to 3x damage to keep it somewhat on par with upgraded weapons. Should scale from 60 to 620 damage now.
Like I said, I did a lot, but I hope this helps. Also going to update the description accordingly.
I tried creating a patch for Immersive Weapons to balance that mod and still require people to download it so I don't get accused of stealing, but the changes never seemed to show in-game for some weird reason. Hothtrooper told me how I could make a patch with TES5Edit but I must have been doing something wrong because I couldn't get it to do what I wanted it to.
I might see if I can imitate the perks that reduce armour weight to work for weapons, but no guarantees because I don't know a lot of fancy tricks due to not modding that often.
I just used this alongside wildcat and i had no issues at all.. great mod by the way. put this mod after any combat related mod in your load order.