You have put a lot of work in the Visual Animation Effects but it's a compatibility nightmare since I use different pieces of artifact mods and enchant overhaul mods!
I look forward to a time when you're able to get it working with EAE!
When I use SSEedit to check error, it reminded me that the ObjectID 005BFD and 015051 in VibrantWeaponsExpansion.esp are invalid for a light module, same reults for DynDOLOD and LOOT, are there any plan to solve the issue? (Vibrant Weapons Expansion Anniversary Edition 2a)
Can confirm, DynDOLOD texgen is giving me the same error.
But ignoring the pop-up error by temporarily disable the vibrantweaponsexpansion.esp should be fine. Re-enabble it after texgen is done, not to say there is no issue, but so far a few enchanted weapons I aqquired by using commands are not giving CTDs.
You just don't know if it will ever, at some point decides to not work and give you crashes.
Guys can't find any objectID 005bfd or 015051, Xedit or CK i can't see any FormID like that in VWE.Esp all form start with 006 or 007 i have checked also the master files but anything, 015051 suppously can be weapon related but i don't think this error will guide to crash IMO
Don't know if this has been tried already or if it will even work for everyone the same but I converted VBE from an esl to an esp and I stopped getting errors afterwards. Like I said not sure if it will work for others but it is an option to try
I don't even want to ask this question, bc i know its probably not possible. I just want the Ebony Weapon enchantment, is there a way I can trouble shoot it or Creation Kit, or you just post another mod with the effect as its own thing. IDC if its drainmagica.
This is just me being nick picky with my mods, so if its too much of a hassle don't sweat.
It patches vibrant weapons to match its visual effects with summermyst, sure you can use it but it will not patch my visual effects, but there is no trouble to use it or use my mod together
I thought I did something wrong when I was making Summermyst. The combination I use most in-game is the “soul trap” + attribute combination. If you only consider the effects and not the actual performance. When I checked the effects in-game, I thought the combination of "absorb health"+"fire", "absorb magicka"+"frost", and "damage magicka"+"shock" would be cool. I'm also curious about the combinations of "paralyze"+"absorb stamina", "absorb health"+"soul trap", "fear"+"soul trap", and "absorb magicka"+"damage magicka".
I'm not good at English, so I uploaded it using a translator, so I'm sorry if I was rude.
VAE2 is more simple but limited to cover vanilla effects and no double enchant and use no scripts Vibrant weapons cover some of the double enchants, mine expansion is still in work for it! it is a bit more heavy cause of the scripting
Grad are gradients, there is not trouble to cover them also the other files are same So there is no matter in the order ( but if you see something odd let me know )
There's look great but I'm not a fan of using the bound weapon effect as an enchant, it's the same problem i have with the ebony blade from RoM, can't see my 4k weapon because of some fugly enchantment :l.
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Updated version for Anniversary Edition, it covers most of the Artifacts with unique visual effect
As some cc files are required as master
please let me know if there is a missing artifact effect
I look forward to a time when you're able to get it working with EAE!
For now, I'll be tracking you!
But ignoring the pop-up error by temporarily disable the vibrantweaponsexpansion.esp should be fine.
Re-enabble it after texgen is done, not to say there is no issue, but so far a few enchanted weapons I aqquired by using commands are not giving CTDs.
You just don't know if it will ever, at some point decides to not work and give you crashes.
i have checked also the master files but anything, 015051 suppously can be weapon related
but i don't think this error will guide to crash IMO
This is just me being nick picky with my mods, so if its too much of a hassle don't sweat.
If I receive compatibility patches for Vibrant weapons and receive this mod, will the compatibility patches work?
I tried to make patches for Summermys and Vibrant Weapons Expansion, but it was difficult.
Thanks for your reply!
The combination I use most in-game is the “soul trap” + attribute combination.
If you only consider the effects and not the actual performance.
When I checked the effects in-game, I thought the combination of "absorb health"+"fire", "absorb magicka"+"frost", and "damage magicka"+"shock" would be cool.
I'm also curious about the combinations of "paralyze"+"absorb stamina", "absorb health"+"soul trap", "fear"+"soul trap", and "absorb magicka"+"damage magicka".
I'm not good at English, so I uploaded it using a translator, so I'm sorry if I was rude.
Vibrant weapons cover some of the double enchants, mine expansion is still in work for it! it is a bit more heavy cause of the scripting
i Guess is a matter of taste
gradicestorm.dds
gradillusion01.dds
gradshockhit.dds
sefxcloudroundtile.dds
semagicsquiggles01.dds
snowflakes.dds
also the other files are same
So there is no matter in the order ( but if you see something odd let me know )