Regarding Using Custom Animations with the hammer:
if they do not change the very function of Vanilla's normal and power attacks, then they Should be fine.
Mods such as MCO or BFCO, do change the functions of Vanilla's normal and power attacks, so there might be issues there. however the enchantment on the hammer is designed in such a manner that it is mostly handled by buffs, therefore, regardless of how MCO interpret a normal or power attack, the enchantment will still work as intended until the time comes to execute a standing power attack. since it is also handled by a buff, i believe the enchantment will work there as well. but i have not tested this myself so i cannot be sure.
let me know if you encounter any issues using this mod with MCO, BFCO or similar Mods.
your post is a bit misleading. the mod works without any issues when used alongside mods like MCO. the quest works, the voice over works and the Broken Vessel works.
what doesn't work is the weapon's enchantment. and there's nothing to do about it really. as a general rule MCO does not work well with Papyrus scripts that are based on Vanilla animation events. and this weapon's enchantment is handled by a Papyrus script.
having that said, at some point, if i choose to create animations for this mod (if it gets enough downloads & endorsements), i'll try and see if i can make the enchantment compatible with MCO's animation events (in other words make it compatible with MCO).
This looks amazing!!! Would love to see similar content for some of JS other WoW weapons. He has some ones for Oldrim that he never ported over that could make for some incredible content and side quests too (I.E. Doom Hammer and Ashbringer)
i don't play LE. but i can definitely port the weapons to SE. however, if i port them, i can't upload them, because they belong to johnskyrim. so he has to port them to SE first, and then i can turn them into a Gigantic mod like this.
Shadowmourne already has a dungeon of its own that is semi-cool. i already created a mod for Quel'delar, but its not a legendary WOW weapon so i won't be giving it the Sulfuras treatment.
also i'm working on my own weapon pack now and their animations, so if JS comes back and creates a brand new, cool weapon like this one, i'd be more than happy to give that one this treatment too. i went overboard with sulfuras because it was a legendary weapon from Vanilla WOW.
Love it, yeah i played wow competitively for years. Dont have time for MMO's now but a dope modded skyrim is fine lol. But yeah i think people have been waiting for JS to move his models to SE for years now. I've always wanted someone to make a mod for the class weapons during BFA. But that's prob too big of a time sink for most.
9 comments
if they do not change the very function of Vanilla's normal and power attacks, then they Should be fine.
Mods such as MCO or BFCO, do change the functions of Vanilla's normal and power attacks, so there might be issues there. however the enchantment on the hammer is designed in such a manner that it is mostly handled by buffs, therefore, regardless of how MCO interpret a normal or power attack, the enchantment will still work as intended until the time comes to execute a standing power attack. since it is also handled by a buff, i believe the enchantment will work there as well. but i have not tested this myself so i cannot be sure.
let me know if you encounter any issues using this mod with MCO, BFCO or similar Mods.
your post is a bit misleading. the mod works without any issues when used alongside mods like MCO. the quest works, the voice over works and the Broken Vessel works.
what doesn't work is the weapon's enchantment. and there's nothing to do about it really. as a general rule MCO does not work well with Papyrus scripts that are based on Vanilla animation events. and this weapon's enchantment is handled by a Papyrus script.
having that said, at some point, if i choose to create animations for this mod (if it gets enough downloads & endorsements), i'll try and see if i can make the enchantment compatible with MCO's animation events (in other words make it compatible with MCO).
but high destruction skill does not affect the fire damage on the hammer. that would be way too overpowered.
Shadowmourne already has a dungeon of its own that is semi-cool.
i already created a mod for Quel'delar, but its not a legendary WOW weapon so i won't be giving it the Sulfuras treatment.
also i'm working on my own weapon pack now and their animations, so if JS comes back and creates a brand new, cool weapon like this one, i'd be more than happy to give that one this treatment too. i went overboard with sulfuras because it was a legendary weapon from Vanilla WOW.