Skyrim Special Edition

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NickNak

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Animated Armoury - New Weapon Types for Skyrim
By NickNak
Version 2.39

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2.39) Changed the invisible claw sounds to unarmed sounds
Fixed the Left hand only claw and dual wield claw DAR conditions
Fixed the Sky forge Steel Spear and short spear inventory model in the Heavy Armoury patch
Added in Dar versions of Flinch animations from my flinch mod, must have DAR enabled to see them

2.381) Rearranged DAR folders so it's compatible with other mods
2.38) Adding in support for DAR, enable it via the MCM menu, Whips are not supported by DAR so they will still use scripts to set their animations

2.371)The Right handed Unenchanted dark brotherhood claw can now be tempered


2.37) Hopefully fixed the SSE BSA file so Models shouldn’t appear as red triangles anymore
Added footstep sounds to several first person sprint animations


2.36) Fixed the issues with Nav Meshes around the Borealis Tower
Fixed the Daedric and Bound Pike models in SSE
Fixed the Halberd animations, I accidentally left in the alt ones
Fixed the Quarterstaff standing power attack animation in first person

2.35) Added in First person Animations
Fixed the Borealis's projectiles not appearing if you installed an older version of my mod and recently updated
Removed the ability to shoot whip projectiles when sneaking


2.34) fixed the description of the bound halberd spell
fixed the borealis aura texture

2.33) Reuploaded files as 7z archives instead of rar, people were having issues with rars, 7zs have better compression, so downloads may be smaller too
Removed some unused animations from the NAR folder
Removed the text from Silver weapons as it blocks custom enchantment text
Fixed the Cubemap on the Ebony whips for the main files and the DSR/Ecotone and All GUD patches
Uploaded a patch to support BouBoule's Spears Skill and Perks Tree mod
Fixed the Steel Quarter Staff not equipping correctly if the AllGUD patch was installed
Removed the NPC edits from the scripted version and injected Claws into the npcs via scripting instead
Fixed the Claw's AllGUD meshes being fliped upside down
Removed Quarterstaffs from Thalmor Leveled lists as this was cuasing them to use unarmed magic attacks
Added in Mace and Dagger Animations for regular old Maces and Daggers, can be turned off
Added in support for Modders to add a keyword to their weapons that hey want to receive Mace and Dagger animations without making their wepaons a Mace or Dagger
Added in Bound versions all my weapons, their spell tomes can be found in some places around the world and brought from merchants too
Gave Whips unique hit sounds
Finally implanted the Ice whip and it's unique enchantment, you can find it west of Septimus Signus outpost

2.32) Re-Adjusted the range of the whips to make them longer, they now have a reach of 2 instead of 1.8

2.31) Adjusted the range of the whips to make them longer
Added in the missing whip sounds for Stalhrim and Dragonbone whips plus unused regular whip sounds

2.3) Fixed the Environment map on both Steel Claws
Fixed The invisible Daedric Claw model
Fixed the Papyrus Log File Spam
Added in Single Claw Block Animations, I forgot about 20 times to add the actual animation files to the folder
Claws now Holster at the Dagger Holster bone and are rotated correctly
Slowed Down Claw equip animation as it was causing crashes
Removed Claws from Dragur Levelled lists, for real this time
Claws should appear less frequently on Bandits now
Claws now have a default reach of 1 instead 0.5, this kinda helps with an issue with Engarde as well as generally makes them a bit easier to use
Added in Whips
Whips are Maces that have near instant recoil recovery, they provide mid ranged lowish damage, if you want to wield two Whips together you need to get the Dual wield variants(they have a Dual Prefix) via the add item menu or Console, this is due to an animation restriction
Added the Silver weapon flavour text to all Silver weapons
Distributed some weapons that could become impossible\hard to get, around the world and in some vendor's inventories, Silver weapons can be brought from Khajit Caravans, Dawnguard stuff is with the Dawnguards, Imperial with the Imperials
Added crafting recipes for some weapons that didn't have them
Fixed crafting recipes for Nord hero and Skyforge stuff
Added Meshes for All Geared Up and Claws for Dual sheath\Ecotone
Made the Rapier and Dagger Patch available for SSE
Added a newish keyword to all weapons in my existing patches

2.21) Fixed broken BSA Archive
2.2) Compatibility with True Spear Combat added
Compatibility patch made for Skyrim Expanded Weaponary
Fixed the PCEA 2 setting pulling you out of First person view
Added an Animation event to Claws that hopefully stops CTDs with Ultimate combat
Undeleted two refs in the Dark Brotherhood Sanctuary
Fixed the QuarterStaff Leveled list button not correctly displaying it's unticked state
Removed Claws from Dragur Leveled lists

2.12) Fixed PECA2 Noit working correctly
2.11) Fixed the MCM menu not appearing
2.1) Brand New Rewritten scripts by Ashingda, the scripts are now much more responsive and quicker
Compatibility with Skyrim Spear Mechanic added
Fixed a missing animation for Sneak attacking with Quarterstaffs
Added in Claw Blocking animations that I forgot about, the first time around

2.01) Fixed the dodgy Halberd anims
Fixed the Sprint camera for Halberds

2.0) Added the ablity to hide recipes in crafting menu via the MCM
fixed a tiny tiny script error to do with QuarterStaffs
Switched Pike's, Halberd's and Quarterstaff's animation type around so they better represent what perks they receive in game
Silver Weaponry can now be tempered
Crafting recipe visibility is now toggleable in the MCM menu, you can enable and disable them based on WeaponType
Removed the "nonplayable" check so now any NPC which use the "0_Master" behaviour file will play my anims, eg Enderal Npcs
Sprint Attacks no longer zoom the camera back in
Pike, QuarterStaff an Halberd Sprinting Camera is now correctly zoomed out
Added in Claws
Claws are Daggers that have a 10% chance to inflict a small stackable bleed debuff
Fixed an issue that would allow Rapier anims to continue to play after you unequipped your Rapier with Magic in your left hand

Update Log
1.9) Fixed the Dragonbone staff in the Immersive Weapons patch to function correctly
Fixed the Spear Dagger in the Immersive Weapons patch to function correctly
Fixed Animations on Player Resetting after equiping a weapon
Fixed Being pulled out of 1st person when setting the animations
Fixed the First person camera check

1.8) Added in Quarter Staffs

1.6) Fixed the NPC timer, it actually functions now
The NPC timer no longer loops every 6 seconds even with the mod off
Fixed NPCs anims not working first time
Fixed First Person pull out perma looping
Removed the Prespective check option, the funcationaility is enabled by default
Removed the Individual Animation toggle page


1.55) Fixed Imperail, Forsworn and Falmer Halberds being invisble on NPCS and Ground
Adjusted Leveled lists for Guards and Imperial Soilders


1.5) Added in Halberds
Fixed Clipping on the Rapier Right Hand attack animations
Fixed Animation resetting bug when switching weapons to quick
Removed some redundant scripts
Uploaded a compatibility patch for Immersive Weapons

1.4a) Fixed Sprinting with a Pike not having any footstep sounds
Fixed the Skyforge Steel Pike not having Pike animations
Gave all the Pikes The Greatsword keyword so they beneifit from Greatsword perks

1.4) Added Pikes and their animations, they can be found around the world, on npcs, with merchants and crafted
Slight rebranding
Fixed an animation issue when using PCEA
Fixed a few recipes for Rapiers
Added a Compatibility Patch for Heavy Armoury

1.3) Added a Compatibility Patch for Rapier and Dagger by BlueBoar - Patch is in the Optional Files
Added Dual Wield animations for Rapiers
Daggers Held in the left hand can now parry enemy attacks
Re-did the MCM menu to better support newer Weapon types
Added left hand animations for Dagger Parrying with any Right, One handed weapon
Added checks to see if the Player is in first person mode when switching weapons
Added a turn off mod button to allow for easy uninstall
Made it easier to switch between the two mod variations


1.2) - Uploaded a CCOR Compatibility patch in the optional files
1.1) - Added an alternative version that distributes Rapiers via the Plugin instead of Scripting* This was requested by a some users. If you liked how the original mod added the rapiers via scripting there's no need to update, unless you want to
1.0) - Initial Release

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This mod adds Rapiers, Pikes Halberds, QuarterStaffs and Fist Claws to Skyrim with custom animations as well as giving Daggers A parry ability when the player weilds them in their left hand
Rapiers deal a little less damage than Swords, have much higher Crit damage, are faster than Swords and have a lot of range
Each Metal\Crafting type has a Rapier to go along with it, which can be crafted, upgraded, enchanted, found and brought. As well as the Metal\Crafting types there are a few other rapiers that I felt were needed

The meshes are just quick edits of the sword meshes of the corresponding type, they're nothing amazing but they'll do. If you have any mod that re-textures Swords these Rapiers will inherit the same re-texture

Pikes are two handed polearms that deal a little less damage than GreatSwords, Weigh Less, are faster than other twohanded weapons and have a lot of range
Each Metal\Crafting type has a Pike to go along with it, which can be crafted, upgraded, enchanted, found and brought. As well as the Metal\Crafting types there are a few other Pikes in the world that I felt were needed

Halberds are two handed Polearms that are effectivly long battle axes, they attack slower than pikes, deal a bit more damage and weigh less than battleaxes
Each Metal\Crafting type has a Halberd to go along with it, which can be crafted, upgraded, enchanted, found and brought. As well as the Metal\Crafting types there are a few other Halberds in the world that I felt were needed

Quarter Staffs are a new type of Two Handed weapon, they deal a tiny bit more damage than Maces, their power attacks hit more than once though

Claws are a new One handed weapon that are designed to be duel weilded together, they can be used seperatly but are much more effective when duel weilded. They have a 10% chance to inflict a stackable bleed debuff on every hit, becuase of that they deal less damage than daggers and have tiny range they also can't be used to parry
The bleed debuff can be turned off in the MCM menu

Parrys work the same as Bow bashing, Parrys can be turned off compeltely or toggled to allow all one handed weapons to parry
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Installing \ Uninstalling

Fores New Idles in Skyrim - FNIS is Required for this mod to work

Steps for Updating

1) Download the new version
2) Run FNIS And click "Update Behavior" you don't need to click anything else, wait for the process to finish
3) You've updated the mod

Steps for Installing this mod

1) Download and install this mod
2) Download and install Fores New Idles in Skyrim - FNIS
3) Run FNIS And click "Update Behavior" you don't need to click anything else, wait for the process to finish
4) You can now play the game, no need for a new save

Steps for Uninstalling
1) In the MCM tick "Turn Mod Off" it may take a few in game seconds for the NPCs to stop their animations
2) Save the close the game
3) Uninstall in your preferred mod manager
4) Run FNIS And click "Update Behavior" you don't need to click anything else wait for the process to finish
5) You have now uninstalled the mod


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Compatibility

Depending on what version you Download this will either be compatatible with everything (Scripted LL injcted) or non compatabile with mods that adjust leveled lists (Plugin LL Version)

The Scripted Levelled List Injector Version is compatible with any mod that makes edits to levelled lists
The Plugin Levelled List Version is not compatible with mods that make changes to the same levelled lists

With either version if loading from a previous save it may take a few in game days for them to appear on NPCs, Vendors or in chests

The Parry should work with any dual weild blocking mods you have installed, if you're having issues you can turn the Parry off via the MCM menu


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Permissions

Permissions wise, anyone is ok to do anything they want with this mod, rework it, translate it, reanimate it, use the source code(I suck at coding); whatever floats your boat, just give credit please

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Credits
Fore: For making animations in Skyrim possible, Fores New Idles in Skyrim FNIS and FNIS Sexy Move
Zartar: For his WIP Behaviour tool
BouBoule201288: For his mod True Spear Combat
BlueBoar: For allowing me to make a compatibility patch for his Rapier and Dagger mod
PrivateEye: For his mod Heavy Armoury
Hothtrooper44: For his mod Immersive Weapons
MaikCG: For his XPMSE Biped
sotaponi: For His HCT TagFile Converter
Skyrim Together Team: For Inspiring me to finally get this mod going!