Skyrim Special Edition

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  1. hothtrooper44
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  2. kezardinjnr
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    <p><span style="font-size:12px;"><span style="color:rgb(255,165,0);"><strong>Available patches :</strong></span></span></p>
    <p> </p>
    <p><span style="font-size:12px;">AAE : Advanced Adversary Encounters - Ultimate<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by sirjesto</span></span></p>
    <p><span style="font-size:12px;">Arrow and Bolt Tweaks <span style="color:#ffffff;">- patch by sirjesto</span></span></p>
    <p><span style="font-size:12px;">Bijin<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by sirjesto</span></span></p>
    <p><span style="font-size:12px;">Bijin AIO - SV <span style="color:#ffffff;">- patch by Mebantiza & trogdorhunter (note : all enquiries regarding Bijin AIO should be directed to this mod page)</span></span></p>
    <p><span style="font-size:12px;">Dignified Elders<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by sirjesto</span></span></p>
    <p><span style="font-size:12px;">Diversity<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by sirjesto</span></span></p>
    <p><span style="font-size:12px;"><span style="color:#ffffff;">Legacy Of The Dragonborn SSE - patch by icecreamassassin </span></span></p>
    <p><span style="font-size:12px;">Men Of Winter<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by sirjesto</span></span></p>
    <p><span style="font-size:12px;">MLU : Morrowloot Ultimate <span style="color:#ffffff;">- patch by tzu2050</span></span></p>
    <url=https://www.nexusmods.com/skyrimspecialedition/mods/100158?>No Breakdown Recipes for Immersive Weapons</url>
    <p><span style="font-size:12px;">OBIS SE : Organized Bandits In Skyrim <span style="color:#ffffff;"><span style="font-size:12px;">- patch</span> by the OBIS Team</span></span></p>
    <p><span style="font-size:12px;">Smilodon - Combat of Skyrim<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by Belis1453</span></span></p>
    <p><span style="font-size:12px;">SRCEO : Skyrim Revamped - Complete Enemy Overhaul<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by sirjesto</span></span></p>
    <p><span style="font-size:12px;">USSEP : Unofficial Skyrim Special Edition Patch <span style="color:#ffffff;"><span style="font-size:12px;">- patch </span>by Belis1453</span></span></p>
    <p><span style="font-size:12px;">WICO : Windsong Immersive Character Overhaul <span style="color:#ffffff;"><span style="font-size:12px;">- patch</span> by Belis1453</span></span></p>
    <p><span style="font-size:12px;">Wildcat - Combat of Skyrim<span style="font-size:12px;"> <span style="color:#ffffff;">- patch</span></span><span style="color:#ffffff;"> by Belis1453</span></span></p>
  3. kezardinjnr
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    Note : Immersive Weapons DOES NOT have an MCM option, and currently no plans have been announced to include one.

    *Troubleshooting*

    Most issues - such as 'invisible weapons' - indicate the mod is NOT installed correctly, or that there is a mod/load order conflict. Ensure all required mod files have been installed properly and that the load order - including any necessary patches - is correct.

    If the game crashes at start also ensure the correct version of the mod (either for Skyrim Special Edition or
    Skyrim Legendary Edition) is installed - they are *not* interchangeable.

    Note #1 : there is no .BSA file in Version 2 - all textures and meshes are individual files. 
    Note #2 : NMM may not install this mod correctly.

    Due to the number of files in IW V2 the use of a mod manager to install the mod is recommended. For a manual installation copy the
    Immersive Weapons.esp file and the following four main sub-folders (along with all the files they contain) to the DATA folder:

    /meshes
    /scripts
    /seq
    /textures

    *Uninstalling the mod*

    Uninstalling the mod mid-game is NOT recommended - preferably start a new game after uninstalling.

    To do so delete Immersive Weapons.esp and the four folders listed above.

    *'Disappearing weapons'*

    Weapons aren't vanishing from inventory, rather, they're being broken down - unintentionally - at a smelter. To avoid this check the smelter menu when creating ingots or drop/store the weapon(s) beforehand.
  4. PedroBGA
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    Does anyone know if there is a way/mod that makes it possible to disable weapon crafting?
    1. telafanatic
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      Open the plugin in xEdit and create a patch that overrides all of its COBJ records. Or just delete them, at risk of having to redownload the mod should you change your mind.
  5. zwia707
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    is there command id's of those new weapons for console? 
  6. Coldrife0
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    Anyone know what the animations are in the images?
  7. hoangdai94
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    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  8. jieun1999
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    So apparently this can cause Aela Blackface bug (from Dibella's blessing or Pan's NPC-shield sisters) idk if i'm the only one who got this bug just wanted to put it here for those who are going through the same thing and can't figure out which mod is causing which.  
    1. cincydba
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      I'm getting blackface bug as well, but with more than just Aela. IGNORE, SORTING ISSUE ONLY, FIXED WITH LOOT.
  9. TheBaker42069
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    EDIT: i fixed it

    so i can enchant stuff from immersive armors and weapons but everything says 0. i posted my problem on the immersive armors comment section first but im posting it here to just to cover my bases. also left hand weapons get turned backwards and two handed weapons get held in the unarmed position. thanks to anyone that can help me figure it out.
  10. AceLonewolf1
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    I really like this model but its Tagged as a Battle-axe rather than a Sword so it use's the wrong grip/move set which looks really odd and ruins it. 
    Is this something I fix myself by changing a line of code somewhere in the mod that will correct this error? or is it more complex that just opening a file in notepad and changing a couple of entries for it

    1. sosk
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      i think you can use SSEdit to edit out its tags, if that does not work you should can def change it with creation kit 
  11. Loverdi
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    Hi, I've used the mod for a while, and some of the weapons are favorites of mine - like the Orcish Crippler Spear!
    I wanted to add spear animations to it, but in using SSEEDIT to add "OCF_WeapTypePole2H_Thrust [KYWD:01777772]" under 'keywords' doesn't add/change pierce/thrust animations. It only seems to be the issue for this mod, as this process works for "Heavy Armory" and "Weapons of the Third Era". I really like the spears and battlestaffs in this mod, is there anyway to change the animations for them? (Trying to change Battlestaffs to add "OCF_WeapTypeQuarterstaff2H [KYWD:01777775]", but that's not working with this mod, either.)
    Thanks~!
  12. MadameMinty
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    Is there a way to remove or at least disable spawning of Japanese weapons? They don't feel immersive to me. Even Chinese dadao at least looks somewhat like a Redguard weapon. We're a long way from Akavir...
    1. kezardinjnr
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      No, there isn't - there may be a patch that alters distribution otherwise you'll need to edit the mod.

      As for 'immersive', weapons such as katanas, dai-katanas/nodachis, tantos and wakazashis are well established in Elder Scrolls lore as they were fully integrated into the weapon lists of the first 3 games of the series (Arena, Daggerfall and Morrowind). Bethesda left them out of Skyrim, modders put them back in......
    2. zacksquatch98
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      If I remember correctly, there already is a katana in the base game, in Delphine's basement. They are the weapon of choice of the Blades and there are plenty in Oblivion, so Japanese weapons in the game are definitely in line with the lore
    3. MadameMinty
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      Thanks for the info—I'll just edit the mod I guess.

      But as I said, we're a long way from Akavir. Those are Akaviri weapons. Skyrim is a very isolated land, unlike Cyrodiil or Morrowind. The only source of some dusty Akaviri weapons would be the invasions of old, but with this mod tantos are literally everywhere. Do not cite the deep lore to me, I was there when it was written :D
    4. kezardinjnr
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      There were two large scale Akaviri invasions of Tamriel - both landed in Skyrim, so it's hardly a "very isolated  land".

      The weapons were readily available when Morrowind started, but had somehow largely vanished by the time Oblivion started, just 6 years later. So either all those weapons magically disappeared within that period, or Bethesda reduced their workload...

      And there's no reason that some blacksmiths in Tamriel couldn't try to learn how to make replicas of these weapons, given the time that has elapsed.
    5. MadameMinty
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      ...you don't need to repeat things I said back to me, but with mistakes.

      >The only source of some dusty Akaviri weapons would be the invasions of old 

      You should read up on the chronology. Everything non-Blade should be named e.g. "Ancient Akaviri Tanto", and falling apart.

      > Bethesda reduced their workload

      They already made katanas and dai-katanas for Blades, and some other Akaviri uniques in Oblivion. That was a clear world design choice. 
      This choice might be questionable (though I'd just assume they melted the weapons and kept only a handful for Blades), but not Skyrim.

      Even Blades are largely disgraced and gone by the time of the Dragonborn. No self-respecting Nord would be caught dead making Akaviri or Blade replicas. But even if, they'd be rare. A curious treasure. An ancient artifact. Literally owned by a Blade in hiding, like Delphine (so no reducing workload in this case either). Not literally everywhere. Even mudcrabs carry brand new tantos. That's the problem. It's just too much.
    6. Skal3nGER
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      I wish the spawn rate would be lowered. It felts like 90% of bandits are running around with Tantos, in the early game. It's annoying
    7. JoseMoley
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      I hate it when Skyrim babbies try to sound smart.  The setting has katanas until part 5.  Stop talking, you're wrong.
    8. Furlogin
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      If you want that deep a level of immersion matching *exactly* with the lore, you won't find much on Nexus that doesn't annoy you with slightly inaccurate details.

      To answer your original question though, you can edit the mod yourself and delete the specific things that have lit such a fire under your backside.  xEdit would probably be easier for this particular thing but getting familiar with the regular old Creation Kit too will help you understand what you're looking at in xEdit.

      I'm a lore-person myself but I personally love this mod.  The weapons are awesome enough so that I don't care about any small inconsistencies like this.  The only way to get that PERFECT MOD that suits your needs and yours alone is to either make it yourself or start with one that does most of the work for you and change what you don't like about it yourself.
    9. Sanojei
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      @MadameMinty I'm just kinda curious why you think a game's lore is so important to you that you feel the need to be hot on the topic. As if it kills you to just pass the mod up or, as was suggested, modify the list yourself to remove the offending weapons. Seriously, it's a game. You take this too serious and since Skyrim isn't part of any ESL-type league play, your strong attachment to lore is irrational at best, overly drawn out at worst. If this were ESO and the weapons were actually lore-busting, I get it. Even then, as was stated, Katanas and other Japanese/Asian style weapons were already part of Skyrim lore "of old". And to be blunt, nobody asked your opinion regarding lore-friendly weapons especially since you contributed a grand total of 0 to this compilation. As such, why would your opinion on lore matter on a mod you did nothing to make and didn't have to download or use? Inquiring minds want to know. *passes the mic for your answer*
    10. Khormin
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      They're out of line, but they're right. The Akaviri stuff does make it feel less "lore" and more "anime".

      "Why are you saying so-" Because people usually appreciate civil feedback, and the aim of this mod was, as titled, to be immersive. The overabundance of a style of weapon that is meant to be rarer by design choice is a little jarring.
    11. Galderakeybladeuser
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      I see a person saying katanas make the game more "anime" but just curious, do people forget that katana's are an actual blade with history in real life? Particularly the Edo period (including wakizashi, but those aren't in skyrim pretty sure) iirc.
    12. pmech
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      Yep, a real blade with history on the other side of the world from the real place where Skyrim takes its primary inspiration. Yes, the fiction is not the same as the real history, but historical cultures are drawn on for a reason, partly because they are baskets of ideas and design that "evolved" and fit together. For many of us, objects exclusive to a part of the world distant from the primary fantasy inspiration do not fit; both the historical dissonance and the very clear departure in inherent design are jarring.

      Anime commonly exhibits an apparently haphazard/unabashed mixing of traditional human cultures. It doesn't "make sense" or seem authentic unless you are specifically into that kind of setting. This kind of issue comes up in tabletop RPGs as well.

      You can enjoy your katanas (etc.), yet it's still reasonable for someone to say "Hey, could the proud Nord guards not be carrying foreign weapons? Could the crabs not be carrying foreign weapons?"

      I hope that is helpful in understanding the difference in feelings :)
    13. kezardinjnr
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      As previously noted, users are free to edit mods for their own personal use.

      I'd posit that there's no logical reason for so many weapons to disappear from the weapons list in such a short space of time. It'd be one thing if it happened in the 200 years between Oblivion and Skyrim. However the majority of the weapons disappeared in the six years between Morrowind and Oblivion. And it wasn't just 'Japanese weapons' that were absent in Oblivion : broadswords, staves, spears,  halberds, darts, throwing knives and crossbows had also 'vanished'. What happened to them ? They all broke and/or were melted down as well ? Regarding some of the previous points.....

      .. design choice...

      Why use mods, then ? Essentially every aspect of the vanilla game is the result of "design choices".

      ..melted the weapons...

       These weapons were often amongst the best in their respective categories. Why would people across Tamriel  decide, en masse, and in the space of a few years, to destroy them ? Especially weapons they may have paid good coin for....

      ..falling apart...

      It was possible in earlier games in the series to maintain weapons and armor using repair kits. It was about 750 years between the second major Akaviri invasion of Skyrim and the start of Morrowind, and the weapons had lasted, then they largely vanish in the space of just 6 years ?  Also it's possible to find Dwemer weapons and armor in good condition that may be *several thousand* years old...

      ..No self-respecting Nord would be caught dead making Akaviri or Blade replicas...

      So given the situation with the Thalmor they shouldn't make or sell Elven weapons and armor either ? There are a number of blacksmiths of other races in Skyrim - several Orcs (some with Legion training), a couple of Imperials and a Redguard. And every blacksmith in the game will buy used weapons to add to their inventory.

      ..Even Blades are largely disgraced and gone by the time of the Dragonborn..

      The majority of the weapons under discussion had disappeared by the time Oblivion started, well *before* the Blades were 'disgraced'.....

      Morrowind had one the largest weapon lists in the series, Skyrim notably has the smallest. To me, it's another aspect of the games in the series being 'simplified' over time - here's a partial list of other functions from earlier games that have also been cut/simplified...

      - ability to craft spells
      - ability to climb vertical walls
      - ability to repair weapons and armor
      - ability to make potions anywhere (with the appropriate portable equipment)
      - spells like teleport and levitation
      - coins have weight
      - banks : deposit money, earn interest, get loans, buy and sell boats
      - distinct seasons
      - distinction between long and short bows
      - short swords, clubs, sabers and cutlasses
      - medium armor, tower shields and bucklers
      - separate pauldron and greave armor pieces
      - distinction between gauntlets and bracers
      - character skills : Daggerfall = 35 : Morrowind = 27 : Oblivion = 21 : Skyrim = 18
      - fairly stringent requirements for guild advancement
      - conflict between guilds - advancement in one may harm your standing in a rival guild.
    14. ohhPhysics
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      Dexion in the Dawnguard dlc carries the only "Akaviri Katana" its actually named that but its no difference then the blades sword, plus bolars oath blade, dragon bane and in past elderscrolls games there was the avaviri sunderblade and gold brand. i don't what you mean "anime" when they've been in TES for over a decade with a detailed backstory ?
  13. Teowulf1
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    does this mod have quarterstaff (bo staves)
    1. DagoC92
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      Yes