Skyrim Special Edition

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scipher99

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  1. scipher99
    scipher99
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    1) nifs optimized for SSE
    2) hkx files optimized for SSE
    3) .esp resaved in CK for SSE
    4) minor script adjustments for SSE optimization

    Fix provided by: LordAlkide
    For people to install it:

    1. Download and install main file
    2. Manually download the fix
    3. Copy and paste this to skyrim folder/data/scripts/source
    4. Replace file that's already there
    5. Launch FNIS
    6. Enjoy game
  2. NaSMaX
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    anybody know what armor is in the sixth pic?
  3. LordAlkide
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    Alright for people that can't get their pops to pop up, DO NOT INSTALL THE "Fixes". For whatever reason they messed up with my animations. Just type in the console tgm or tim so you don't die when equipping. And for people asking how to reduce the damage refer to Ashnur's comment. Have fun my fellow Logans!
    1. sonia82sarkar
      sonia82sarkar
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      Heh... what a funny little mod that kills a supposedly unkillable character who happens to be our dovahkiin...
    2. LordAlkide
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      it is what it is hahaha
  4. Ashnur
    Ashnur
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    HOW TO CHANGE THE DAMAGE :

    ddwmk2002 gives a way to change the damage.
    You need to load the esp in SSEEdit, and find " _Anton_WolverineClaws_Spell_PerkFistsOfSteel" in spell section.
    You'll find many effects. Change the magnitude of every effects to "2".

    When changing all magnitudes to "2", I have a damage of 16 on classic human race (base damage of 4).

    The formula for damage is : (("Base Racial Damage" * Magnitude) + "Enhanced Damages") * "Unarmed Multiplier"
    "Magnitude" is 2 in our case.
    "Enhanced Damages" is anything tha add a flat value to unarmed. Like "Gloves of the Pugilist". (in this case it's a flat +10, and the total damage is 36)
    The total damage is 2 times this, because we use TWO weapons.
    "Unarmed Multiplier" is an overall %, like one handed perks (weapons do X% more damage"). Because, yes, these claws damage are modified by One-handed skill (general skills, and maybe swords also because it's considered swords in the esp). SO if you need to further modify this to, let's say, match Ordinator : change in the esp One-hand to Light armor.

    EDIT!
    It' working this way. I had strange results because I was using a mod that add damage to unarmed with mage armor spells^^
    (oak flesh gives +6 flat unared damage, wich gives us a total of 28. the formula seems right! )
    1. LordAlkide
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      Hi so I did all of the steps you mentioned but they don't seem to be working. My ingame damage for the claws are still 455 per claw but when I open sseedit the magnitude are all set to 2

      EDIT

      So I fixed it by uninstalling the mod and reinstalling the mod and then re editing with sseedit. The damage is now appropriate but now i can't seem to get the animations to work
    2. goldenoctorok
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      Hi. I've tried using the fix, and also changing the "Magnitude" for each effect to 2 but I still die whenever I equip the claws. I'm using it on my level 81 chracter with 360 health.

      Is there a way to disable the self-damage?

      P.S. now i feel bad whenever I watch Wolverine extend/retract his claws on TV :(
  5. armornox
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    Yeah, same. I need some help. I can equip the claws, the animation goes off, but like everybody else, i can't pop the claws. I really want these, they'd be perfect for my character. am i missing a mod? i tried hitting every button, no dice....
    Help, please
  6. PhantomofSkyrim
    PhantomofSkyrim
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    Yeah, nothing. I get the animation for injecting them, but when I raise my fists, nothing.
  7. nability
    nability
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    Are you aware that the "FIX" update esp name is different from the main mod?
    Wolverine Claws.esp (Main has space)
    WolverineClaws.esp (Fix has no space)
  8. darioslayer15
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    Are the claws invisible? because I can´t see them. I hear the sword impact sound, but cannot see them. Even in my follower.
  9. Nexak
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    I got this working on a follower, and removed the dmg + bleed out from the scripts, but can't get it to not CTD on follower sheath/remove.

    Edit: These do work on followers, with some tinkering. You need to edit the scripts and recompile (remove force 3rd person, remove dmg.) and replace "WOLVERINECLAWS_DUMMY.NIF" with "dummy01.nif" from Meshes\Landscape\Plants\. I don't know why the wolverineclaw_dummy nif CTD on follower (skeleton related? partition/slot use defined in ESP but missing from the nif? BSXFlags?) but it does for me and changing it stopped it. Removing it won't change how the claws look, it's just the little metal triangle that goes in your wrist for...reasons. Who knows.

    To stop followers from randomly "unequipping" the claws change the second conditional under _Anton_wolverineClaws_Spell_Claws from the sheathed check to IsInCombat (Equal to 1). Then as long as the follower is in combat they'll never sheath, and they'll auto "Equip" in combat.

    And this has nothing to do with FNIS or the like. The animations are specific to the model being used. It doesn't interact with player animations, behaviors or the like at all in any way. Like Anton's animated wings.
    1. scipher99
      scipher99
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      I never tested for followers
    2. darioslayer15
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      I don´t have "dummy01.nif" in Meshes/landscape/plants. How can I fix that?
  10. gabrielwz
    gabrielwz
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    Excellent mod, How can I reduce the damage of the claws towards the npc?, These die very easily
  11. iBushWookie
    iBushWookie
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    Claws are invisible!?