Skyrim Special Edition

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LeanWolf and masterofshadows

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LeanWolf

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1430 comments

  1. LeanWolf
    LeanWolf
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    These meshes have already been 'optimized' (since v2.0.10), THERE IS NO NEED TO RE-RUN THEM: doing so has caused CTDs in the past, due to an over-ambitious change in one version of Nif Optimizer (that was eventually found and reverted).

    FAQ-ish stuff: (if your post didn't get a reply it may be covered here or in the Description)
    I only use WryeBash as my mod manager, so you can always ask for help with other mod manager issues but I probably can't help.
    Will you also do..? Maybe, no harm in asking. I've fulfilled some requests posted here.
    THERE IS A 'PROGRESS' SECTION IN THE DESC, PLEASE CONSULT IT TO SEE WHICH WEAPONS ARE INCLUDED SO FAR.
    Textures used in images? I mostly use a mixture of aMidianborn, FrankFamily and SkyRealismShiny, sometimes changing the cubemaps.
    Ecotone Dual Sheath meshes? Included, option in the installer - overwrite Ecotone's meshes.
    Remove Sheaths? My sheaths are totally optional, but if there's a vanilla sheath you don't like you can remove it very easily by deleting it in Nifskope.
    Weapon/quiver gap? The gap between weapon and body is decided by your armor's "weapon adjust" value and your skeleton mesh. The proper way to adjust the gap is to make sure the armour has an appropriate weapon adjust value ("skimpified" armors are a common culprit here), and edit the weapon nodes in your skeleton.nif using RaceMenu or ECE.
    Weapon hand position? I can adjust the grip position, but the vanilla 1st-person/3rd-person/left-/right-hand weapon positions are all different, so if I set the proper right-hand position then the left hand will clip through the guard. I prefer a lower grip over clipping.
    Common: "My Nord Hero swords look weird!" You installed the option for Runed Nord Hero weapons but don't have the RNHW mod installed, which, as stated in the Desc and the installer: is required for it's glow textures.
    Compatible with?: "Compatible" means "no conflicts", it does NOT mean that mods which add new weapons based on the vanilla weapons (like Immersive Weapons) will be affected by my edits, so a sword-spear made from a vanilla sword mesh will NOT look like my sword, unless the author specifically used my mesh to start with. So yes, they are totally compatible; but no, my mod will not automatically reshape his meshes.
    - This mod edits the vanilla weapon meshes, not textures, so it's only incompatible with other mods that replace vanilla weapon meshes, so just pick which re-mesh you prefer.
    - some re-texture mods also include the meshes in order to assign a new cubemap for example, such mods require a patch to get the full effect of the retexture.
    - I've made patches for some popular re-textures, but I obviously prefer when they make the patches themselves (take a look at all the files/folders inside my installer to get an idea of how much of a pain adding options can be).
    - Mods that make the game's "unique" weapons actually unique-looking are compatible as they must use a plugin to assign new meshes/textures to the weapons (but again: my mod will not auto-reshape their weapons).
    - Fully compatible with mods that just change any of the weapon stats, enchants, etc using a plugin (.esp).
    But it's supposed to be like that! Roman gladius! Broadsword! Can't unsheath a greatsword over the shoulder, etc. I know and I DON'T CARE.

    The Standard version in Misc downloads doesn't require a mod manager to install, it's the BethNet version, esp/bsa format, so any loose files you install will overwrite my meshes. It includes all of the vanilla weapons plus the standalone Dawnbreaker Greatsword, but none of the options available in the installer version.

    Classic Edition version - BSW is also available on BethNet for both PC and XBONE.
    A PS4 version is unfortunately not possible as mesh files, even vanilla replacers, are "external assets" forbidden by Sony.


    I'm still a little overwhelmed at the popularity of this mod, but I'm very pleased that it's been so appreciated!
    I would very much like to express my sincerest gratitude to those amazing few who have actually donated to me. It's very encouraging to me for both modding and in life in general that such generous people exist. Seriously, thank you!
  2. CyborgArmGun
    CyborgArmGun
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    + New red-glowy sheath retexture for Daedric blades to better match



    You know what I'm doing with this, sir.
  3. Anakin1773
    Anakin1773
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    Thank you for the mod, but I have a question. Would ever consider packing the files into BSAs? (I can also do it for you)
    1. LeanWolf
      LeanWolf
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      No because then you can't have options.
    2. Anakin1773
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      Ok then, thank you for informing me of this.
  4. Atroxion
    Atroxion
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    Thank you for the new Dwemer Weapons Glowmapped patch! :)
    1. LeanWolf
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      Np! Your post over there brought it to my attention
    2. Atroxion
      Atroxion
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      Haha glad I could be of service!
  5. 3njoi
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    Did not expect an update on this mod! Thanks Leanwolf, can't wait to try it! Do you have any plans/intentions to cover any of the CC content? Regardless, thank you and great work to the modding community.
    1. LeanWolf
      LeanWolf
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      It's just a patch for a mod I use, so if no-one else makes it..

      I DO plan to do some of the CC stuff, I should put this in a sticky as I get asked it so often, but I always find more interesting things to work on when I find some time to mod..
  6. ArtoriasAbyssWalker228
    ArtoriasAbyssWalker228
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    Dawnbreaker Greatsword's attack animation is too fast. Can you make it smaller? (for example, like the Elven Greatsword).
    And release a separate patch to change this for those who do not like this speed.Thank you,
    P.S. everything works great and looks just as good.
    1. LeanWolf
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      Thanks! Learn to use SSEEdit, it's super easy and only takes seconds to edit the speed, damage, reach etc of any weapon.
    2. ArtoriasAbyssWalker228
      ArtoriasAbyssWalker228
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      I did everything, changed it to standard 0.7 and everything works, it took 5-10 minutes to figure it out. Thanks again
  7. ThatOneDudeK
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    Amazing mod!! tyvm for all the effort put into this. Looks so so so much better!

    Just a question, what is the mod that has you have the dual wielding blades on the back? I'd love to have this!!

    Btw, i really liked the drawings on the pics. Pure art^^
    1. LeanWolf
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      Thanks! It's not dual wield, I wear longswords on my back together with greatswords. For the longest time I used a customized skeleton but now I just use IED - it lets you put weapons and pretty much any gear where you want on your character and NPCs.
    2. ThatOneDudeK
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      wow, tyvm! just checked and seems to be a really cool mod. and also sounds simple, even for a newb like me^^
  8. Rainbow2021
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    Really cool mod, It always seemed stupid how bulky the weapons were. They looked more like toys. However, the original design of the daedric axe actually had a purpose. It's to prevent the blade from getting stuck inside an enemy.
  9. thedark1234
    thedark1234
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    the arrow have spin?
    1. LeanWolf
      LeanWolf
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      I've only reshaped the dragonbone arrow, but yes I made it spin.
  10. Tankionline2010
    Tankionline2010
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    Is there a plan to update this mod for all the Creation Club Content?
    1. 3njoi
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      +1 for CC Content
  11. Beneficialcap7951
    Beneficialcap7951
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    the iron dagger and weapons are purple? can anyone help me with that.
    1. Blackspine18859
      Blackspine18859
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      You need to look at your load order on the LEFT pane (assuming you're using MO2). Something is overwriting this mod.