Skyrim Special Edition
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Mihail

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MihailMods

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About this mod

Official pack of Mihail's rustic weaponry themed creations. In a world where not everyone has the money to afford the best weaponry, the common citizen will use what he can to defend his life, even if he often has to resort to his working tools, or weapons far beyond their prime.

Requirements
Permissions and credits
Translations
  • Russian

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can find me on Youtube and on my Discord server;
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).






Official pack of Mihail's rustic weaponry themed creations. In a world where not everyone has the money to afford the sharpest swords and the strongest shields, the common citizen will use what he can to defend his life, even if he often has to resort to his working tools, or weapons far beyond their prime.

In the current version, this themed pack features 100 new rustic weapons, 
logically distributed across the world
, scattered throughout chests, open spaces, and NPCs.

(for more information about each rustic weapon, check the "Features" category)



Frequently Asked Questions (FAQ)
How do themed packs work? -They are packs that compile individual mods of mine, be they creatures, armor, weapons, etc., by classifications in common between these files, whether they are dwarven automatons, undeads, daedra, player homes, robes, daedric weapons, etc., thus facilitating the use of more mods, taking up less space, and making everything simpler.
What will be the frequency of these? -Variable, I will only compile themed packs when I have the amount I consider sufficient of individual files, for a consistent and complex pack, that fulfills the purpose of immersion that is proposed. For example, a themed pack of animals from the megafauna, due to the greater extent of the terrain where they appear, needs to have a large number of mods launched individually prior to the merge, so that it pays to form a themed pack, while a themed pack of dwarven automatons for example requires much less, because the places where these occur are much smaller, and it is easier to fill all the gaps in that sector in the vanilla game.
Do I need to keep the individual mods merged in the themed pack? -No, check in features what mods are merged in the themed pack, and you can delete all files related to them, or just the esps if you want, since meshes, sounds, textures, etc. will naturally be replaced, and if you are asked during the installation of the themed pack if you want to replace files, click "Yes for all".
Will individual mods continue to be released? -Of course, and after a while of the launch of an individual mod, it will also be included in the respective pack, then stay tuned for updates on the themed packs and the releases of new packs, but as the creation of a themed pack only occurs when I consider that the pack attends well to what it proposes, it can take a while until I consider that a new update is justified, when I already have a good number of new individual creations released, which can take many months, so, keep downloading mods that I release, and allways checking when they will be included in a themed pack.
Will you make a modular option for themed packs, allowing me to choose what I want, and disable what I don't want? 
-No, it totally goes against my philosophy regarding my mods and their immersion. Things are thought and implemented with a view of using everything together. For example, artificial intelligence and positioning, mainly of creatures, are linked to the use of my other creatures alongside them, they are made to be used all together and thats when they will function at full potential. Ultimately, if you want to pick and choose, individual standalone mods are available.




(under construction)




This mod adds some of the rustic weapons in the vanilla leveled lists, as well as adding some directly to specific NPCs, including some merchants who make them available for sale. So that you don't run the risk of losing access to some of them due to incompatibility with other mods, I recommend that you create a Batched Patch.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



Mihail Weapons and Shields aims to offer players a vast arsenal of immersive high quality weapons and shields to increase the variety and possibilities in many different styles of combat and gameplay.






(under construction)