Thanks for the original mod I've been using it since it got ported to SSE. I always found it so odd that the most important people in Skyrim were using run of the mill weapons. When it comes to unique weapons Bethesda really dropped the ball. But mods like yours really filled that gap.
Hey I'm a little confused do I still need the mod that gives them the new weapons and this is just a replacer so I still need that one too or is it included in this one please?
It isn't compatible as-is. Because of the special .nifs, those 13 items won't show up in the LotD museum. The peeps at the official patch hub say they only patch for the original mod, Royal Armory: New Artifacts.
This mod doesn't have any plug-in that changes the "MODL - Model FileName" entry that changes the path or filename that any replaced weapon is currently using, and the .nif files are the same filename format that the original uses where the problems for the display model may occur.
Referring to DBM_RoyalArmory_Patch.esp, they use a "FormID List" and "Placed Object" entries (Cell > Block 9 > Sub-Block 7 > xx18F4FB > Persistent) that bounce back and refer to the weapons list in the main mod "PrvtIRoyalArmory.esp", and they only made changes to 2 weapon data and changed their "FULL - Name" entry, which are "Yokuda's Edge" and "Crescent".
Mostly the changes I look for are at the "Static" or the "Weapon" entry then under the specific weapon data's "MODL - Model FileName" entry of the plugin, and since the DBM plugin just refers to the main mod, and as this mod doesn't have a plugin that changes the path of any model it intends to replace since they're just .nif files that matches the original mod's filename format, I assumed the "DBM_RoyalArmory_Patch.esp" is "plugin-less model replacement friendly".
But of course if I missed something important with their "Placed Object" implementation, please feel free to jot down where the conflict must be addressed.
Unless one does use another replacement mod or a patch that changes the original entries be it from "PrvtIRoyalArmory.esp" or their own plug-in that includes a .esp file that changes a specific weapon's "MODL - Model FileName", then one might encounter incompatibility.
Sorry about that; it's a problem within the nif file missing an INV block(?) that should fix the inventory view (hopefully). I'll get around to it when the planned fix for the others are done.
I apologize for the silly question, but considering i'm new(ish) to modding I figured this would be as good a place as any to ask..
When i'm installing a replacer in MO2, is it ok for me to take the files from this replacer download, open the folder containing the main royal armory mod, and overwrite the original files with yours? I noticed there was a script in your mod, will the original Royal Armory recognize and run it when I place it in the folder? Or will all this cause catastrophic consequences..? lol..
Thanks for any help in advance
Much credit to the authors of both mods, fantastic work!
There's no script of any kind in this mod as these are intended for replacing models and textures only. But try installing the original Royal Armory first before installing these replacers for them to take effect.
Can anyone please confirm if these are the same as Old Kingdom weapons retextures or different? I am starting a new mod list and I have them both currently downloaded with the reforged versions also and they look like they are the same in most cases but I am not 100% sure and I don't want to have any problems and I also don't want to waste any valuable download space that we console users have to conserve oh so carefully! Thank you for the beautiful work here!!!
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Fixed DSR Patches are now applied for this version.
Loadscreen model update now available.
Let me know if there are any problems with the files. Many thanks again!
Some of these look darn cool
You need PrivateEye's mod Royal Armory - New Artifacts as these are just model and texture replacers.
If you use a mod organizer, install Royal Armory - New Artifacts first then install this afterwards. Load order should be:
- Royal Armory - New Artifacts
- PrivateEye's Royal Armory - Reforged
This mod should be loaded after the original/parent mod. Hope this helps.
Referring to DBM_RoyalArmory_Patch.esp, they use a "FormID List" and "Placed Object" entries (Cell > Block 9 > Sub-Block 7 > xx18F4FB > Persistent) that bounce back and refer to the weapons list in the main mod "PrvtIRoyalArmory.esp", and they only made changes to 2 weapon data and changed their "FULL - Name" entry, which are "Yokuda's Edge" and "Crescent".
Mostly the changes I look for are at the "Static" or the "Weapon" entry then under the specific weapon data's "MODL - Model FileName" entry of the plugin, and since the DBM plugin just refers to the main mod, and as this mod doesn't have a plugin that changes the path of any model it intends to replace since they're just .nif files that matches the original mod's filename format, I assumed the "DBM_RoyalArmory_Patch.esp" is "plugin-less model replacement friendly".
But of course if I missed something important with their "Placed Object" implementation, please feel free to jot down where the conflict must be addressed.
Unless one does use another replacement mod or a patch that changes the original entries be it from "PrvtIRoyalArmory.esp" or their own plug-in that includes a .esp file that changes a specific weapon's "MODL - Model FileName", then one might encounter incompatibility.
By the way, great mod, thanks!
Thanks as well!
When i'm installing a replacer in MO2, is it ok for me to take the files from this replacer download, open the folder containing the main royal armory mod, and overwrite the original files with yours? I noticed there was a script in your mod, will the original Royal Armory recognize and run it when I place it in the folder? Or will all this cause catastrophic consequences..? lol..
Thanks for any help in advance
Much credit to the authors of both mods, fantastic work!
Thanks!
Thank you for the beautiful work here!!!