Skyrim Special Edition

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Sarthes Arai

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SarthesArai

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48 comments

  1. Gunslammer
    Gunslammer
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    • 3 kudos
    I'd adore some additions to Saints and Seducers, and Fishing mod's Ancient Nord Warhammer.
  2. Pralinezz
    Pralinezz
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    • 2 kudos
    i really like this mod only thing is that the weapons are categorized as axes, dont know if its only on my end for some reason or if it was inteded like this but is there a quick way to convert the to maces? because going throug xedit and change the mesh for every one of them is something im not thrilled to do to be honest.
    1. SarthesArai
      SarthesArai
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      They are affected by mace perks, but use axe animations, as they were a better fit for the shape of the weapon (in my opinion).
      If you disagree, you can download version 1.1, which has all of them with mace animations.
  3. BDG9000
    BDG9000
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    Great mod ! I wanted to give my Spellsword a mace at first (because he's a big guy who has both brawns *and* brains), but a one-handed hammer just feels more satisfying. Besides, hey, this *is* Skyrim, land of the Nords... A one-handed hammer with a Lightning enchantment just feels "right", y'know ?

    That being said, I had a little question; y'see, while I love this mod, there are two things that bothered me a bit :

    1) Your mauls have the exact same stats as the maces, which makes them somewhat redundant;
    2) I use Heavy Armory, which already adds a new weapon category called "mauls", with their own distinct stats and models.

    I really prefer your one-handed hammers over HA's mauls, which is why I've been using SSEEdit to make them a bit more distinct; namely, by changing their names from "mauls" to "hammers" ("iron hammer", "steel hammer", "orcish hammer", etc.) and by altering their stats to make them slightly heavier and more hard-hitting than HA's mauls, while also lowering their swing speed a bit to reflect that extra weight.

    Now, I'm only doing this for my personal use and as a way to get more familiar with SSEEdit in the first place since I'm very much a total beginner when it comes to the more technical aspects of modding. But I'd like to know if, when I'm done, you'd be interested in releasing my tweaks as an update ? Or, barring that, if I'd have your blessing to release them as a standalone mod (while crediting you as the original author, of course).

    For the record, I'm editing the 1.1 version of your mod because I just prefer the heavier, DAR-specific Mace animations over the Axe ones. Also, again, my Spellsword is a pretty big guy clad in heavy armor, and the chonky head of a hammer leads to more clipping than the thinner head of a war axe :V
  4. Solikar
    Solikar
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    • 13 kudos
    Are they affected by Warhammer texture replacers?
    1. SarthesArai
      SarthesArai
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      yes, although some use War Axe parts.
  5. PastChristmas
    PastChristmas
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    • 162 kudos
    Do you plan to create mauls from the 'Saints and Seducers' warhammers?
    1. deleted136622868
      deleted136622868
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      • 2 kudos
      Please I recommend it myself 
  6. CalvinPhelps38
    CalvinPhelps38
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    • 0 kudos
    Thank you for a wonderful mod! I have a couple questions; are the mauls classified as maces/axes so that perks affect them? Do modded perks still affect them? Is version 1.1 classified as maces and 1.2 as axes, or is it only the animation that changed? Thanks again for the well-done mod!
    1. SarthesArai
      SarthesArai
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      They are classified as maces in all versions; any perk that checks for the Mace keyword will recognize them. 
  7. tsth
    tsth
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    I just discovered this mod as I was planning out my paladin build play-through. I had the idea a 1 handed hammer would be perfect and found this beauty. Thank you!
  8. PastChristmas
    PastChristmas
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    • 162 kudos
    I appreciate the effort you put in to making all the enchanted variants of your weapons. Even the most robust weapon mods do not do this, and as a result I need to do a lot more work on to them to get them integrated properly.

    Not with this one, so thanks.
  9. rasgris94
    rasgris94
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    • 1 kudos
    Hello o/, I have a request, can you add back the mace animations?, the change to axe animations messes with a few mods that I use "elder Souls" not in functionality or a bug, it is just not an animation that matches the mace combos.
    1. SarthesArai
      SarthesArai
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      Nothing else has changed between 1.1 and 1.2, so you can just continue using version 1.1, if you don't like the new animations.
  10. steelfiredragon
    steelfiredragon
    • member
    • 35 kudos
    a Maul is supposed to look like a modern day sledge hammer....
    where as a War Hammer is more or less both a one hand and a 2 handed version weapon.... Still take the 1 handed over a clunky 2 handed one....

    can you esl flag this??
    1. SlyWolfe
      SlyWolfe
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      +1
    2. Kedavix
      Kedavix
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      @steelfiredagon If it's a name reference, you're concerned with, you can rename these weapons with SSEEdit and check for ESP-FE compatibility at the same time.
    3. SarthesArai
      SarthesArai
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      Still, Warhammers are defined by the base game as two-handed weapons, therefore I'd need another another name for the one-handed ones - Maul was the only suggestion that came up.
      I know how to use xEdit, but ESL-flagging would require changing the Form IDs of the new objects, which would make the ESL-flagged mod incompatible with the current version. To avoid additional work when updating this mod, I planned to do the ESL-flagging only when I consider the version final. However, I haven't gotten arround to work on updates yet.
    4. Kedavix
      Kedavix
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      Hi @SarthesArai I was referring to the OP of the thread, not you. :) I totally agree with your viewpoint.