Great mod! I customized for my own playthrough since it was so easy to add the effect to mod added crossbows and removed effects from vanilla bows. Also add bolts to NPCs with SPID so I sometimes find ammo on the bodies I loot.
Editing the spell itself is not really my strong suit but if https://www.creationkit.com/index.php?title=Magic_Effect is to be believed, you can add actortypegiant to the keyword of the magic effect which should exclude them. Very easy to do in creation kit.
If using xEdit, add 0010E984 to keyword of the spell effect
I'd recommend forwarding the USSEP fix for crossbows. The reason the Unofficial Patch team did that is because the text would stay there even if you enchanted the crossbow, meaning you wouldn't be able to see which enchantment you placed on it. This bug was also present for silver weapons and the Dawnguard Rune Hammer, all of which were fixed.
I'll see what I can do, but I can't make any promises.
I will say this, because I think a lot of people are concerned about the realism aspects of this mod. As I mentioned in the description, your choice of ragdoll/skeleton mods will determine how much force is applied to NPCs. I seem to have a "heavy" skeleton mod for mammoths in my build; they don't move at all when hit by these. My giants have a default skeleton, and they get fully knocked down. The XPMSE skeleton implements "realistic" ragdolling and force, so with most NPCs this mod works pretty well for me. I don't know about dragons, since I have not followed the main quest in my current playthrough. (I'm curious about this now though.) You can obviously tweak the effects for different creatures by installing different skeletons for them.
awesome, such fun! gotta make a new char & blast em all now. is there any mod out there that adds multi-shot to crossbows?^^ (i only know the multi shot mod for arrows).
Not that I know of, but it looks really easy to set up in the CK. It's literally a checkbox and a field for the number of shots per unit of ammo.
You've got me curious now, how does it work for bows? Is it a shotgun effect where all the shots blast out at once, or is it more of a stream of shots?
13 comments
Xedit, in the effect conditions, please mention what condition should i use to accomplish that?
If using xEdit, add 0010E984 to keyword of the spell effect
or atleast add a yuge recoil effect when shooting, so that sending NPCs flying makes sense.
wish you just included this as an optoonal file.
downloaded!
i also like the idea of giving the bash more dmg!
I will say this, because I think a lot of people are concerned about the realism aspects of this mod. As I mentioned in the description, your choice of ragdoll/skeleton mods will determine how much force is applied to NPCs. I seem to have a "heavy" skeleton mod for mammoths in my build; they don't move at all when hit by these. My giants have a default skeleton, and they get fully knocked down. The XPMSE skeleton implements "realistic" ragdolling and force, so with most NPCs this mod works pretty well for me. I don't know about dragons, since I have not followed the main quest in my current playthrough. (I'm curious about this now though.) You can obviously tweak the effects for different creatures by installing different skeletons for them.
You've got me curious now, how does it work for bows? Is it a shotgun effect where all the shots blast out at once, or is it more of a stream of shots?