while i prefer your axe redesigns, i personally find the maces from this mod ( https://www.nexusmods.com/skyrimspecialedition/mods/2025 ) to be better. could you make a patch that uses the same design of that mod but with smaller heads?
Where should the amidianborn textures be placed in a load order alongside this mod? I have amidianborn weapons above this mod, then believable warhammers, then Better-Shaped Weapons, yet I keep getting the vanilla textures for all my weapons. Which mod should go where?
Except for the Unique Skyforge patch (which should go last) it doesn't matter. We are changing completely different files, nothing is conflicting.
So the order isn't the problem here. Could some other mod be interfering? Are the weapon replacers working, just not the textures? Can you get the textures to work by disabling other mods?
Hello! I tried making a personal patch for FranklyHD Dawnguard, which tweaks the equipment a bit. It also adds new glowmap on the Runed Warhammer and Runed Axe.
I used a bit of a bootleg method to bring about the changes of the runed weapons, but it works in my game. If you're interested, perhaps I could share the files with you and you can do as you wish, like an optional patch here?
Cheers and thank you for bringing these beautiful models!
EDIT: If you're interested, here are previews of what they look like with my patch. Axe: https://i.imgur.com/Xqd8psx.jpg Warhammer: https://i.imgur.com/0WZOeRb.jpg
wow thank you so much! i was trying to do this myself in 3ds but every time i exported it to nif, i'd get severe z-fighting in-game between the glow object and the metal axe head. i'd be curious to know what i was doing wrong, i noticed your version has the handle in the glow object, so i guess by bootleg method you mean you duplicated the original axe itself and changed the shader property and gave it an alpha prop?
@megablackk1d: It might get done eventually, but if you don't want to wait you can use ousnius' NIF Optimizer to turn the SE patch into an LE version yourself.
@cthunthrall: Exactly! I don't have access to any other 3D editing program (nor the knowledge) so I wouldn't know how to do it the right way. The only thing it does is that the file size is slightly bigger than it should be due to the duplicate of the entire mesh. However, as far as I know, no visual bugs should happen since the glow mesh uses only the glow texture (the rest is transparent through the alpha).
jsyk there are black spots in the nord hero axe and battleaxe UV maps. at least for vanilla textures and my own. it looks like the uv map is just a bit off in a few places
I see what you mean, thanks. I just noticed a similar error in the greatsword, but that one is more of a texture error (nord hero is missing a piece of texture that ancient nord has). The axes, as you say, are UV errors.
btw i think there are some issues like that in the vanilla versions already too, so i just brought it up as a suggestion that you might as well fix those too while you're at the job of improving the shapes themselves
Yeah, some of those originals are a bit mangled. Have you ever seen the 3rd person elven warhammer? USSEP fixes it, but take a clean installation of Skyrim and throw an elven warhammer on the ground. It's absolutely ridiculous :)
WOW, i never noticed this before. haven't played vanilla skyrim since like... 2014. you know it's weird they even felt the need to use transparency for it. like that handle just as easily could have been done with a single tile and no transparency. but yeah just hilarious how weird the results of bethesda's optimization are. they managed to make the proportions look totally different while only reducing the triangles by like 20% lol. i don't remember if zremesher existed back then but even if they had just used decimation master i think they'd have gotten better results and a lower poly count
Not until you install this and witness the prodigiously practical proportions for yourself can you truly appreciate how ghastly the vanilla models really are. WHO LOOKED AT THAT EBONY BATTLEAXE AND THOUGHT IT WAS ACCEPTABLE?
I would highly recommend this and the author's other weapon replacers, even if you aren't playing a melee character. Watching NPCs use weapons they could conceivably lift and maneuver simply feels as things should be.
This and Believable Warhammers are now must have for every playthrough of mine. Your orcish mace in particular has become my favorite mace in any game I've played just due to how simple and utilitarian it is. Looking foward to your greatswords too.
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Thankx a million jg1, awesome job done !
Those are probably some of the worst offending Bethesda weapon meshes as far as unbelievability.
So the order isn't the problem here. Could some other mod be interfering? Are the weapon replacers working, just not the textures? Can you get the textures to work by disabling other mods?
I used a bit of a bootleg method to bring about the changes of the runed weapons, but it works in my game. If you're interested, perhaps I could share the files with you and you can do as you wish, like an optional patch here?
Cheers and thank you for bringing these beautiful models!
EDIT: If you're interested, here are previews of what they look like with my patch.
Axe: https://i.imgur.com/Xqd8psx.jpg
Warhammer: https://i.imgur.com/0WZOeRb.jpg
I would highly recommend this and the author's other weapon replacers, even if you aren't playing a melee character. Watching NPCs use weapons they could conceivably lift and maneuver simply feels as things should be.