Skyrim Special Edition

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NickNak

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NickaNak

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  • Little guide on making other weapons compatible

    I've got all my source files as well as weapon guides for making whips and claws uploaded Here

    My mod(NewArmoury.esp) needs to be a master of your mod/patch, this is easily done with XEdit. You need to give the weapon the correct keywords plus animation type

    Quarter Staffs need the "WeapTypeQtrStaff" keyword and the animation type of "TwoHandAxe"
    Halberds need the "WeapTypeHalberd" keyword and the animation type of "TwoHandAxe"
    Pikes need the "WeapTypePike" keyword and the animation type of "TwoHandSword"
    Rapiers need the "WeapTypeRapier" keyword and the animation type of "OneHandSword"
    Claws need the "WeapTypeClaws" keyword and the animation type of "Dagger"
    Whips need the "WeapTypeWhip" keyword and the animation type of "OneHandMace...

  • FAQ

    FAQ
    Q: Does this work with Nemesis/FNIS
    A: Yes, Nemesis/FNIS are not a requirement though

    Q: What DAR slots do your weapons take up?
    A: For first person
     10 - Rapier
     11 - Pikes
     12 - Halberds
     13 - QuarterStaffs
     14 - Claw in Right hand 1hm in Left hand
     15 - Whips in the Right hand
     29 - Claw in Left hand
     30 - Claws in both hand
     31 - Whips in the Left hand

    A: For third person
     10 - Rapier
     11 - Pikes
     12 - Halberds
     13 - QuarterStaffs
     14 - Claw in Right hand 1hm in Left ...