I honestly love this mod and what it represents. It's so chaotically fun. In my old LE modlist I used this as a means of always having a weapon on hand if my weapon broke since I was running with Loot and Degradation at the time, and weapons breaking on long missions was a possibility and it was great fun being in a dungeon and picking up a chair to slam on top of some draugr WWE style.
However, this mod now is starting to show its age and outside of a meme run, I can't really consider it for a serious long-term game despite the fact that it won't ruin your game. In fact, if you're interested in vanilla combat, and playing something off the wall, then seriously give this mod a go. Trust me, nothing is funnier than beating the Companions storyline as a guy who just picks up chairs, vases, brooms, and other dungeon junk and beats the entire storyline without using a sword once.
However, the reason I'm not using it is because it doesn't seem to really work with many of the new combat overhauls that have been utilized in the last year alone, and there are still bugs that I encountered down below from other users. Personally? I REALLY hope this mod gets picked back up for development. It's got a lot of potential because a lot of the groundwork is already there. It's amazing what it accomplished without SKSE, but imagine what its potential could b if using modern frameworks. Plus, if we had an MCM menu we could at least somehow tweak the settings ourselves to our liking, or even assign the "pick up junk" button to a hotkey. I'd love to be able to set the items to not be so powerful (since I only used it as a backup), and use a hotkey to pick junk up instead of a chosen power if I needed it for seamlessly grabbing junk and pulverizing vampires with them. Overall, there's a lot of room for improvement and while the base is great as is, this has the potential to be even more amazing I feel and I'd love to have it resurge and have interest in it renewed.
Book doesn't seem to work... Turning off all options still results in everything being weaponized. Really cool concept, but there needs to be a way to disable it since now I can't get normal junk for crafting recipes.
Great mod! thanks for making it. Only problem im having is fishing poles dont seem to convert no matter what i do. Im not sure if skyrim has "fishing poles" and "fishing rods" ? im on SE havent upgrade to AE.
is it possible to have a toggle in an mcm menu to say "ask to convert" with the options "Convert", Do Not Convert" and "Never For This Item" or just some way to blacklist items? This has a minor incompatibility with Skyrim's got talent and similar mods cause of the automatic conversion.
I think this is incompatible with WACCF (weapons, armor, clothing, and clutter fixes). I installed that and the Complete Crafting Overhaul mods and now I can't equip most junk items as weapons. Static items like candlesticks and the like still work, but I can't grab tankards, goblets, etc... anymore.
is it possible to add an auto equip option( so you can turn off auto equip and then you have to manually equip the junk)and a blacklist option for economy items an instruments sometime i just want to sell my silver ewer an be a bard (skyrims got talent)?
Dumb question, but is the notification that classifies an object as scrap/crafting-related (like in the picture up above that shows (Crafting) Scrap: Silver Platter) provided by this mod? Because if so, it's not showing up for any of the items that should be affected.
Also, I'm not sure if it was stated on the description page, but this mod works best if you start a new game with it. Might be just an issue on my end, but on my existing save a lot of the misc items aren't detected by the pickup power (or when picking them up normally), and the only way to use them (items like tankards, goblets, ladles, flutes, brooms, etc) is to add them as weapons via console commands.
I tested this mod on a new save, and it worked perfectly.
All weaponized items can be added (and wielded) through console commands, but as stated above I've found that this mod works best with a new save.
66 comments
However, this mod now is starting to show its age and outside of a meme run, I can't really consider it for a serious long-term game despite the fact that it won't ruin your game. In fact, if you're interested in vanilla combat, and playing something off the wall, then seriously give this mod a go. Trust me, nothing is funnier than beating the Companions storyline as a guy who just picks up chairs, vases, brooms, and other dungeon junk and beats the entire storyline without using a sword once.
However, the reason I'm not using it is because it doesn't seem to really work with many of the new combat overhauls that have been utilized in the last year alone, and there are still bugs that I encountered down below from other users. Personally? I REALLY hope this mod gets picked back up for development. It's got a lot of potential because a lot of the groundwork is already there. It's amazing what it accomplished without SKSE, but imagine what its potential could b if using modern frameworks. Plus, if we had an MCM menu we could at least somehow tweak the settings ourselves to our liking, or even assign the "pick up junk" button to a hotkey. I'd love to be able to set the items to not be so powerful (since I only used it as a backup), and use a hotkey to pick junk up instead of a chosen power if I needed it for seamlessly grabbing junk and pulverizing vampires with them. Overall, there's a lot of room for improvement and while the base is great as is, this has the potential to be even more amazing I feel and I'd love to have it resurge and have interest in it renewed.
Also, I'm not sure if it was stated on the description page, but this mod works best if you start a new game with it. Might be just an issue on my end, but on my existing save a lot of the misc items aren't detected by the pickup power (or when picking them up normally), and the only way to use them (items like tankards, goblets, ladles, flutes, brooms, etc) is to add them as weapons via console commands.
I tested this mod on a new save, and it worked perfectly.
All weaponized items can be added (and wielded) through console commands, but as stated above I've found that this mod works best with a new save.