If you want something patched call me. WACCF patches discontinued - I'm no longer using it. Feel free to create WACCF versions of my patches. All patches are safe to merge.
About Keyword Item Distributor version: KID version is just single config that searches for all weapons in the game, and if finds matching name or editor ID applies a keyword. It will work 95% of the time, but there are certain edge cases which simply cannot be fixed.
For example to check if weapon is a katana, I'm simply checking if it contains these words - Katana, Wakizashi, or Zatoichi. In most cases mod authors will use them, but for example someone can make unique katana with editor ID "DestroyerOfNazeem" and name "Destroyer of Nazeem", and here KID will fail. So editor ID and/or name of the weapon must match what weapon is this, KID can't make a guess.
Another example are polearms, because Animated Armoury expects spear to be two handed sword, otherwise it won't work. If mod author marks spear as two handed hammer, or two handed axe, keyword will be applied, but it will be ignored by Animated Armoury. No other way than manual patching, or using synthesis patcher.
I will still provide manual esp patches for purists or for cases where KID fails.
Apologies friend here's the updated non translated original version. The previous link is eng/fr translation of Akavir curse of the immortals 2.1 which is an updated version of the older mod that came out couple years back.
OMG thank you so much for the goldbrand patch! Been tinkering with OAR for a couple hours until i stumbled upon this somehow. It fixed MCO ER Katana by black for Goldbrand.
I'm trying to get calamity queller spear to work with the dual spear move set from elden rim dual weapon movesets mod but since it uses OAR, what do I do to make it recognize the weapon so I can use it along with the other spears?
Config needs to point to WeapTypePike. If author is using different ID you can change it so it searches for String instead (I think it's called literal instead of FormID).
Yes. Without that there is no keywords. KID version should work without it because it creates keywords on runtime. If you don't want Animated Armoury you can use fake plugin that contains nothing but keywords.
Hello Admiral30! First of all, thanks for the mod.
I read here that some people are having problems with the KID patch with items that, for example, have the name "spike". They'll be recognized as pikes by the patch because of "pike" . I was having the same problem with LWE that adds spiked maces and stuff but I figured out that you can add an exclusion at the end of the line which excludes weapons that have "mace" in their name
e.g. Keyword = 0x0E457E~NewArmoury.esp|Weapon|*Pike,*Spear,*Naginata,*Lance,*Shortspear -Mace
Dunno if this helps since it might complicate some other mods but it works well enough for me.
375 comments
All patches are safe to merge.
Newest update - updated Reliquary of Myth patch.
WIP:
- Dark Souls Pack by Team TAL (on hold - download link down)
- https://www.nexusmods.com/skyrimspecialedition/mods/39545
- https://www.nexusmods.com/skyrimspecialedition/mods/12760
- https://www.nexusmods.com/skyrimspecialedition/mods/29415
- https://www.rektasmarket.com/post/rektas-umbra
- https://www.nexusmods.com/skyrimspecialedition/mods/963
- https://www.nexusmods.com/skyrimspecialedition/mods/79394
- https://www.nexusmods.com/skyrimspecialedition/mods/78143 (on hold - mod down)
- Insanity's Celtic Katana
- Ordinary Weapons Port by RonnieMagnum
- COCO 2B Wedding Outfit
- Storm Tempest Outfit
- Skyblivion Akaviri Warblade
- Sekiro Mortal Blade
- Bleach - Vasto Lorde form and Zangetsu
- Yorukaze Katana WK27
- CL Samurai Armor and Weapon Pack
- Liliths Tools Redone
- Muramasa Katana WK 27
- Ferrum Nibenis
- Royal Armory - Reforged
- Ebonscale CBBE 3BA
- Golden Mortal
- Japanese Weapons SSE (less powerful version)
- ESM AKAVIR The Curse of the Immortals
About Keyword Item Distributor version:KID version is just single config that searches for all weapons in the game, and if finds matching name or editor ID applies a keyword. It will work 95% of the time, but there are certain edge cases which simply cannot be fixed.
For example to check if weapon is a katana, I'm simply checking if it contains these words - Katana, Wakizashi, or Zatoichi. In most cases mod authors will use them, but for example someone can make unique katana with editor ID "DestroyerOfNazeem" and name "Destroyer of Nazeem", and here KID will fail.
So editor ID and/or name of the weapon must match what weapon is this, KID can't make a guess.
Another example are polearms, because Animated Armoury expects spear to be two handed sword, otherwise it won't work. If mod author marks spear as two handed hammer, or two handed axe, keyword will be applied, but it will be ignored by Animated Armoury. No other way than manual patching, or using synthesis patcher.
I will still provide manual esp patches for purists or for cases where KID fails.
Does the newest version of Akavir Curse of the immortals need an updated patch?
Thanks for your time and patches! :)
https://www.nexusmods.com/skyrimspecialedition/mods/107751
I read here that some people are having problems with the KID patch with items that, for example, have the name "spike". They'll be recognized as pikes by the patch because of "pike" . I was having the same problem with LWE that adds spiked maces and stuff but I figured out that you can add an exclusion at the end of the line which excludes weapons that have "mace" in their name
e.g. Keyword = 0x0E457E~NewArmoury.esp|Weapon|*Pike,*Spear,*Naginata,*Lance,*Shortspear -Mace
Dunno if this helps since it might complicate some other mods but it works well enough for me.
Keyword = 0x0E457E~NewArmoury.esp|Weapon|*Pike,*Spear,*Naginata,*Lance,*Shortspear, -KeywordStringClub, -KeywordStringMace
It only addresses Lore Weapon Expansion but It's a viable band-aid solution until KID gets updated, I guess.
Hello, this golden katana looks great, can you help me add keywords?