Must include the assets (models, sounds, etc.) but do not specifically need any of the esp's
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
I consider this mod to be as much a patch as anything else. None of the resources are my own work, and are soley the work of their original authors (as linked). It fixes a graphical glitch with animations, and then adjusts some numbers to play nice with FTweaks. If the dependent mods allow to you use their resources, I place no additional constraints on your use, *except* that you may *not* sell or use in a mod that is sold.
File credits
ClomeG (https://www.nexusmods.com/skyrimspecialedition/users/81229233) for the awesome animations! Opsguy27 (https://www.nexusmods.com/skyrimspecialedition/users/1263593) for the work of uploading and maintaining the entire lightsabers mod
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.2.1
Fixed collision mesh
Removed absurd amount of bloom; you can now see *and* wield at the same time
Version 1.2.0
Fixed the 'Mystic' version of bound-lightsaber not actually being mystic and ending before being sheathed
Version 1.1.0
Added bound variants
Removed "ward"-like effect that occurred during blocking in 1.0.0
Version 1.0.0
Initial upload
Adapts the double-bladed lightsabers from @Opsguy27's awesome mod: https://www.nexusmods.com/skyrimspecialedition/mods/3749. Further, it includes the epic animations from @ClomeG's mod: https://www.nexusmods.com/skyrimspecialedition/mods/58762.
So what does this mod do that those two don't on their own? Most importantly, it fixes the placement of the weapon/hands. By default (without this mod), you'll be holding the "front" blade, rather than the weapon's hilt. Also, this mod adds a copy of the 'Darth Maul' lightsaber for each variant of the battlestaff, as available in FTweaks, including the same attributes, values, and crafting/grind-stone recipes.
The sabers are entirely distinct weapons, and are not added to level lists or anything, so they won't show up anywhere without you crafting them.
Recommendations: Don't use the SkyrimSA animations, and just keep the DAR replacement-animations on the vanilla system. SkyrimSA animations look amazing, but they prevent you from controlling your location-movement. So you can't chase an enemy while attacking, nor keep your distance from them. Not managing your placement/"footwork" is a great way to die in Requiem/3Tweaks. The DAR animations still look good without SkyrimSA (still has logical animations for a double-bladed weapon, rather than just swinging away like a warhammer), and you keep your movmement.
Future Work (maybe): * Additional hilts (so steel is visually different than glass, for example) * Additional blade colors