Mod page has been updated. It's a lot of text, but it should cover everything you need to know. Check the FAQ. I added a lot of info there too. And check the compatibility section regarding patches and requirments.
- LOOT error warns that CCOR patch is missing This is an outdated LOOT warning. In Heavy Armory V6, the CCOR and WACCF patches have been merged into a single WACCF patch, that also supports CCOR if installed. Ignore the warning.
Hi there, I'm sure this is a tedious question, but I'm unsure what else to do. This isn't a bug, it's just a matter of setting conditions where I'm unsure of how to go about it. I have Animated Armoury and Smooth's Weapon Idle animations installed. With Animated Armory's pike, it uses the correct new animation, however the spear (two handed) from this mod uses the new greatsword idle. what I'd like is to set the Heavy Armory Spear to play and utilize the same idle animation the pike does with these new animations from smooth, and want to know what the folder structure and keywords I should be using are. Thanks for any help you can give, very cool mod.
If i create a patch where i put keywords form this mod on weapons form other mods, for example spears form Vigilant, will it use the animations from this mod? i ask this because there are patches for animated armory, that to my knowledge work the same way. i don't intend to use those patches i will use synthesis weapon keyword patch to do this and add heavy armory as master.
Thanks for the reply! It did work, but for the 2 handed spears that were patched the only animation that has been modified is the 1st person walk animation. I tried to move heavy armory in my load order in case something is overwriting it, clear the nemesis cache, the usual stuff. It is most likely that the problem is not from this mod, but any help is appreciated.
Had to get rid of this mod. I have no idea why there are so many other mod requirements just to get this one to work. Downloading each of those mods has a list of 2-3 mods to get those mods to work. I really like the mod but its a complete hassle to get it to work correctly.
If you just want the new weapons, Heavy Armory has no additional requirements. If you want animations, you'll also need OAR. Everything else is optional.
My man tis pretty much the same thing. OAR is compatible with DAR out of the box but DAR usually takes a long time to be updated, last time took almost a year so the community made OAR. I was a DAR user myself, OAR is better, you can just let both work togeder or do like me and delete DAR and only use OAR. Every mod that use DAR will work with OAR. Hope this help.
Hello, I have been having the problem that some of the spear types have not been showing up(except quarter staffs). Other weapons types intalled by the mod are showing up (mauls, long maces, hatchets, short swords.. etc). I am lvl 20 in this play through, but I'm not even seeing spears and halberds in the smithing menus. Have I failed to install something correctly? Thank you.
Yep, and I did check that to make sure. I only see the option to disable halberds (Which I don't have selected). So I actually have seen one spear and one halberd but that is over 20+ hours of playing and I still don't see an option to craft those spear types. Maybe I'm just misunderstanding how and when they should show up or if I should have the ability to craft them or not. Thanks for your help!
Just to confirm, you're been seen the other weapon types from Heavy Armory and are able to craft them? It's just the halberds and spears that are problematic? What about tridents?
If you're able to, could you try the following console commands and let us know what values they return? Thanks!
Yes, the other types of heavy armory weapons are commonly found throughout gameplay and are craftable. I have seen one spear and one halberd over 20 hrs of gameplay at least. I haven't seen any glaives, tridents, or short spears and they are not craftable. getglobalvalue ShEnableReplacement returned: GetGlobalValue >> 0.00 getglobalvalue ShDisablePolearms returned: GetGlobalValue >> 100.00
Thanks! Those values are the opposite of what they should be, so I'll take a look at the startup and MCM scripts to see if I can figure out what's going on there. In the meantime, these commands should enable polearm distribution and crafting for you.
I think something wrong with all meshes for glaives. Both player and NPCs hold them backwards.
Edit: To clarify — NPCs and player holding glaives with blade edge facing toward them and curving away from them. I have very little knowledge of modeling, but I did notice that in nifscope glaive meshes look a little different from other asymmetrical weapons. Glaives x y z coordinate axis have x axe pointing in opposite direction.
Spoiler:
Show
Edit: Well, I used nifscope to flip meshes and adjust collision box, and it appears to solve the problem. At one hand, it seems highly unlikely that it can be an issue with mod files without someone noticing and reporting it. On the other hand, at this point, I do not know what I could have screw up at my end.
What is ther average texture size of the majority of the weapons? Also, how do I manually install this mod? I ask because I am on Linux, which does not possess any native mod managers as of yet, so I've been manually modding.
The weapons use vanilla weapon textures, so HA doesn't include any new textures.
For the main mod, copy the contents of the PrvtI_HeavyArmory folder, along with the .bsa file from Options/HeavyArmoryBSA, into your data folder. The other patches and options are more complicated to manually install, but if you can provide some info as to which patches/options you need/want, I can provide some instructions for those as well.
Is anyone else having problems with the Fishing patch? Dragur never seem to carry the Fishing version of the three Ancient Nord weapons but the HA variants instead? Am I doing something wrong?
same issue here, loot / wyre bash is detecting that CC-fishing_WACCF_Patch require "Prvti_HA_Fishing_DraugrWeapons_WACCF". I'm running kryptopyr's Patch Hub and I can't make a bashed patch with that mod. which is problematic.
Which Fishing patch did you select from the installer? I double-checked all the combo patches (distributing both the CC and HA versions) and they're all set up correctly.
skow75: If you're having problems with kryptopyr's Patch Hub installer, I can try helping you on that mod page, but I'd need to know which patches specifically are causing issues with Wrye Bash.
Make sure you're selecting one of the Fishing patches beginning with "CC: Fishing" in the installer. As long as you do, you should only get the CC weapons, as the HA variants are not added to the leveled lists.
great especially with animated armory, all new and cool weapons compliment my playthroughs, dragon bone short sword not having any sheath sucks but if that is my only complaint I'd say it's a great job.
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Check the log for changes (there's a bunch)
Mod page has been updated. It's a lot of text, but it should cover everything you need to know.
Check the FAQ. I added a lot of info there too.
And check the compatibility section regarding patches and requirments.
Smith Armory Inventory Overhaul
Additionally, here are some more solution to common issues:
- CTD at start up
Happens on game version below 1.6.1130. You'll have to install Backported Extended ESL Support.
- LOOT error warns that CCOR patch is missing
This is an outdated LOOT warning. In Heavy Armory V6, the CCOR and WACCF patches have been merged into a single WACCF patch, that also supports CCOR if installed. Ignore the warning.
OAR is compatible with DAR out of the box but DAR usually takes a long time to be updated, last time took almost a year so the community made OAR.
I was a DAR user myself, OAR is better, you can just let both work togeder or do like me and delete DAR and only use OAR.
Every mod that use DAR will work with OAR.
Hope this help.
I have been having the problem that some of the spear types have not been showing up(except quarter staffs). Other weapons types intalled by the mod are showing up (mauls, long maces, hatchets, short swords.. etc). I am lvl 20 in this play through, but I'm not even seeing spears and halberds in the smithing menus. Have I failed to install something correctly? Thank you.
If you're able to, could you try the following console commands and let us know what values they return? Thanks!
getglobalvalue ShEnableReplacement returned: GetGlobalValue >> 0.00
getglobalvalue ShDisablePolearms returned: GetGlobalValue >> 100.00
Edit: To clarify — NPCs and player holding glaives with blade edge facing toward them and curving away from them. I have very little knowledge of modeling, but I did notice that in nifscope glaive meshes look a little different from other asymmetrical weapons. Glaives x y z coordinate axis have x axe pointing in opposite direction.
Edit: Well, I used nifscope to flip meshes and adjust collision box, and it appears to solve the problem. At one hand, it seems highly unlikely that it can be an issue with mod files without someone noticing and reporting it. On the other hand, at this point, I do not know what I could have screw up at my end.
For the main mod, copy the contents of the PrvtI_HeavyArmory folder, along with the .bsa file from Options/HeavyArmoryBSA, into your data folder. The other patches and options are more complicated to manually install, but if you can provide some info as to which patches/options you need/want, I can provide some instructions for those as well.
skow75: If you're having problems with kryptopyr's Patch Hub installer, I can try helping you on that mod page, but I'd need to know which patches specifically are causing issues with Wrye Bash.