I use Summermyst but not Thaumaturgy. I also use the no claws version. Should I just use the one in the misc files and not any of the others. Also, is there anything I should change in xEdit since I don't use Thaumaturgy? Or I guess just delete or disable the Thaumaturgy patch plugin.
I'm cleaning your Thaumaturgy patch and the Summermyst patch (from the other enchantments page) of all Claws and Whip references in xEdit, if I could upload them somehow and you'd like to host them on this page. I'm making sure not to delete any other references.
I likely will no longer be supporting the no claws version, someone else can do that. They will be less common in the level list and there are other mods available that improve animations for claws.
Maybe, but it's not going to be immediately, it's kind of a pain to support two versions when I personally don't use the no claws version.
not at all, really just need to remove em from the level lists and remove claw specific level list. just be sure to check for error records after in case you may have missed cleaning em out.
Hi Kulharin, are the recent November updates to the original Animated Armoury Fixes reflected here already, or if not, are they necessary for this version?
Done, I likely will no longer be supporting the no claws version, someone else can do that. They will be less common in the level list and there are other mods available that improve animations for claws.
Great, thanks so much! Unfortunate that this can no longer be used with the Clean Edition plugin from the No Whips page, but I completely understand. Out of curiosity, does your updated version of Fixes make any changes similar to those made in the Clean Edition (aka removing worldspace edits, quests, etc)?
The only thing I recall AA doing in this regard was placing some weapons in the world space and giving some to named npcs . This is a small footprint and makes the weapons appear naturally. If you want a crafting only version that is not something I am interested in doing.
I have no knowledge that AA edits anything quest related.
Nope, I havent found a patch with katana enchantments, and it okay if you dont want to do it. Is there any tutorial on how to add enchantment version of modded weapons to inventories?
I would just look at how the other enchanted weapons are handled and then duplicate the same approach for katana’s, then add then to the appropriate level lists
Hi Kulharin, looks like the katanas all have 9.25 reach. I assume .925 was the intended value. As a side note, at least on my setup, the katana models are longer than 1H swords so I gave them extra reach and made them a little slower.
By any chance can we use your patch if we use whips and claws? If it won't work, would you consider adding your updated fixes to the standard version? EDIT: You can. I actually renamed your esps and had them load overtop of the original fixes whilst maintaining the fixes and changes for whips in that mod. Whips just might be underperforming comparatively.
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Tho you should keep the fixes.
https://drive.google.com/drive/folders/1OR1SzEgMr8IWiC5OLAGSI8MWuH_-fNV1?usp=drive_linkhttps://drive.google.com/drive/folders/1DndsCtZRQvWi5AxkmLh-4tESjko4g8gT?usp=sharing
Maybe, but it's not going to be immediately, it's kind of a pain to support two versions when I personally don't use the no claws version.
I have no knowledge that AA edits anything quest related.
edit: it appears not. I may do it at some point, or does a patch for this already exist?
Probably didn't notice this due to Precision.
EDIT: You can. I actually renamed your esps and had them load overtop of the original fixes whilst maintaining the fixes and changes for whips in that mod. Whips just might be underperforming comparatively.