I install the no npc option thinking it will only remove claws and whips but it removede every single weapon from the mod i just realize after like 10 hrs i'm not mad tho but youu should change the name to something like "remove all animated armory for npcs"or something like that
slightly confused with the files, does the older version that removes the weapons from the NPC's only talking about the whip and claws? Or is it talking about ALL of the weapons in Animated Armory from NPC's?
If so, does that mean the latest version is the one that only removes the whips and claws?
As a result of checking, NPC does not use all AA's weapons. I know restarting is the best, but I've seen it applies to mid-save as well. This is exactly the mod I was hoping for. I'm going to make AA's weapons very high damage with ssedit, so I don't want NPCs to use them at least until they acquire my weapons.
Hey man, thanks alot for this mod! Really helps till I can find a patch for Animated armoury and Precision.
I hate asking this but...is it safe to use this mid playthrough? Likely not given I've came across at least one NPC using claws (though it was already near my cell when I installed the mod).
If you had the original animated armoury already and installed one of these on the same save, then any npc or enemy that's been loaded already will probably keep the claws or whips that they have. New npcs and enemies you meet should work fine though I'd imagine, but yeah if they already got the claw/whip then they're gonna keep it once this is installed
So far I didn't encounter any new enemies with Claws or Whips which is a positive sign so far.
I also failed to mention in my previous post that I did had a pair of steel claws in my inventory and they did disappear when I loaded my save with the mod, the NPC which had the claws kinda had a weird bug with it's claws showing up in inventory but not having the models displaying, rather any items I browsered before took the claw's model instead.
Dispite that, things seem to be working as intended so far.
ATM no sorry I wouldn't know, and unfortunately it's too late at night for me to really be able to look into that, if this isn't answered by tomorrow ill try and help figure it out though
I'm very confident it's not an esp thing, best I can advise at the moment would be to find an animation that also uses dar but is for player only and check the condition files for the animations and see if they say something about player only, and kinda changing the ones for animated armoury to match that. that's my best current guess anyway
wait, I must've been real tired when I read that. I thought you meant animations for some reason Removing it from enemies should be easier, lemme check. Will probably mean the only way to get the stuff will be from crafting though
Think I figured it out, in xedit after you load the newarmoury.esp plugin, find leveled items and just remove all that jazz, Might wanna keep some of them so you can go through slowly, but I just removed them all, spawned like 10 versions of 4 different bandits and none of them had the weapons. If you don't wanna go through the work and don't care about being able to find the weapons and crafting them is fine I can just upload the esp I tested with as an optional file
I'll add it tomorrow, we're in pretty different time zones so I'm asleep or about to be when you're awake. I'll get an optional file in that should be ready for you, I'll take the extra time to look at the stuff properly too
Nice, I did basically this (and a bit more) for my own game. Good to have this kind of version around, because I think we're not the only ones who find the whips and claws pretty out of place.
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If so, does that mean the latest version is the one that only removes the whips and claws?
I know restarting is the best, but I've seen it applies to mid-save as well.
This is exactly the mod I was hoping for.
I'm going to make AA's weapons very high damage with ssedit, so I don't want NPCs to use them at least until they acquire my weapons.
I hate asking this but...is it safe to use this mid playthrough? Likely not given I've came across at least one NPC using claws (though it was already near my cell when I installed the mod).
So far I didn't encounter any new enemies with Claws or Whips which is a positive sign so far.
I also failed to mention in my previous post that I did had a pair of steel claws in my inventory and they did disappear when I loaded my save with the mod, the NPC which had the claws kinda had a weird bug with it's claws showing up in inventory but not having the models displaying, rather any items I browsered before took the claw's model instead.
Dispite that, things seem to be working as intended so far.
Removing it from enemies should be easier, lemme check. Will probably mean the only way to get the stuff will be from crafting though