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MRN62

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62 comments

  1. AdrienMassenot
    AdrienMassenot
    • member
    • 13 kudos
    Hello, is this version as complete as the Patreon?Can anyone attest to this?
  2. AllInAutumn
    AllInAutumn
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    • 0 kudos
    Hello there. I hope this helps someone interested in this mod. If you encounter an issue in which you repeatedly throw the axe instead of finishing the weapon combo, Do this. If you downloaded ""Leviathan Axe Realized And Kratos Follower"" you must right click it and use  ""Open In explorer"". After this, navigate to the Scripts Folder and you should see 2 lists of scripts, Kratos Scipts and LTEB Scripts. Completely ignore the Kratos scripts, and delete all the LTEB scripts EXCEPT the script called ""LTEBLeviathanWeaponscript.pex"". Leave this script mentioned alone! DO NOT DELETE IT!      Next, boot up the game and the ADXP MCO  moveset should be working. I hope this helps someone and happy modding.
  3. modman178518991907
    modman178518991907
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    • 0 kudos
    why am i keep throwing the axe?
    pls reply
  4. Skyrimvovakun1999
    Skyrimvovakun1999
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    • 0 kudos
    where to find an ax?
    1. Calamz
      Calamz
      • supporter
      • 0 kudos
      Use 'additemmenu - ng' or a similar mod to test out the axe, the requirement that this mod uses for its axe model's esp file is named 'lteb'
  5. hoangdai94
    hoangdai94
    • member
    • 175 kudos
    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  6. MurasakiTorre
    MurasakiTorre
    • member
    • 0 kudos
    Im gon ask something dumb, where can I get the axe?
  7. bubba0
    bubba0
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    • 2 kudos
    Im trying to add ghosu's leviathan axe to the condition list but it just plays the default MCO animation, here'sI the condition.txt, please point out what I did wrong
    1. visualsn0w
      visualsn0w
      • supporter
      • 5 kudos
      i dont think you need "haskeyword" lines since youve already had every individual axes conditions
  8. driveby1
    driveby1
    • supporter
    • 1 kudos
    Great mod
    1. driveby1
      driveby1
      • supporter
      • 1 kudos
      boy
  9. deleted136622868
    deleted136622868
    • account closed
    • 2 kudos
    quick question would this also work with this following mod 
    i helped this mod author out and he will soon get a kratos voice for him to match him

    Kratos the God of War Follower at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

    Edit:I tried realizing the axe the follower used was a one handed axe and not two 
    1. MRN62
      MRN62
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      • 67 kudos
      It must use scar version
      Just wait ill update my Leviathan and give scar too
    2. deleted136622868
      deleted136622868
      • account closed
      • 2 kudos
      thanks but be wary i use AE and not se which scar only uses and is compatible with se version
    3. deleted136622868
      deleted136622868
      • account closed
      • 2 kudos
      Another thing I need to note 
      That dwemer artifact leviathan axe mod is hidden here so that's what also gave me an idea to give that mod a chance to have leviathan axe attack animations for the mod I put here that yes I did help that author lay a possible foundation for the kratos voice 
    4. MRN62
      MRN62
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      • 67 kudos
      You can use any axe but just edit the some requirement in the condition text files
      Example like this
      IsEquippedRight("leviathanaxe.esp" | 0x000123) if you want change to all axe just change like this IsEquippedRightType(3) 
    5. deleted136622868
      deleted136622868
      • account closed
      • 2 kudos
      deleted
    6. MRN62
      MRN62
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      • 67 kudos
      You can added but see the id from esp file
  10. Kupak031
    Kupak031
    • member
    • 0 kudos
    Hi! I'm using the Elder Creed - Valhalla Axe Moveset mod, and I am curious if I can make this work to somehow prioritize these animations for the Leviathan Axe (I am using the dwemer artifact version mod) but I'm really not into modding or coding. Could you give me some advice?
    1. FardeenRiyadh16
      FardeenRiyadh16
      • member
      • 16 kudos
      This custom made for the leviathan axe only, open up the mod and go to the DAR folder, open the conditions text and go find the ID for leviathan axe from the original esp. and replace it so when you equip the axe, it uses this moveset, same concept for Mjolnir
    2. MaisterUmbrius78
      MaisterUmbrius78
      • supporter
      • 1 kudos
      You should Download FFS - Full Folder Structure, it allows you to organize animations for every weapon and different conditions more easily. This mod is a folder framework. Meaning that you can set up all the folders with _conditions.txt file, but it's just going to take you more time and you will have to pay closer attention to priority.

      https://www.nexusmods.com/skyrimspecialedition/mods/78727

      In this case if you want to use regular weapon, then simply set conditions in the .txt file for equiped weapon type:

      IsEquippedRightType(1) 

      This will cause player to use animations when they equip any kind of 1h sword in their right hand. If you wanna do particular weapon, then you need to use keyword and .esp. For example:

      IsEquippedRight("Demon Hunter Schyte.esp" | 0x00000804)

      This will cause animations to play only when I equip Scythe from Demon Hunter mod. You can find out Keywords and names of plugins, easily if you use xEdit.

      Also FFS works on player, but you can use other frameworks for NPCs or just use DAR old fashioned way.
    3. MRN62
      MRN62
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      • 67 kudos
      Thanks from your explain i appreciate
      for doesnt know how to setup with condition in DAR
      Just follow this instruction