Skyrim Special Edition
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NickNak mfvicli

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mfvicli

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12 comments

  1. SirDoodicus
    SirDoodicus
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    So with this mod I wouldn't need patches for any interior overhauls right? Would the weapons still be distributed to bandits and such?
    1. Motenator
      Motenator
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      The original mod adds weapons to NPCs/containers either by via overwriting leveled lists and maybe even direct placements by editing cells.
      Using the original mod, then loading a mod for interior overhaul should simply overwrite the original mod's cell changes, not leveled lists or NPCs.
  2. EvilCassus
    EvilCassus
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    I hope these edits helpful then you want use Animated Armoury just like requirement for other mods(animation base, keywords dist., etc).
    With these edits it is possible to make this plugin ESPFE?
  3. Rafaelkai
    Rafaelkai
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    How can AA bound weapons be obtained if there are no LL? An optional patch distributing them among mage vendors would be nice 
  4. hellwolf95
    hellwolf95
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    so how would these get distributed if the LL are removed
    1. CloudAndProud13
      CloudAndProud13
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      They won't. You have to craft them. Or "craft" an Open World Loot patch
  5. Qweeen
    Qweeen
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    so I have a mod that only Keeps Polearms and Rapiers 

     ( https://www.nexusmods.com/skyrimspecialedition/mods/88846 ) 

    can you make a version that forwards these edits, so both mods can be used at once? 
  6. Kendrick01
    Kendrick01
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    Hey, this sounds great. Although, because I have no idea of how many records the original mod touched, I have no idea how relevant this mod is to me. I am starting a new heavily modded playthrough with the original AA, but now I'm wondering if I'm asking for trouble. Is there any way you can include a brief summery  of the types of interior, exterior and NPC records removed?
    1. mfvicli
      mfvicli
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      Animated Armoury adds weapons to:
      Spoiler:  
      Show

      Fort Dawnguard
      Haelga's Bunkhouse
      Fort Fellhammer Garrison
      Falion's house
      New Gnisis Cornerclub
      Palace of the Kings Upstairs
      Understone Keep
      The Frozen Hearth
      Sky Haven Temple
      Fellglow Keep
      Fort Sungard Annex
      The Icerunner
      Dragonsreach
      Dwemer Museam
      Fellglow Keep Ritual Chamber
      Dawnstar Sanctuary
      Castle Dour
      Abandoned Prison
      Wolfskull Cave
      Treva's Watch
      Mistveil Keep
      The Arcanaeum
      Dark Brotherhood Sanctuary

      The formID lists being edited are:
      Spoiler:  
      Show

      AtrFrgSigilStoneRecipeList
      AtrFrgSigilStoneResultList
      SilverWeapons

      The NPCs being edited are:
      Spoiler:  
      Show

      Dark Brotherhood Initiate
      Thief
      Assassin
      dunForelhostLvlGhostWizardMale

      As for the leveled items, here you are.

      If you've already started the playthrough, you shouldn't install this as the items have already been placed in your world. If you haven't started playing, then it would be safe. Is the original incompatible? You should ideally try to fix incompatibilities before installing something like this, unless you truly don't mind having less content.
    2. InvaderTAK
      InvaderTAK
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      I know it also adds a tower to the northern coast that contains a special whip. Not sure what else it edits in the main Skyrim worldspace.
  7. FriedChicken99
    FriedChicken99
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    Great
    1. Gavink98
      Gavink98
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      +1