Korrin81 Posted December 31, 2013 Posted December 31, 2013 Would it be alright if I made a leveled list mod for this? So that the weapons occur in game instead of being stuck on one NPC and becoming over-encumbered if you try to get them all?
Ted Sheckler Posted January 7, 2014 Posted January 7, 2014 I'd appreciate a leveled list mod, I began adjusting some of the damage and weight myself for the weapons I use through the ck, but some of the sizes are bothering me, some weapons just seem oversized, if I can figure out a way to resize them through the CK I'll do it, but for now the weapon do look great in the game, I'm happy with the size for some of the weapons, the Murakumo is fine..
ergast Posted January 8, 2014 Posted January 8, 2014 To be fair, that's how they are in Dark Souls. At least mostly.
Darth Anubis Posted January 13, 2014 Posted January 13, 2014 hi guys i took the liberty to create an esp with the inventory model . here : https://www.mediafire.com/?abn6249vgmiw1rb edit: all weapons are craftable and upgradeable !
Korrin81 Posted January 16, 2014 Posted January 16, 2014 hi guys i took the liberty to create an esp with the inventory model . here : https://www.mediafire.com/?abn6249vgmiw1rb edit: all weapons are craftable and upgradeable ! Thank you very much! Any chance you could put the weapons into the game's leveled lists so that they show up on enemies and stuff?
Darth Anubis Posted January 18, 2014 Posted January 18, 2014 sorry but my skyrim is uninstalled right now
Korrin81 Posted January 30, 2014 Posted January 30, 2014 So I was wondering guys, what exactly would be the best way to go about taking the mod and editing it so that the weapons appear in leveled lists? Something tells me that making a .esp for another mod might not be such a good idea. But I don't know if there's any other way. Thoughts?
TheDriedFinger Posted February 2, 2014 Posted February 2, 2014 This might help you, Gator55: http://tesmods.blogspot.ca/2012/04/tutorial-leveled-lists-part-1-adding.html.
Korrin81 Posted February 3, 2014 Posted February 3, 2014 This might help you, Gator55: http://tesmods.blogspot.ca/2012/04/tutorial-leveled-lists-part-1-adding.html. Oh thanks, but I already know how to make a leveled item list. My question has to do with whether or not it's a good idea to have a .esp file that modifies another .esp file? Also, if anyone else wants to do this that'd be great too XD.
TheDriedFinger Posted February 3, 2014 Posted February 3, 2014 Yes, it's completely fine. That's what patches are all about. The tough thing is actually getting an .esp to be dependent on another .esp, but there are a couple ways to get around that CK restriction.
Korrin81 Posted February 3, 2014 Posted February 3, 2014 Yes, it's completely fine. That's what patches are all about. The tough thing is actually getting an .esp to be dependent on another .esp, but there are a couple ways to get around that CK restriction. But wouldn't that potentially result in a dirty-save? To have a .esp dependent on another one?
TheDriedFinger Posted February 4, 2014 Posted February 4, 2014 Having an .esp dependent on another is no worse than having an .esp dependent on an .esm (which encompasses almost all mods). If doing that was bad for your game, then both Dual Sheath Redux and Reproccer patches (which do just that, often with several different .esp's simultaneously) would be dangerous to use, and I'm sure that many users can confirm the opposite. Now, what results in a "not 100% clean" save is adding a new mod to your load order part-way into a playthrough, which would occur if you started using your patch with a part-way completed game. But, you can be sure that that is the case with any mod, and it is not an issue specific to patches.
Korrin81 Posted February 4, 2014 Posted February 4, 2014 Having an .esp dependent on another is no worse than having an .esp dependent on an .esm (which encompasses almost all mods). If doing that was bad for your game, then both Dual Sheath Redux and Reproccer patches (which do just that, often with several different .esp's simultaneously) would be dangerous to use, and I'm sure that many users can confirm the opposite. Now, what results in a "not 100% clean" save is adding a new mod to your load order part-way into a playthrough, which would occur if you started using your patch with a part-way completed game. But, you can be sure that that is the case with any mod, and it is not an issue specific to patches. Oh! I see now. Thank you for the information . I'm gonna go try to put these into the leveled lists if I can. Maybe I can then try sharing the file here if it works?
Korrin81 Posted December 30, 2014 Posted December 30, 2014 which of the 2 weapon esp i should use? I think the author said he updated the esp. So I think the esp that comes by itself and that is larger is the one to use. But I'm not sure of that.
Korrin81 Posted December 31, 2014 Posted December 31, 2014 So I did the following with this .esp: 1.) Added gold values to each of the weapons = (Damage/2)*100 2.) Placed the weapons into leveled list with the level requirement = (Value/100) Rounded to the nearest whole number. 3.) Uploaded the file to the site in a zipped archive. Even with COC testing, I couldn't seem to get the items to drop. But once I checked on the black knight dude near the meadery I felt confident that the changes I made were in effect since all the items now have a cash value. Here's the link: http://www.loverslab.com/files/file/1617-dark-souls-weapons-enhanced/
Killing Joke Posted January 3, 2015 Posted January 3, 2015 I'm surprised no one reported it but for the Quelaag's furysword, the 1st person model is wrong, it's scimitar's one instead of furysword's. A minor issue, of course, make sure to change this with the CK or tes5edit.
Dakkadakka Posted February 9, 2015 Posted February 9, 2015 So what all is updated with this mod? What functions, and what doesn't? xD
QuantumLab Posted March 23, 2016 Posted March 23, 2016 Amazing mod! Anyone have the Catarina Armor? i have just the inspired armor, but someone have the original armor convertion download?
AngelTears Posted April 22, 2016 Posted April 22, 2016 For some reasons I keep crashing around Whiterun with this mod, not CTD but the "good old" message "Skyrim has stopped working". Maybe an incompatibility with one of my mods, even though none of my mods alters around Whiterun. Maybe it's the NPC who's causing crashes, could it be possible to remove him and put all the weapons in a barrel ? I could do it in the CK but I don't have any free time right now. (or it could also be an incompatibility with the leveled list, I don't really know) Edit: I use the Enhanced version and it works great, I also put it in the leveled list of the bashed patch. But I have another question, is there a way to know which texture is associated with it's model ? I want to do some quick retextures of some weapons but I can't find the good texture nevermind I found a way
Bondage-Sealed Posted May 10, 2016 Posted May 10, 2016 you are awesome, dark souls is an amazing game the second one is my current favourite cuz i dont have the third
thegod656 Posted July 1, 2016 Posted July 1, 2016 I'm surprised no one reported it but for the Quelaag's furysword, the 1st person model is wrong, it's scimitar's one instead of furysword's. A minor issue, of course, make sure to change this with the CK or tes5edit. how can i change this? for me Quelaag's furysword appears as a normal scimitar when im using it+in my inventory, when an enemy has it it's the actual model. not very good with CK nor tes5edit, any help please?
GelidIce Posted July 8, 2016 Posted July 8, 2016 Could someone please make it so the weapons don't have basically the same damage? I'd love to use these weapons, but half of them are absolute piss-poor damage wise.
Guest Kyle_P Posted October 4, 2016 Posted October 4, 2016 Are these added to the level list? If not, will you add them?
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