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Alex101Crusader

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Alex101Crusader

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Adds a simple condition check to the Disarm Shout effects so that it won't affect player and followers. ESL-flagged ESP.

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Many of the existing "No disarm shout" mods use drastic measures to make sure the player can't be disarmed, by either removing its effects altogether or by editing NPC records.

My attempt at tackling the situation follows a different approach: i added a handful of condition checks to the spell that carries the disarm effect, so it doesn't run on the player or any NPC in the follower/player faction.

This means the shout itself retains all functionality when used by the player, while being ineffective when it's NPCs or Dragons using it.
Also, NPCs can still disarm one another with the shout if the target is not allied to the player.

I tested it for a while and didn't notice any issues, but if any arise, please make sure to report them.

This should ensure better compatibility overall, but there's still limitations.

COMPATIBLE WITH:
- Mods that add new creatures using the Disarm Shout, for as long as they do not use a custom version of it.
If they reference the original Disarm Shout effects from the vanilla game, they will be automatically affected by this mod, otherwise you will still be disarmed.

INCOMPATIBLE WITH:
- Mods that edit the same Spell records, which would include any mod overhauling the effects of shouts (technicality: the Shout record itself is untouched, so mods that edit its cooldown only ARE actually compatible, although i'm unaware if any exist as they usually touch the effects as well).
- In the optional files there's a version of the esp that carries over the edits to the power of the Disarm Shout from Edmond's Shout - A Complete Immersive and Dynamic Overhaul of all Shouts, in case you're using it, although the original mod is not technically required as it does not add new records.