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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
The meshes are from Doodlez's Player Spell Lighting. The plugin's source is licensed under Apache 2.0. You are free to redistribute and/or modify the plugin as fits your needs. You are also welcome to use parts (or it as a whole) in your project. This isn't a requirement, but if you want to port the mod to work with earlier versions of Skyrim 1.6.xxx (1.6.640, 1.6.353 etc), please consider just giving a pull request to other existing ports so there aren't several versions of this mod floating about.
File credits
jg1 - Creator of Vibrant Weapons, whose mod not only heavily inspired this one, but I also referenced their implementation. Doodlez - For the meshes used for the lighting effects. Powerofthree - This plugin was compiled against their commonlib fork.
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Non exclusive swaps of all kinds have been removed. This means that you can no longer overlay 2+ effects at the same time.
Lighting has been removed. This may be re-added in the future.
[Important]
Existing mods that use this framework will need to update to use the new setting format. Configuration files for Vibrant Weapons - EAE have been included to facilitate the transition.
Version 1.0.3
Fixed a crash caused by bad copy-pasting (see github repo, actorEventManager.cpp, EvaluateActor diff for details)
Version 1.0.2
Blanked the bSuppressOriginalShader setting. It caused issues with bound weapons. Will be readded when I fix the issue.
Version 1.0.1
Fixed a bug that was caused by equiping an unenchated weapon and switching to an enchanted weapon with an art that crashed the game.
Version 1.0.0
Initial Release
Enchantment Art Extender is a framework - that means that without mods to use it, it does nothing in game. The purpose of this framework is to allow for other mods to attach Art Objects to weapon enchantments. That means that swords enchanted with fire effects can have embers on them, maces with fire and frost enchantments can have coldfire effects and so on.
If you are a user and are interested in using this mod, check out Vibrant Weapons - EAE for an implementation.
A note on the Address Library: This mod needs the All in one Address Library (Anniversary Edition) version, regardless of whether or not you have purchased the AE DLC.
A note on runtime: As stated above, this requires Skyrim SE version 1.6.1130+, sometimes called Skyrim AE. Please do not ask me to support older versions, I don't want to have multiple Skyrim installations.
If you are not a mod author, you likely don't need to read further than here.
In order to use the framework, you first have to create an art object that will be attached to the weapons. A tutorial on this will not be provided, since it is general modding knowledge.
In order to import your Art Object into the game, you need to first create a configuration file. Configuration files are JSON files stored in SKSE/Plugins/EnchantmentArtExtender. Here is a basic example of a JSON file you can use as a template: { "rules": [ { "weaponArt": "MyCoolMod.esp|0x800", "enchantmentKeywords": [ "MagicDamageFire", "MagicDamageFrost" ] "weapons": [ "Skyrim.esm|0x12BDF" ] "weaponKeywords": [ "WeapTypeSword" ] } ] }
You will notice the liberal use of the format "Modname.esp|0x800". I like to call this a formatted string. Formatted strings are comprised of 2 parts - the mod name and a formID within that mod. Alternatively, as with all my mods that use them, you may use an EditorID, but in order for that to work, you will need to install PowerOfThree's Tweaks.
Fields: "weaponArt" -> Your art object. "enchantmentKeywords" -> An array of keywords that the enchantment must have for the art to show. Note that the enchantment must have ALL keywords. "weaponKeywords" -> An array of keywords that the weapon must have. Note that all keywords must be present on the item. "weapons" -> An array of weapons. A candidate weapon must be that weapon OR have that weapon as its template.
Negations: Each field, with the exception of "weaponArt" can be negated in order to turn it into a "NOT" field. For example, "!weapons": [ "IronSword" ] will check to make sure that the new art does NOT appear on iron swords. You can, of course, have both "weapons" and "!weapons" specified.
Weights: In the case of a conflict (2 or more arts trying to apply at the same time), the plugin will try to pick the most appropriate one. This means that the more filters a certain weapon matches, the more likely its art is to be used. For example, "weaponKeywords": [ "WeapMaterialIron", "WeapTypeSword" ] will ALWAYS apply over "weaponKeywords": [ "WeapTypeSword" ].
Acknowledgements: Jg1: Author of Vibrant Weapons (and several other cool mods you should definitely be checking out). The implementation of this is heavily inspired by Vibrant Weapons. Parapets: Help with V2 of the mod. Komegaki: Mod image. Doodlez: Author of... well. A ton of great stuff. I used the meshes found in Player Spell Lighting to attach the light (no longer used past 2.0). You, for reading this far. You rock.