I did the ebony re-design and added the new orichalcum design because I wasn't happy with the originals (I didn't replace the orcish because the re-design was so different), but in so far I've not decided that the daedric needs another redesign (it used to have a serrated edge long ago in oldrim).
I SECOND A slight REDESIGN!!! I love this Mod, but I ended up going with Animated Armoury instead for the Serrated Edge on that Daedric Katana because this Set seems too... civilized/clean. However, I thoroughly enjoy the Aesthetic of these ones more than any other out there, the Glowing Blood Groove provides a fitting mystical darkness, pairing perfectly with the Absorb Health Enchantment. I felt it always missed having Teeth along the edge though, like an Angled Double-Hollow Serration such as this a third of the way up from the Tsubas.
Quick question about load order--I'm using animated armory along with the additional katana movesets. What order should they override each other? Right now I have:
Katana Crafting overrides the conditions.txt from the 3 animation packs. The conditions.txt patch overrides conditions.txt from the Katana Crafting Animated Armory patch.
Is all of this in the right order and overriding stuff it should be overriding? Does Katana Crafting and its patches instead need to be loaded before the animation packs? Thanks in advance for your assistance, really cool mod!!!
That looks correct to me. The "Katana Crafting Animated Armory" and "Katana Crafting Conditions" -patches both contain the Animated Armory conditions, but it's true that those are redundant for the Conditions -patch. I'll have those deleted in future uploads.
EDIT:
I double checked and I've posted completely wrong information in this post. The Katana Crafting Animated Armory -patch infact does not include any conditions.txt -files, since Animated Armory -mod itself does not use that method of applying animations.
The only things that should be getting overriden, are the animation pack conditions.txt files in the animation mods, with conditions.txt from the ER etc. patch file, and the weapon meshes in the base mod, with the Animated Armory patch -file meshes.
Apologies for the confusion, I was sick at the time of posting and I really should have waited to get a bit better.
I believe that the Version 3.14 changelog is supposed to say Remodeled Daedric Variants instead of Remodeled Ebony Variants.
Also noticed that the the DaedricWakizashiv3 is called Daedric Rending Wakizashi when I think it shouldn't.
I do have a few ideas for naming schemes for the V3 of Daedric weapons to distinguish them from the others like, Dremora Katana, or Daedric Katana Of Hatred, or Daedric Katana Of Anguish.
Love this mod and the continued work that you do on it! Its absolutely essential to my game imo.
To tell the truth, i like the old design better. Can there be a version with both old and new design for the player to chose? like: let name the new design the "refine katana" and keep the old one? I have the old version in my game for so long i just get attach to it.
And reason is that skyforge steel weapons are identical to regular steel ones in appearance.
But also because... well I've honestly never actually played the companion quest-line trough (I know, blasphemy), so I didn't really even think about it. Also if I did it, I would want them to utilize something like amidian born's etc. skyforge steel retexture/remodelings as a resource, and that would require to make this mod dependent on another mod, and I don't want to do that. xP
It's not a typo. It's for the non-BFCO version since the other one was marked as "untested". I'll add the BFCO to the patch as well, since it does not really matter if there are redundant files.
Hey so I'm using the Wabbahjack list Keizaal and added this mod and the animated armory patch, but I'm getting an issue where sometime in first person I get stuck in place, but I'm fine in third person but when I go back in first person I'm teleported back before I moved, and then I CTD. I know I probably shouldn't have added the mod to the list in the first place, but I've loved this mod for years and always want to use it. I can't find any solution to this problem anywhere. Mod organizer doesn't show any conflicts. If the solution is simply "Just don't use the mod with the list." So be it, but I'd really like to be able to continue using it.
You might want to ask the author(s) of the "Wabbahjack list Keizaal" because I have no idea what that/those are, so I don't know how much help I can be to you in that regard. 😅
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But they just released Rune Factory: Guardians of Azuma today, and I've been waiting to play that since RF5, so I'll be 'busy' for a while. xD
Also the aetheric katana is beautiful.
Any plans to redesign the Daedric tier?
I did the ebony re-design and added the new orichalcum design because I wasn't happy with the originals (I didn't replace the orcish because the re-design was so different), but in so far I've not decided that the daedric needs another redesign (it used to have a serrated edge long ago in oldrim).
I might add new ones one day, but who knows. :P
Animated Armory
Katana Moveset
Dai-Katana Moveset
Dual Wield Katana Moveset
Katana Crafting
Katana Crafting Animated Armory Patch
Katana Crafting Conditions.txt Patch
Katana Crafting overrides the conditions.txt from the 3 animation packs.
The conditions.txt patch overrides conditions.txt from the Katana Crafting Animated Armory patch.
Is all of this in the right order and overriding stuff it should be overriding? Does Katana Crafting and its patches instead need to be loaded before the animation packs? Thanks in advance for your assistance, really cool mod!!!
The "Katana Crafting Animated Armory" and "Katana Crafting Conditions" -patches both contain the Animated Armory conditions, but it's true that those are redundant for the Conditions -patch. I'll have those deleted in future uploads.
EDIT:
I double checked and I've posted completely wrong information in this post. The Katana Crafting Animated Armory -patch infact does not include any conditions.txt -files, since Animated Armory -mod itself does not use that method of applying animations.
The only things that should be getting overriden, are the animation pack conditions.txt files in the animation mods, with conditions.txt from the ER etc. patch file, and the weapon meshes in the base mod, with the Animated Armory patch -file meshes.
Apologies for the confusion, I was sick at the time of posting and I really should have waited to get a bit better.
The load order however is still correct.
Also noticed that the the DaedricWakizashiv3 is called Daedric Rending Wakizashi when I think it shouldn't.
I do have a few ideas for naming schemes for the V3 of Daedric weapons to distinguish them from the others like, Dremora Katana, or Daedric Katana Of Hatred, or Daedric Katana Of Anguish.
Love this mod and the continued work that you do on it! Its absolutely essential to my game imo.
That's actually a great idea, I'll give the new variants a slight stats changes too etc.
Also thanks for the bug report!
Also I like the naming scheme you went with. I forgot about the Dremora ranking names when I was coming up with examples and think it fits very well.
Thanks!
And reason is that skyforge steel weapons are identical to regular steel ones in appearance.
But also because... well I've honestly never actually played the companion quest-line trough (I know, blasphemy), so I didn't really even think about it. Also if I did it, I would want them to utilize something like amidian born's etc. skyforge steel retexture/remodelings as a resource, and that would require to make this mod dependent on another mod, and I don't want to do that. xP
Also make sure it's actually installed and enabled.