Thank you for everyone that has tried (and hopefully liked) this mod. I have made a rather major update, adding several new models based on some requests, and have removed an older defunct model (it is still in the data files, but you will have to add it yourself if you really like an old ugly blunderbuss). Feedback welcome. A short note on sighting: the short models work well (blunderbuss, musketoons, and a few of the longer muskets). Longer muskets are a bit tricky to position perfectly to a) fit in the leading and trailing hand, and b) sight accurately. Any suggestions to improve this welcomed and appreciated. Enjoy! Working on a new overhaul that will distribute the rifles to imperial soldiers, Legates, Penitus Occulatus, and a few high ranking enemies. Also working on a patch for Bruma, as it ties well with the aims of this mod. And please check out Pistols (for travelling in hostile environments), which is really the companion to this mod.
Dovahkiin, have a look at the little video I made to demonstrate sound, effects, models. Not great quality, but it should give you a good idea of what these muskets look and sound like.
PLEASE NOTE: I am no longer maintaining or updating this mod. Have fun, feel free to make your desired changes using the CK or XEdit
I know theres's no support from the author for this mod, but... does anyone know if someone made a version (or patch) of this mod that has the firig mechanisms animated like in Project Flintlock? I really, REALLY, want that imersive detail, it makes me ot use these gus in favour of PF's even though they are prettier and stronger.
Aye, but at least they've left it available. A tip to any relative Nexus noobs - you can often find subsequent sub-mods and patches simply by clicking on Requirements in the description page of any mod. Doing so will often not only display said requirements but also lists any "Mods requiring this file". This mod currently only lists an Italian translation, but this is where you'll also see most other submods and patches too if they exist. Otherwise of course search for Nexus' SSE mods for "Ordo" or some such. But Nexus prob ought to update the Requirements tab to read something like "Requirements - and also any patches/mods requiring this file".
It would be amazing to have more talented people going on flintlocks, and them would fit very well in the game as Ordo Legionis's author brilliantly demonstrated with this masterpiece!
To go over flintlocks gives the game a further fantasy touch, much like in popular MMORPGs such as Lineage II and similar titles.
I wish the community would re-discover the world of flintlocks, and possibly find a way to make proper flintlock pistols not to be based on the staff mechanics but that rather behave like a "one-handed crossbow".
One of the most stable gun mod in nexusmods I tried so far, but i have few issues and hope someone help since author not maintaining mod anymore: 1. Is there a way to fix FPS look of the rifle since it blocked view when aiming? Like the barrel nudge a bit offset and a bit too high from center 2. The projectile seems delayed (i know its script lag issue) but compared to crossbow, its really bad. Like in some situation weapon fire after 3-5 seconds later. Also its finally hit the enemy suddenly and dead mid fight so if you actualy hit the enemy its delayed so few second later its critical and kill the enemy. 3. For the expanded options, it distribute 3 rifles to every imperials, and always this 3 rifle (im not mention the name since im afraid mispell so badly lol). Is this some bugs? Or its always have 3 same rifles? They only use one the strongest anyway so why have 3?
The rest is worked perfectly
Edit: I found someone shared the DAR version on this post, and it fixed the no 1-2 problems, along with proper reload and sounds. Thank you HellPaul for the link. This should be included by the author if he one day return, its really good.
issue 3 is the result of the mod maker not creating a seperate levelled list for the ranged wapons to insert into the imperial gear list; he just put 3 guns straight into their useall levelled list, which means imperial soldiers get 3 guns each; I suggest changing it to at least remove 2/3 guns. can be done easily with SSEEdit.
Hey, I'm wondering how I can remove the two guns from imperial soldiers? I know its with SSEEdit but what specifically? Or maybe you can point my towards a tutorial.
203 comments
I have made a rather major update, adding several new models based on some requests, and have removed an older defunct model (it is still in the data files, but you will have to add it yourself if you really like an old ugly blunderbuss).
Feedback welcome.
A short note on sighting: the short models work well (blunderbuss, musketoons, and a few of the longer muskets). Longer muskets are a bit tricky to position perfectly to a) fit in the leading and trailing hand, and b) sight accurately. Any suggestions to improve this welcomed and appreciated.
Enjoy! Working on a new overhaul that will distribute the rifles to imperial soldiers, Legates, Penitus Occulatus, and a few high ranking enemies. Also working on a patch for Bruma, as it ties well with the aims of this mod.
And please check out Pistols (for travelling in hostile environments), which is really the companion to this mod.
Dovahkiin, have a look at the little video I made to demonstrate sound, effects, models. Not great quality, but it should give you a good idea of what these muskets look and sound like.
PLEASE NOTE: I am no longer maintaining or updating this mod. Have fun, feel free to make your desired changes using the CK or XEdit
To go over flintlocks gives the game a further fantasy touch, much like in popular MMORPGs such as Lineage II and similar titles.
I wish the community would re-discover the world of flintlocks, and possibly find a way to make proper flintlock pistols not to be based on the staff mechanics but that rather behave like a "one-handed crossbow".
1. Is there a way to fix FPS look of the rifle since it blocked view when aiming? Like the barrel nudge a bit offset and a bit too high from center
2. The projectile seems delayed (i know its script lag issue) but compared to crossbow, its really bad. Like in some situation weapon fire after 3-5 seconds later. Also its finally hit the enemy suddenly and dead mid fight so if you actualy hit the enemy its delayed so few second later its critical and kill the enemy.
3. For the expanded options, it distribute 3 rifles to every imperials, and always this 3 rifle (im not mention the name since im afraid mispell so badly lol). Is this some bugs? Or its always have 3 same rifles? They only use one the strongest anyway so why have 3?
The rest is worked perfectly
Edit: I found someone shared the DAR version on this post, and it fixed the no 1-2 problems, along with proper reload and sounds. Thank you HellPaul for the link. This should be included by the author if he one day return, its really good.
Ordo Legionis Musket DAR