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Zaklinak

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Zaklinak

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19 comments

  1. Datness
    Datness
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    Would that be possible to make a replacer ? I tried to use the path of a vanilla weapon or even create a plugin but it doesn't work on the right hand : the weapon is on the back but my character hits with an invisible weapon :(

    EDIT : ok it's simply because it's defined as a mace xD
  2. ff7legend
    ff7legend
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    Meshes are in NiTriShape format & therefore incompatible with SSE.  All SSE meshes must be in BSTriShape format...
    1. Zaklinak
      Zaklinak
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      Please tell me what are the differences between these formats. I asked other people, they said that there are no significant differences
    2. RuXDude
      RuXDude
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      NiTrishape is a mesh format(OLD) used in Skyrim LE while BSTrishape is the mesh format(New) used with Skyrim SE to put in simple terms.
    3. ff7legend
      ff7legend
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      Please check your PMs @egor1213...
    4. Dovahqueef
      Dovahqueef
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      just use sse nif optimiser, there is a difference, takes 2 seconds to do, just select the folder with all the meshes in the program and hit run

  3. Finix113
    Finix113
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    • 4 kudos
    ESPFE or ESL version?
  4. RuXDude
    RuXDude
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    Hi there, you forgot to add the folder where the textures should be contained because the weapons are purple in game (ENG version). Easy fix. By any chance can you make an optional version where the blades act as swords instead of maces?
    Awesome mod! Been using this all day.
    1. Yseraboy
      Yseraboy
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      • 8 kudos
      I have the same problem but don't know how to fix it. I tried adding a "bloodrayn" folder in the mod's textures folder, like the one in the mod's meshes folder, and placed the textures in that new folder = still have purple blades in-game.
    2. ff7legend
      ff7legend
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      Meshes need to be optimized for SSE too.  They are still NiTriShape (LE format) when all SSE meshes must be in BSTriShape format.
    3. Zaklinak
      Zaklinak
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      • 20 kudos
      oh s#*!, im sorry
    4. Zaklinak
      Zaklinak
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      I stupidly threw just the textures of the blades into the texture folder, for the place of the folder with the textures of the blades. everything should work fine now
    5. Yseraboy
      Yseraboy
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      • 8 kudos
      Just downloaded and checked in-game = working as advertised.

      Looking forward to using these on this new play-through.
    6. steelfiredragon
      steelfiredragon
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      • 39 kudos
      if egor1213 made an alt version where they a ct like swords, he might as well go on the way and make custom dar animation and have the blades on the back of her arms when not in combat....... forget I said anything, this might be way to much work for something done for free.....( especially when I'd rather have a version of her original outfit made outside of apachi's mod and have it more towards matte instead of gloss in its color scheme or atleast its screen shot has it look glossy.) this is not a hint hint comment, just a comment for another comment
    7. RuXDude
      RuXDude
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      I just wanted to see the weapon holding animation difference because when I sprint the right handed Blood Rayne Blade is a bit offset while the left one is normal. It could be the New 1 Handed animation I am using that's doing that.
    8. steelfiredragon
      steelfiredragon
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      ahh....
    9. Zaklinak
      Zaklinak
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      look, I made the sword count as a mace just for the sake of the position on the belt. the animation of how the character holds the weapon is the same for everyone, that of the sword, that of the axe, that of the mace. I don't have mods for new animations and the blade keeps fine
  5. Sorsrus
    Sorsrus
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    tonfas? okay, look cool, original

    but the texture feels wrong with the palets of skyrim inself
  6. DOOM2004
    DOOM2004
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    Ха, недавно на каком то стриме слышал "вот бы кто сделал клинки из bloodRayn" и тут такое. Спасибо за мод.