Removes the visual effects from all Vibrant Weapons enchantment while the camera is in first person view. Retains the lighting of the enchantments, however, allowing enchanted weapons to remain light sources. This corrects the visual bug that occurs when Vibrant Weapons is used with Improved Camera or Immersive First Person.
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jg1 of Vibrant Weapons is the original creator of all the assets modified in this work.
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Vibrant Weapons, when used with Immersive First Person or Improved Camera experiences a minor yet painfully noticeable misalignment in first person view. The solution to this issue would be to remove the effects from weapons while used in first person, something that was very easy to do. However, this disables the utility of light casting weapon enchantments. Searching tombs by flaming sword is not something I'd ever want to give up. A deeper, more complicated fix was needed. Which brought me to create this: a hopefully elegant solution.
When in third person view, all effects and light work as Vibrant Weapons normally does. Switching to first person view will disable all particle and emitter effects barring the lightning spikes of shock enchantments. Chaos enchantments have all effects barring the light removed. This is manly due to the Chaos light being a neutral bright orb, not related to the effect like Shock is. I found this also alleviates some of the visual clutter caused by frost and chaos enchantments in first person too. The switch only takes about a second or so and is run natively through the engine, no scripts.
All my work can be viewed easily in xEdit. All of what was done was achieved through splitting .nifs into the base VB form and a new light only .nif. This means there are no overwrites to base VB. The plugin is ESP-FE. Safe to add mid-safe, and as safe as can be to remove (though it's not a great practice).
Anyways, let me know if you encounter any issues. I did not get the chance to fully test the two enchant combos (fire/frost frost/shock fire/shock).