Since the Wyrmstooth patch content in "Legacy of the Dragonborn Patches (Official)" for v6 is still the same aside from the additional plugin requirement, it is indeed still required.
I do find it interesting that you changed Bloodletter and Vulom's staff, two already unique looking weapons. Nevertheless, I don't mind as you still kept them unique looking while using vanilla assets, something I prefer in unique weapons redesign mods like Artefakes as opposed to something totally unique looking like Unique Uniques. Bravo. I'll be downloading this!
Thanks! Just wanted to offer other variations probably for each playthrough of the mod as well.
There are updates abound that would fix some stuff like:
- The appearance of Elmera's Shortsword blade texture
- The modded Goreduster's appearance when put on the pedestal in the cave when used to open a gate
- Make the unique weapons of each mercenary craftable after their personal quest
- A test weapon which would make the Broken steel sword into either a Wyrmstone or Brimstone to prepare for the next update after this which would be the full set of Wyrmstone and Brimstone weapons (and armor if possible or afterwards)
- An alternate appearance for Embersunder and also make the said weapon craftable after Athir's quest since you surrender it afterwards:
- The modded Goreduster's appearance when put on the pedestal in the cave when used to open a gate
Interesting task considering the original mod just used the Red Eagle's Fury/Bane pedestal mechanical (despite the fact the weapon in the vanilla game itself was an Ancient Nord sword and the weapon in the pedestal was an Ancient Nord Greatsword, figure out that head scratcher...)
This still being worked on interested in broken sword have the two ores as options more so as they used for nothing I have also found no ores vains as of yet just one Chuck on the blue ore in a bucket in the main wyrmstooth doungen.
Hi! I'm not quite sure what you're trying to convey if it's about this mod or the main Wyrmstooth mod, but I hope you could clear this up sometime so I can help if possible. Thanks!
Not really sure unless they've made some major changes overall to the display path names. If you still have the version before v6 of LotD you can try that first if this mod works properly for you, then upgrade to v6, test it in a new game as per their requirement and see if these models still stick.
I'll have to traverse the related plugin of the V6 after I've downloaded that sometime soon. Hopefully. 🤞
According to Mod Organizer 2, this kindof conflicts with the Aurlyn Dawnstone (and Aurlyn Dawnstone - Addons patch file thing), and the Snazzy Items for Interesting NPCs mods. Is there something on my end that I can do to resolve this? It's a "green" tier/level of conflict so maybe it's not a super big deal..? Assuming it actually needs to be resolved, that is, if it's not a big problem I won't obsess over it, hah hah.
Can't help much on this case, but if you're aiming to use each of the models of this mod and find that a weapon model is not working, you might want to lower this mod's position in the load order to override the two conflicts that might be causing the problem.
However, if the models work fine on your end alongside the two mentioned mods, then it might be fine to continue as is.
You'll need to do a bit of research on what the other two mods override or edit in the Wyrmstooth main mod; most likely increasing/decreasing particular stats of the weapon like the damage for example. Hopefully not, but better check to be sure when you can.
I know they're not intended for the player to use, but... I'd like to point out that the unique new weapons (personal weapons of Athir, Daenlit, and so on) don't have tempering recipes.
Dang, thanks a lot for this, man! I love quest and new land mods, especially classics like Wyrmstooth, but I find the vast majority of those types of mods end up not doing anything particularly unique with their "unique" items. So stuff like this is always greatly appreciated.
I don't think it was covered by this patch, but the code in Wyrmstooth (at least what I saw from SSedit) shows that there is a hidden weapon 'Blade of the Valedrynn' as well. It uses the Ice Form freeze enchantment, or something similar. Can't remember if this drops from the Wispmother boss, or if it's not obtainable without using console commands.
I think it uses the regular silver sword mesh/texture.
I'm not expecting you to touch a hidden weapon like this, I just think it's interesting that a unique weapon (or at least, a weapon with a unique enchantment) exists but doesn't seem to be obtainable without cheating.
I've refrain from touching it as well since there's nothing referencing/using it in any form afaik, although the author may have the answers on how or if they plan to use this (if at all) in the future.
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Nevertheless, I don't mind as you still kept them unique looking while using vanilla assets, something I prefer in unique weapons redesign mods like Artefakes as opposed to something totally unique looking like Unique Uniques.
Bravo.
I'll be downloading this!
There are updates abound that would fix some stuff like:
- The appearance of Elmera's Shortsword blade texture
- The modded Goreduster's appearance when put on the pedestal in the cave when used to open a gate
- Make the unique weapons of each mercenary craftable after their personal quest
- A test weapon which would make the Broken steel sword into either a Wyrmstone or Brimstone to prepare for the next update after this which would be the full set of Wyrmstone and Brimstone weapons (and armor if possible or afterwards)
- An alternate appearance for Embersunder and also make the said weapon craftable after Athir's quest since you surrender it afterwards:
Interesting task considering the original mod just used the Red Eagle's Fury/Bane pedestal mechanical (despite the fact the weapon in the vanilla game itself was an Ancient Nord sword and the weapon in the pedestal was an Ancient Nord Greatsword, figure out that head scratcher...)
Looking forward to the next update!
I'll have to traverse the related plugin of the V6 after I've downloaded that sometime soon. Hopefully. 🤞
However, if the models work fine on your end alongside the two mentioned mods, then it might be fine to continue as is.
You'll need to do a bit of research on what the other two mods override or edit in the Wyrmstooth main mod; most likely increasing/decreasing particular stats of the weapon like the damage for example. Hopefully not, but better check to be sure when you can.
Here's the link for the LotD Official Patches.
For reference, here are the entries that needed to be modified by the patch:
Does this work with the latest version of Wyrmstooth?
Is there any chance those can be added in?
Thanks!
I think it uses the regular silver sword mesh/texture.
I'm not expecting you to touch a hidden weapon like this, I just think it's interesting that a unique weapon (or at least, a weapon with a unique enchantment) exists but doesn't seem to be obtainable without cheating.