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Chorrol.com _ Skyrim Mods _ Immersive Weapons

Posted by: Cain Aug 18 2017, 11:04 PM

If there's any Special Edition players (like me) here at Chorrol that yearn for Immersive Weapons, http://www.nexusmods.com/skyrimspecialedition/mods/11579/.

Took me about half an hour (and I'm completely new to all that) and it seems to have worked well. I'll know better after I play for a few hours, but the Antique Iron Sword showed up for me right away in the forge menu.

Cheers!

Posted by: TheCheshireKhajiit Aug 19 2017, 01:23 AM

QUOTE(Cain @ Aug 18 2017, 05:04 PM) *

If there's any Special Edition players (like me) here at Chorrol that yearn for Immersive Weapons, http://www.nexusmods.com/skyrimspecialedition/mods/11579/.

Took me about half an hour (and I'm completely new to all that) and it seems to have worked well. I'll know better after I play for a few hours, but the Antique Iron Sword showed up for me right away in the forge menu.

Cheers!

Yeah, Khajiit liked that mod when he was playing Skyrim on PC (before the SE). Did the guy not do an update for the SE?

Posted by: Cain Aug 19 2017, 02:23 PM

Nope, because the full version of IW requires SKSE - which still isn't out, and may never be out. The guide I posted walks you through removing the Dwemer Control Rod, since that is the only thing in the entire mod that actually requires SKSE.

Posted by: TheCheshireKhajiit Aug 19 2017, 05:37 PM

QUOTE(Cain @ Aug 19 2017, 08:23 AM) *

Nope, because the full version of IW requires SKSE - which still isn't out, and may never be out. The guide I posted walks you through removing the Dwemer Control Rod, since that is the only thing in the entire mod that actually requires SKSE.

Oh ok gotcha. That really sucks they never bothered to do a SKSE for the SE.

Posted by: Cain Aug 21 2017, 02:24 PM

QUOTE(TheCheshireKhajiit @ Aug 19 2017, 12:37 PM) *

QUOTE(Cain @ Aug 19 2017, 08:23 AM) *

Nope, because the full version of IW requires SKSE - which still isn't out, and may never be out. The guide I posted walks you through removing the Dwemer Control Rod, since that is the only thing in the entire mod that actually requires SKSE.

Oh ok gotcha. That really sucks they never bothered to do a SKSE for the SE.

They were working on, and there was supposed to be an update on progress, way back in April. Since then, the SKSE camp has gone dark, from what I've seen/read.

Posted by: TheCheshireKhajiit Aug 21 2017, 03:40 PM

QUOTE(Cain @ Aug 21 2017, 08:24 AM) *

QUOTE(TheCheshireKhajiit @ Aug 19 2017, 12:37 PM) *

QUOTE(Cain @ Aug 19 2017, 08:23 AM) *

Nope, because the full version of IW requires SKSE - which still isn't out, and may never be out. The guide I posted walks you through removing the Dwemer Control Rod, since that is the only thing in the entire mod that actually requires SKSE.

Oh ok gotcha. That really sucks they never bothered to do a SKSE for the SE.

They were working on, and there was supposed to be an update on progress, way back in April. Since then, the SKSE camp has gone dark, from what I've seen/read.

So they are either still working on it or they abandoned it with letting anyone know. Sounds like they've been taking lessons in silence from Bethesda, tongue.gif

Posted by: ghastley Aug 21 2017, 03:51 PM

I'd suspect that the announcement of the Creation Club has changed the playing field a lot. If Bethesda want people to create paid extensions (don't call them mods!) then those authors will want the sort of capabilities that SKSE provided. So now Bethesda need to negotiate a way forward, and it won't be simple. Even having an official Bethesda SKSE64-equivalent would require negotiation.

I'm staying on LE for playing and just using SE to port selected mods that aren't SKSE-dependent to a wider audience. I have a few, like "Hulk out!" that are almost all-SKSE, and can't be ported.

Posted by: Cain Aug 21 2017, 06:19 PM

That's a good point. I hadn't even though of what the advent of Creation Club could do to it.

Posted by: SubRosa Aug 21 2017, 10:24 PM

I have no interest in SE mainly because of the lack of SKSE. As ghastley pointed out, I have several mods that require it (notably SkyUI), and I am not going to play the game without them. But even if SKSE did somehow come out for SE, I still have about a hundred mods I created myself that I would have to convert, and I don't see the point in doing all that work. Because all of the graphical 'improvements' from the Special Edition are things I hate, like Depth of Field, or HDR. Most of them I was able to disable in Fallout 4, but sadly there was no killing HDR, which drives me crazy sometimes.

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