Imbued Weapons – Bloodskal Effect with any Melee Weapon
Adds a toggleable constant effect spell that adds a Bloodskal Blade effect to any melee weapon, one-handed or two. (Now with critical hits!)
OH MAN! 2.1 – The “I fixed the universe and decimated critical hits” Update!
Note: With 2.1, SKSE is a requirement for damage calculations, also colour changes require toggling the lesser power off then on to take effect.
Latest Change!:
02/20/2014
Damage calculations no longer SUCK, but I broke critical hits down into a steaming pile of garbage to do it, they’ll be back in and customizable at a later date.
Description:
This is a small mod that adds a toggle-able, constant effect lesser power, “Imbue Weapon”, toggle it on and any melee weapon will be capable of producing the same magic flinging effect as the “Bloodskal Blade”, now configurable with an MCM menu, you can either have the effects scale with the appropriate weapon skill, based on a (hopefully) balanced formula, or just set a value between 20 and 600 yourself.
Now with critical hits! By default these are governed by the critical hit perks in each weapon tree, should work still even with SkyRE, SkyPE or any other perk alterations as long as those perk entries still exist.
15% critical chance with 1.35 severity for taking the first tier critical hit perk.
30% critical chance with 1.6 severity for second tier.
50% chance with 2.0 severity for final tier.
Chance and severity can both also be overridden with their respective MCM sliders, a value of 0 maintains the above perk behaviour.
To get started visit the “Strange Shrine” north of Silent Moons Camp, there’s no map marker to it, map markers are for pansy casuals, be a manly explorer.
The third image at the top has the location circled if you’re still lost, there IS a path leading up there too.
Requirements:
It does require Dragonborn since I’m using the same mesh for the magic effect.
SkyUI is not a requirement necessarily but the configuration menu is built with it, so without it you’re on defaults only.
SKSE however is a requirement as of version 2.1.
Install:
Click that handy “Download with NMM” button, then activate this bad boy.
Or if you’re doing it manually, just extract the 7zip and throw the .bsa and .esp in your data folder.
Remove:
Deactivate, then send me a written apology for hurting my feelings so badly.
Or manually remove chfshimbuedsword.bsa and chfshimbuedsword.esp from your data folder.
Conflicts:
None! At least there shouldn’t be, technically this uses none of the same script, assets or effects as the Bloodskal Blade, the only thing it borrows is the projectile’s mesh, so even modifications to the sword should work just fine with this.
Frequently Asked Questions:
Q: Where is the shrine?
A: Exactly where the description and the picture show you.
Q: I still can’t find it!
A: Check that the plugin is installed correctly and activated.
Q: How do I change colours?
A: First, make sure you have SkyUI installed and activated, then wait til SkyUI registers new menus, then hit ESC/Start, hit Mod Configuration next to settings, Imbued Weapons, change whatever you want, go nuts.
Q: Can you make it work properly while dual-wielding?
A: Nope, because those animations are awkward as hell to detect.
Q: Do you expect anyone to read this?
A: Probably not.
Q: Then why would you type it?
A: In the vain hope that maybe I’ll get less comments asking about things I’ve already explained.
Q: Isn’t it a little redundant since people who have read this far are not the people that will ask those questions?
A: Ah…shit…