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a simple question to fix a problem: skyforge steel mod not replacing vanilla swords


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Posted

So the jist of my problem is the sky forge steel weapon mod isn't replacing the skyforge steel swords. After fiddling with it a majority of my night I'm left with a couple questions. I'd like to try extracting the bsa for it so its a loose file and takes priority over of the skyrim .bsa that the vanilla sword is in. I've already reinstalled the mod and redownload and reinstalled it twice thinking i got a bad download.

 

The questions lies whether i should extract the bsa during a reinstall or after. Most of the posts talk about doing it during an install but I'm curious can this be done afterwards. Im tested the waters here with immersive weapons to hide a couple weapons i didn't care for to see if they would stop spawning in the world. Kinda curious what the more avid users of this program think.

6 answers to this question

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Posted

Don't know, I don't use SkyRe. Whatever the case, eliminate everything except the absolute minimum and check the weapons.

There's a conflict somewhere, it's just a matter of finding it.

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Posted

How have you determined the mod's bsa files aren't taking priority over the base files from Skyrim?

 

If you have MO set to manage your archives it should make no difference whether the mod's files are in a bsa or loose. If the mod is active those files that replace the vanilla ones will be used.

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Posted (edited)

Yes MO is managing the archives. during my game i went to the companions to join them and noticed some purple missing texture swords. That wasanothe issue of installing the wrong meshes for lone wolf's sword slimmer. But i determined it wasn't working by trying to get one from console. The swords from the mod that replace the skyforge steel ones were not there.

 

EDIT: another thing i noticed since I got home from work and sat down to tinker again Was the normal symbol that a modnis overwriting something was not there.

Edited by cds20
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Posted

Ok, I just installed the mod and you shouldn't see any conflicts because the mod has it's textures\meshes in a named folder separate from that which Skyrim uses.

The author has made new *.nifs for his weapons and only the steel ones share the same name with Skyrim weapons. However those nifs probably have the paths to the textures in the nif file themselves as there is no reference to any textures in the plugin.

 

MO shows all the files as being loaded into the VFS, you can see this by looking in the 'Data' tab and expanding the tree to show these paths:

textures\weapons\skyforgeweapon\
meshes\weapons\skyforgeweapon\

All the weapons made at the Skyforge are shown as loading.

 

I'm not sure what is happening, it appears to be fine by examining it this way.

 

Can you setup a basic profile with just the bare-minimum mods and Skyforge Weapons installed and check?

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Posted

Ok so the test profile loaded the proper nif. However even placing on the highest possible load order brings up the vanilla sword. Im using skyre so i wonder if that's and issue

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Posted (edited)

Well, I did find the issue and it was Skyrim Redone. So if I troubleshot this right, SkyRe edits your weapons damage and armors defense to create "deadlier combat" and in using Skyforge Steel weapons (as it was a bsa) it overwrote the vanilla weapons just fine in NMM. But since MO did things differently it let SkyRe win the fight with its edited Skyforge Steel Weapons. I loaded up a new game without SkyRe and the sword was there. I guess a way around this would uncheck the MO manages archives in the archive tab? Either that or make a SkyRe Patch for Skyforge Weapons. What would be a better solution than those I wonder?

 

Edit: I did install perkus maximus last night and used dirty weasels install videos for it and the sword appears just fine. But i went by their method of merged patch and bashed patch so i wonder if that made a difference too.

Edited by cds20

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