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AndrealphusVIII

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AndrealphusVIII

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About this mod

This is my attempt on fixing the Dawnguard Rune Axe.

Requirements
Permissions and credits
Translations
  • Russian
  • French
Donations
Description

The Dawnguard Rune Axe is a really cool axe with a some unique effects. (Camelworks even made a video about it.) Unfortunately, it has some issues, namely the following ones that I'm attempting to fix here:

  • The undead counter doesn't always reset properly at 5 AM.
  • Raising undead thralls yourself and killing them will also count as increasing the undead counter.
  • At 100 kills, the Axe's enchantment will deal no damage. Getting another kill will set the damage to 100.
  • Incorrect keywords/visual effects.
  • Tempering the axe at a grindstone will make the counter to no longer reset.


In this tweak, I attempt to fix all of these issues, by changing the following.

  • Removed the original script and used a new hidden quest to more accurately calculate the reset at 5 am part and make it still apply when being tempered.
  • Added an option to make conjured undead no longer count. (see below how to customize that part.)
  • Instead of incrementing the damage by 10, per 10 undead killed, I changed to 1 extra damage each undead killed. The cap is still 100.
  • Added proper keywords/visual effects, to reflect other sun damage effects.


This mod uses an ESLified ESP (also called ESPFE), so I doesn't count towards the 255 ESP/ESM limit.

Customization

You can customize the 2nd point (so conjured undead still count) by using the following console command:


set DGRuneAxe_RaisedUndeadAlsoCount to 1 (default is 0)


Setting this to 1 means raised undead will still count towards the counter. Any other value will mean they won't.

Requirements


Alternative mods


FAQ

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.

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