We should hide/rename the Scripts folder, because that modified quest script adds weapons and shield to vendors that won't actually exist ingame without the original .esp loaded. We can leave the unused mesh and textures in place.
EDIT:
Also, I when I ran Wrye Bash's plugin checker: Old Weapon Records The following plugins have old weapon (WEAP) records. These cannot be loaded by Skyrim Special Edition and the Creation Kit cannot automatically fix them by resaving. They have to be manually fixed in the Creation Kit by changing the critical data (CRDT) subrecord to restore the correct data, which should usally be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. • Simple aMidianborn Skyforge.esp: 5 old weapon records
I fixed the above for myself using xEdit by creating a new esp, then 1) copying the 5 STATIC records into the new plugin as NEW RECORDS; 2) then copying the 5 WEAPON records as OVERRIDES into the new plugin FROM SKYRIM.ESM (or whatever) instead of this mod's; 3) then forward the changes this mod makes for each weapon into the new esp; 4) then edit each WEAPON in the new plugin so that the WNAP - 1st Person Model Object line points to the new STATIC records you created instead of this mod's. 5) Finally make sure to remove this mod from the new plugin's masters list.
It should look exactly like this mod, except you'll have new STATIC records, and the WEAPON records will have that one line that points to your STATIC records -- and the weapon data will have been pulled from your Skyrim.esm (or whatever).
Cool. I just came back after not playing for a while. Putting together a new modlist and found my way back here. Read my previous comment and thought to myself... damn I sound smart. I don't even remember typing that. I obviously spent way too much time thinking about skyforge weapons. I hope I helped in some small way, lol. :D
EDIT: Mmm... Here's my version just incase anyone wants it: https://drive.google.com/file/d/1alTg2Nn4mF7AP_vV4wPeHyC86rPRR0KF/view?usp=sharing
The following plugins have old weapon (WEAP) records. These cannot be loaded by Skyrim Special Edition and the Creation Kit cannot automatically fix them by resaving. They have to be manually fixed in the Creation Kit by changing the critical data (CRDT) subrecord to restore the correct data, which should usally be done by the mod author. Failing that, the safest course of action is to uninstall the plugins.
• Simple aMidianborn Skyforge.esp: 5 old weapon records"
LOOT sorted this mod above Guard Dialog Overhaul in my LO. That mod touches the greatsword, amongst others, so I had to edit the metadata in LOOT to load after GDO.
Now, my Skyforge weapons differ from vanilla/normal steel.
This does the trick for me. The original mod, even converted, has conflicts with the Bijin mods as it adjusts NPC inventories. I don't want new weapons and changed inventories and stuff just a pure retexture. So this works great for me. Especially nice that it's compatible with my highly modular installation. I pulled apart aMidianBorn and put each armor in its own mod to better control and organize what gets applied where.
I just installed cause I have that same issue. Aela now has a normal quiver and hunting bow model/texture. Not sure if that's what it's supposed to be for her, but it definitely looks better than a purple blob.
Also a side note, not only did this fix that issue, it also fixed an issue of having TWO kinds of each skyforge steel weapon in my game with different textures, meshes, and values. I'm not sure what mod was causing this issue, but this removed one of them, fixing it for me which was a bonus.
Yes, this mod cuts the new Skyforge bow and arrows Amidianborn created. This plugin makes no changes to Aela, so she gets her default vanilla hunting bow.
19 comments
EDIT:
Also, I when I ran Wrye Bash's plugin checker:
Old Weapon Records
The following plugins have old weapon (WEAP) records. These cannot be loaded by Skyrim Special Edition and the Creation Kit cannot automatically fix them by resaving. They have to be manually fixed in the Creation Kit by changing the critical data (CRDT) subrecord to restore the correct data, which should usally be done by the mod author. Failing that, the safest course of action is to uninstall the plugin.
• Simple aMidianborn Skyforge.esp: 5 old weapon records
I fixed the above for myself using xEdit by creating a new esp, then 1) copying the 5 STATIC records into the new plugin as NEW RECORDS; 2) then copying the 5 WEAPON records as OVERRIDES into the new plugin FROM SKYRIM.ESM (or whatever) instead of this mod's; 3) then forward the changes this mod makes for each weapon into the new esp; 4) then edit each WEAPON in the new plugin so that the WNAP - 1st Person Model Object line points to the new STATIC records you created instead of this mod's. 5) Finally make sure to remove this mod from the new plugin's masters list.
It should look exactly like this mod, except you'll have new STATIC records, and the WEAPON records will have that one line that points to your STATIC records -- and the weapon data will have been pulled from your Skyrim.esm (or whatever).
EDIT: Mmm... Here's my version just incase anyone wants it: https://drive.google.com/file/d/1alTg2Nn4mF7AP_vV4wPeHyC86rPRR0KF/view?usp=sharing
The following plugins have old weapon (WEAP) records. These cannot be loaded by Skyrim Special Edition and the Creation Kit cannot automatically fix them by resaving. They have to be manually fixed in the Creation Kit by changing the critical data (CRDT) subrecord to restore the correct data, which should usally be done by the mod author. Failing that, the safest course of action is to uninstall the plugins.
• Simple aMidianborn Skyforge.esp: 5 old weapon records"
Plugin checker report by Wrye Bash.
https://ibb.co/dfTp2tH
Now, my Skyforge weapons differ from vanilla/normal steel.
Makes me very happy, Thank You.
Also a side note, not only did this fix that issue, it also fixed an issue of having TWO kinds of each skyforge steel weapon in my game with different textures, meshes, and values. I'm not sure what mod was causing this issue, but this removed one of them, fixing it for me which was a bonus.