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I respect Nexus Mods and all of the people who contribute to it, but right now, Skyrim modders are hurting - and the only way to help them is to reverse the decision and allow them to maintain full deletion rights over the projects that they, in the spirit of fairness, currently do and forever should own. Given that the policy has yet to come into effect, though, there’s plenty of time for others to follow suit, and Arthmoor’s prolificness and ubiquity in the scene will no doubt encourage others to at least consider taking similar action. To oust revered Skyrim modders from the scene as a means of chasing some kind of policy that - let’s be real - hardly even matters is a real kick in the teeth.Īt present, Arthmoor is the only high-profile modder to announce their desire to take a stand against Nexus’ new rules. Not only did Skyrim revitalize modding - it pushed it to heights it could never have reached without it. If you go to the Nexus Mods homepage, the site’s background is literally the Dragonborn. On the contrary, Skyrim is one of the most important games to Nexus’ enduring popularity. Opinions of modding are polarizing by nature, but its importance to Skyrim is irrefutable.
#SKYRIM SE NEXUS SERIES#
But it’s also a community that perpetuates other communities surrounding it - without modding, iconic series like The Elder Scrolls and Fallout wouldn’t even stand in the shadow of the juggernauts they’ve become. It’s a community that is fuelled by passion and a desire to improve fans’ experiences with their favourite games. The modding community is a strange place, where talented creators put together incredible projects that are fundamentally incapable of netting commercial gain. I understand that policies like these have their own inherent caveats and rationale. If you read my review, you’ll know that it’s already established itself as one of the best and brightest games of 2021.
#SKYRIM SE NEXUS MOD#
For those of you who look at Skyrim and think the modding community is just like any other one, bear in mind that The Forgotten City started life as a Skyrim mod before eventually launching as a standalone game last month. If you’re wondering who Arthmoor is, they’re the person behind Skyrim’s beloved - nay, legendary - Alternate Start mod, a fanmade alteration that helped kickstart the scene in earnest. If anyone discovers anything, let me know.What cost, you ask? Well, in case you hadn’t heard, world-renowned Skyrim modder Arthmoor is removing their mods from Nexus before the new policy is activated. Version 1.1 and above should more or less be bug-free now. If you're using Version 1.0, then it might conflict with anything that modifies the two-handed perks. They mightĬonflict with mine since some share the same name as mine but I'm not sure (I haven't tested this).
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I know PrivateEye's Heavy Armory mod had quarterstaves of various types as well. Meshes/weapons/quarterstaff/quarterstaff.nif Meshes/weapons/quarterstaff/1stpersonquarterstaff.nif NOTE: If you are updating from Version 1.0, delete the following from your Skyrim/Data folder:
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The rest will be unlocked with their respective smithing perks.Įxtract the files into your Skyrim/Data folder then, enable it. To craft the weapons, go to the forge the first staff will be available under the "wood" category. It counts as a warhammer and benefits from Skullcrusher. The staves are about the same speed as War Axes, but they have a reach much (Teenage Mutant Ninja Turtles) Lets Play Team Fortress 2. Them since they were either not lore-friendly or I thought they were the wrong speed or length Voiced NPCs: Fully voiced new vendor and possibly more Version 1. I know there are other mods out there that add quarterstaves, but I wasn't satisfied with
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Adds craftable and upgradeable quarterstaves to Skyrim.