Changelog:
02/26/2013 part 3:
- Forgot to add 1 little line that makes maces work, apologies for like, 3 updates in the space of an hour, me so tired.
02/26/2013 part 2:
- Now works with any melee weapon, be it one-handed or two, with appropriate scaling differences also!
02/26/2013:
- Support for all battleaxe type weapons added, other weapon types will be easy to add from this point, but I need sleep.
02/24/2013:
- Increased damage output slightly at lower levels and significantly later on, feedback on the scaling would be appreciated.
- Added snazzy fx/sfx to the shrine interaction.
02/23/2013:
- Changed the name and description for now since for the time being this only works with greatswords. - FIXED!
Description:
This is a small mod that adds a toggleable, constant effect spell, "Imbue Weapon", toggle it on and any melee weapon will be capable of producing the same magic flinging effect as the "Bloodskal Blade", with the slight difference of the damage scaling with the users one-handed/two-handed skill. (Starting at 30 points of damage for &--#60;20 two-handed skill and ending at 200 damage for &--#62;100, minus magical resistances of course)
To get started visit the "Strange Shrine" slightly north of Silent Moons Camp.
Requirements:
It does require Dragonborn since I'm using the same mesh for the magic effect.
Download link and pictures at the http://skyrim.nexusmods.com/mods/32237
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.
Big thanks to Verteiron for helping me wrap my head around...everything...animation related!