Lardtree3 Posted June 26, 2010 Share Posted June 26, 2010 While playing with Deadly Reflex, I prefer weapons that shatter skulls instead of decapitate for two reasons: 1. With certain respawns, the disembodied head occasionally respawns as it's own entity, compeltely nude and running around erratically. This doesn't happen with the shattered skull. 2. I collect brains. It's silly. The problem I am having is with a new weapon I started using. I used CS to classify it as a blunt weapon, yet it still decapitates when using the Left or Right power attacks. This struck me as odd since this has worked for me before, I would take what is clearly a bladed weapon (Nico's gift) and make it into a blunt one with CS and then if functioned like one for DR finishers. The weapon I am using now (a large axe, I forget what mod) does not seem to accept this change and continues to act as a bladed weapon. Anyone have any idea why this is happening? Link to comment Share on other sites More sharing options...
Megatarius Posted June 26, 2010 Share Posted June 26, 2010 My guess, and I'm going out on a limb here because I don't know how Sky Captain programmed the mod, is that DR recognizes the weapon as being an axe. Possibly from the name. What's this large axe called? Nico's Gift does not have "axe" or "sword" or even "blade" in the name, so your reclassifying it worked that time. Axes are not blunt weapons in real life. They are bladed. Therefore, DR treats them as such in special attacks, even as you get Blunt skill credit for using it. You're getting decapitations because that's what an axe would really do. If you want to bash skulls, use something that actually bashes, like a mace or club. This is one of Bethesda's many lame aspects. Axes never had any business being in the "Blunt" category in the first place. Even though the category itself is not being changed, the new DR behavior is "correcting" it. If you really want to bash with an axe, try moving your mod below DR in the load order. That might work. Link to comment Share on other sites More sharing options...
Lardtree3 Posted June 26, 2010 Author Share Posted June 26, 2010 My guess, and I'm going out on a limb here because I don't know how Sky Captain programmed the mod, is that DR recognizes the weapon as being an axe. Possibly from the name. What's this large axe called? Nico's Gift does not have "axe" or "sword" or even "blade" in the name, so your reclassifying it worked that time. Axes are not blunt weapons in real life. They are bladed. Therefore, DR treats them as such in special attacks, even as you get Blunt skill credit for using it. You're getting decapitations because that's what an axe would really do. If you want to bash skulls, use something that actually bashes, like a mace or club. This is one of Bethesda's many lame aspects. Axes never had any business being in the "Blunt" category in the first place. Even though the category itself is not being changed, the new DR behavior is "correcting" it. If you really want to bash with an axe, try moving your mod below DR in the load order. That might work. There's a thought. I'll try renaming the axe as well as adjusting the load order. Thanks for the idea! Link to comment Share on other sites More sharing options...
Lardtree3 Posted June 27, 2010 Author Share Posted June 27, 2010 Worked like a charm, thanks! Link to comment Share on other sites More sharing options...
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