SCS FirearmsRe

by Altarya·v1.0·Updated 2019-09-10

Screenshots 1 screenshots

About this mod Machine translation

Made dwemer/dwarven weapons less craftable, added separate path from SCS to Firearms skill tree - Firearms

Most of us also love guns, and we love modding them into everything from Minecraft to Kirby.

You know what I also like? While fantasy guns have drawbacks and benefits, their coolness factor isn't the only factor in owning them.

Still, I wanted the full gunslinger experience in our old sandbox adventure game, Skyrim. When you search for "Skyrim gun mods" you'll most likely end up on Loshirai14's Skyrevolution or Ghosu's Project Flintlock pages.

The truth is, there are a lot of aspects of Skyrim that are as dumb as it is smart, and one of the dumbest things about the way Skyrim works is how you can add weapon or ammo types without cunning scripting. So all these gun models just add some really nice model boom crossbows...oh well.

Then I found DavidTheFalcon’s SCS gun model and wow wow wow wow.

Initially I only wanted the Renascence firearms in SCS directly from Ghosu's now open source Project Flintlock, but then I decided to finally give Mathy's Dwarven Rifle Second Generation and Skyrevolution a shot, considering David had two SCS patches to fit them into his custom skill tree.

Now they work great, but when I first grabbed the dwemer technical privilege, I discovered a huge problem.

Too terrible

Litteraly all dwemer guns cost the same as 2 small dwemer ingots, even the crazy powered Aetherium rifles, so that was a major disappointment, not that I blame David since he didn't even have to make the patch, but still I decided to DIY and fix the recipe myself.

Then I found out that Loshirai14 also made a dwemer AWP mod, so... I added support for it in my addon, and then I saw how stupid it is that you can unlock all weapon types at once but you need to pay extra for Blunderbuss and Grenade Launcher....then I ended up with 9 perks, completely reinstalled the tree, renamed every weapon, and added support for a whole new mod....yeah, I basically made myself into something that has taken me 3 days of CK headaches, TES5Edit manual fixes and a lot of CK weirdness, but it finally got resolved.

So I was happy to attend!

SCS FirearmsRe

First of all, the weapon skill trees except for the archery tree all have a system of 3 weapon type paths, you have longswords, maces and axes for one handed and other two handed stuff, you know Skyrim is stupid you can't add new types, but here's a workaround anyway.

So SCS has a nice system for labeling weapon types and ammo types and a good way to detect them, so based on that I developed three paths for the gun tree.

firecracker

You like to get close to your enemies and blast them to smithereens, and this path lets you create weapons that don't shoot very far, but are sure to burst.

Weapons you craft along this path

-Blunderbuss

It really hasn't changed, but if you don't know what it is, it has tubes that fire something at people that can hurt a lot.

-Hand mortar

Used to be called Grenade Launcher but I decided to apply a cooler historical name and the stats haven't changed.

-Dwemer Pumpgun

Used to be Skyrev's double action shotgun but I've tweaked it a lot since it's no longer automatic but it does more damage and should fire twice at once (doesn't work), this one will replace the Blunderbuss once upgraded.

-Dwemer Flamethrower

Not much has changed other than the name, you can still use any rifle ammo, I'm trying to get a new weapon type for it, but for now just trying to stick with not doing that k.

-bad news

The name is a reference to the Critical Roll, which is Mathy's grenade launcher, but I made the hell out of it so it's actually worth something now and not just fancy, and will replace the mortar once you upgrade it.

sniper

You're sneaky, you like shooting things from far away, and this path lets you craft weapons that shoot far, but are slow to reload.

Weapons you craft along this path:

-Dwemer Basic Longshot

Not more powerful than the flintlock rifle, but more accurate, this …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
SCS FirearmsRe - 重新平衡 - 调整和基本上大修
File size
6.9 KiB
SHA-256
1b2ebbd82057d721ec8a92e3a7cafa31ac96fc78ad5dc1653f041e48912b27c5
Stored at
2026-10-09 17:49