flutter free bondage bow
Removed ghostly tremors from the character's back when casting a bound bow. The arrow looks like it was pulled out of the air. Does not affect any other quivers, only binds the bow.
Screenshots 2 screenshots
About this mod Machine translation
Removed ghostly tremors from the character's back when casting a bound bow. The arrow looks like it was pulled out of the air. Does not affect any other quivers, only binds the bow.
What does it do?
I love the Bind Bow spell, especially when combined with Nightingale armor. However, I'm not the one with the ghostly throbbing entourage on my back, which really doesn't seem to work and looks weird on the cloak of the Nightingale armor. I figured if I could conjure a bow out of thin air, why couldn't I do the same with the arrows it fired? This is the first mod I've ever released, some of you may recognize it from bethesda.net for Xbox One. I had a crappy computer at the time, so I could only test the mod on my Xbox while the construction kit worked. Now that I have a decent PC, I thought it was time to share it with everyone. I know it's not that special, but I put it there in honor of all the wonderful modders who post incredible creations and inspire me to work on bringing my own ideas to life.
How does it work?
This mod is nothing more than a simple edit in nifscope to remove the node that anchors the vibration to the character's back. Without this node, the game will no longer render quivers. Rather than edit the original bound quiver directly, I created a copy and changed the bound bow to point to my modified quiver mesh.
compatibility
This is hard because I don't get enough feedback from other users on Bethesda.net (it doesn't help that the server changes ignore all comments). Since it's an esp, I'm assuming it will conflict with any mod that modifies the bound bow, however, it works well with the mod on the Xbox that makes the bound arrow explode on impact. I don't have any club creation content on my computer, so I don't know how my mod interacts with the new magic arrows.
——————————————————————————————————
What does it do?
I love the bound bow spell, especially when combined with the Nightingale armor. However, I was not a fan of the ghostly quiver on my back that really didn't seem to serve a purpose and looked strange on top of the Nightingale armor's cloak. I figured if I'm conjuring a bow out of thin air, why can't I do the same with the arrows it fires? This is my first released mod that some may recognize for the xbox one on Bethesda.net. I had a crappy computer at the time so while the construction kit worked I could only test the mod on xbox. Now that I actually have a decent PC I figured it was time to share it with everyone. I know it isn't all that special, but I am putting this out there in honor of all the excellent modders who have released incredible creations and inspired me to try to bring my own idea to life.
How does it work?
This mod is nothing more than a simple edit in nifscope to remove the node that anchors the quiver to the character's back. Without this node, the game no longer renders the quiver. Instead of editing the original bound quiver directly, I created a copy and changed bound bow to point to my altered quiver mesh.
Compatibility
This is tough as I don't have enough feed back from other users on Bethesda.net (doesn't help that a server change nuked all comments). Due to being an esp I would assume that it would conflict with any mod that changes the bound bow, however, it worked fine with a mod on xbox that made bound arrows explode on impact. I don't have any creation club content on my computer so I have no idea how my mod interacts with the new conjured arrows.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.