war corner
Provides the player with a war cry that summons nearby allies, allowing them to temporarily strengthen their attacks. After swearing an oath to Stormcloaks or Imperials, you'll receive an Imperial or Northern style war horn.
Screenshots 4 screenshots
About this mod Machine translation
Provides the player with a war cry that summons nearby allies, allowing them to temporarily strengthen their attacks. After swearing an oath to Stormcloaks or Imperials, you'll receive an Imperial or Northern style war horn.
SKYRIM's fighting spirit
What does this MOD do?
A simple question with a simple answer, it gives players access to the War Horns of their respective Civil War factions. These battleaxes come in the form of powers, which are powers that are awarded after you swear an oath to Stormcloaks or Imperials. Joining the Imperial Warrior gives you an Imperial-style horn, and joining the Stormcloaks gives you a Nordic-style horn.
How does a power supply work and what does it do?
You can find your horn in the Powers section of your spell tab, and it's a power that temporarily buffs all friendly units' combat skills at around 200 for about 10 minutes (this means it temporarily increases Archery, One-Handed, and Two-Handed skills by about 20 levels). It works much like the main Illusion spell you get for the Illusion Ritual quest, but there are differences: you can only blow the horn once per day, and the Horn has a huge range compared to the Ritual Spell, which also buffs blocking and health (the Horn only buffs the weapon-based skill tree). Once you use the power, you can play an animation that blows into the horn, and all allies with a radius of 200 will be buffed. Powers work either way, but the animation only plays while your weapon/spell is sheathed.
two versions
I made two versions of the mod, the "FX" version and the "IMMERSION" version (try saying that 10 times =P). The "FX" version adds a gentle golden glow to affected targets, while the "IMMERSION" version has no effects to help immerse you in the trumpet-blowing activity =P (the trumpet will inspire your soldiers, but it won't cast the spell =P). I personally use the second version because it's more realistic (it's not a spell) and it would be painful to see 50 npcs with distance = 50. The radius of effect is very large, so as long as your troops/friends aren't half the size of Skyrim, they should be affected.
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WAR HORNS OF SKYRIM
WHAT DOES THIS MOD DO?
A simple question with a simple answer, it gives the player the ability to use War horns of their respective Civil war factions. These war horns come in the form of a power, a power that is rewarded to you after you swear an oath to either the Stormcloaks or the Imperials. Joining the Imperials gives you an Imperial style horn, Joining the Stormcloaks gives you a Nord style horn.
HOW DOES THE POWER WORK AND WHAT DOES IT DO?
You can find your horn under the powers section of your spells tab, it is a power that temporarily fortifies the combat skills of all friendly units in a radius of 200 for around 10 minutes (This means it temporarily increases Archery, One handed and Two handed skills for around 20 levels). it works a lot like the master illusion spell you get for the illusion ritual quest, but there are differences: You can only blow your horn once per day, the horn has a HUGE distance in comparison to the ritual spell, the illusion ritual spell also fortifies block and health stats (the horn only fortifies weapon based skill trees). Once you use the power, an animation of you blowing into the horn will play and all allies in a radius of 200 will be buffed. The power works either way, but the animation will only play if your weapons/spells are sheathed.
THE TWO VERSIONS
I made two version of the mod, the "FX" version and the "IMMERSION" version (try saying that 10 times =P). The "FX" version adds a mild golden glow to affected targets, while the "IMMERSION" version adds no effects in order to help you immerse yourself in your horn blowing activities =P (a horn would inspire your soldiers, but it wouldn't cast a spell on them =P). I personally used the second version, since it makes more sense realistically (it's not a spell), and it wo …
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.