That's absolutely hilarious, although that madness shout recharges way, way too fast for regular play. Still, it does my heart good to see Thalmor get turned into sweetrolls, chickens, and mudcrabs. Which reminds me, if you want your followers (other than J'Zargo who for some reason is the only follower to level with you) to reset to a higher level, you can use Wabbajack to do it. Save the game first, of course. Then wabbajack them. If they turn into an animal, they should reset to your own level when they morph back. If they turn into something else, reload and try again. The cheese bombardment is priceless too.
Has anyone else messed with
Armed to the Teeth? I finally got this working. Basically, it's a script base that allows a weapon to still show even when it's not your active weapon. It adds scripts that can be called on to create weightless duplicates of the weapons in your inventory to appear on the character model.
This mod goes along with it and moves shields to the back, and allows dual wielded weapons to show.
This one moves your one-hander to your back, parallel with the 2-hander, and moves your dagger to your boot. You can even run it without AttT if you just want back-mounted 1-handers or boot daggers.
They take a little care to get running right because load order is important with them. There's weapons packs for vanilla skyrim weapons and for custom weapons. Unfortunately, the custom weapons pack doesn't seem to work for me right now, but you can still get a custom weapon to appear alongside your vanilla weapons if it's the weapon actually being weilded (not necessarily drawn, just equipped to the main hand). The base AttT mod page has a walkthrough for creating script files for your own weapons if the vanilla or custom weapons packs don't work, either, although it'd be time consuming to do every weapon. Also, the base iron and steel weapons don't seem to respond well to it (i.e. cause crash to desktop if you try to script them) although Skyforge steel and pre-enchanted steel are, to my understanding, ok.
The other problem I ran into is that the dragonbone weapons from Dawnguard and the crossbows aren't in the vanilla pack. The creation kit won't let me load 3 .esm files, either, even with AllowMultipleMasterLoads set to =1, and trying to load the Dawnguard.esm crashes the creation kit. JaySus Swords is also a .esm file, and while it can be loaded with just Skyrim.esm, without also loading AttT's .esm file you don't have access to the scripts you need to create the .esp file.
Fortunately, my other custom weapons are in .esp files. I'm about to test one out, but it did seem to work ok loading the .esp into the creation kit and creating the script for a weapon.
edit: I did get it to work with a custom weapon from a .esp file. The trick appears to be to modify the .esp the weapon itself appears in rather than creating a new .esp file that mods the mod. This was a bit nerve-wracking for me since I'm anything but an expert on the creation kit or modding, but it does seem to be working fine. I'd like to try this on the JaySus swords .esm, but until I can figure a way to load 3 masters..I'm screwed.