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It's possble that it's conflicting with another mod such as Eitii stated. Unfortunately I can't do anything about this if this is indeed the case. Changing the ID name now to remove the conflict would mean existing claymores would be lost.
https://img00.deviantart.net/7824/i/2009/288/e/f/scottish_claymore_by_terrorking96.jpg
https://orig00.deviantart.net/ccb6/f/2010/034/c/f/sword_photoshoot_by_walter_nest.jpg
https://i.pinimg.com/736x/f8/e6/26/f8e626d5a983804282a8d3f958fbee97--suit-of-armor-medieval-swords.jpg
Of course the sword in Starbound is even bigger, but that's simply because the other swords are big as well, in order to express the idea of the claymore it had to be ~really~ big.
I'll try to contact the mod developer into adding the claymorecombo ability into the Dark Souls mod, or to allow me to upload a specific version of it meant for the Claymore.
Read from Melee Aiming workshop page:
"This mod will affect other mods' broadswords and hammers as long as those weapons use the vanilla broadswordcombo/hammersmash abilities. This mod may be incompatible with other mods that alter or replace vanilla broadsword and hammer abilities."
Despite all the buffs (high damage & range for a sword) I had to nerf the sword somehow. I had not intended for this to be a OP God weapon, but rather something that could blend in as a gameplay element, with it's pros and cons.
If I wanted to, I could have left the default broadsword combo, and make it just as fast.
the claymore here does none of that meaning the enemies can freely attack you will you slowly swing your sword, this is the biggest flaw i noticed on this weapon