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heyiforgot

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Everything posted by heyiforgot

  1. *edit* Sorry, My connection messed up and I accidentally did multiple posts
  2. Oh was that just they way you decided to do it or is it not doable? well either way then maybe if he javelin is long enough you could do the vanilla bash from the big axes and hammers, that would look fine. That mod you posted as an example does look fun and a lot better than I expected but is less realistic than a regular bash in my opinion *edit* Connection problems, grr, fixed it
  3. I would think that the regular shield bash would be good still, in m2tw all my little spear or axe thrower guys have shields, the shield bash would be a good backup attack if the enemy gets too close. Or if you could make that the stab over the shield bash replacer animation would be good too. Just my opinion
  4. Tomorrow? Is it tomorrow? Its tomorrow right? I haven't played skyrim since I found out about this mod, I'm jonesing over here! The load order is sitting there waiting for it to arrive! Keep up the good work!
  5. I could swear that there is an animation replacer that does that already. Would what you are talking about not be a replacer though? Without seeing a comparison, I would say to keep the current shield bash but I'm not sure.
  6. I have a confession. I HATE those stupid hawk head neckguard things on the elven armor. A LOT. And I'm not too fond of the smaller head on the Companions armor. With this in mind I decided I would edit the textures with alpha channels to remove them from at least the elven light armor. This of course left a big invisible gap around the neck and shoulders. Ok not a huge deal, I was hoping that since the texture didn't have a gap that there would be armor under he neck guard but there wasn't my original plan was to just cover this up with another bit of armor copy/pasted from somewhere else but then I noticed some thing. After I made the edits , the ground/inventory model of the armor had the neck part missing too but it DID have armor showing beneath where the neck guard had been where the mesh on the games characters still had the gap. This led me to investigate. Apparently the ground model mesh has a different uvmap than the other one. I found in nifskope that I could move around the little parts of the uvmap but only managed to smear around the armor's texture. Can anyone help me figure out a way to close this neck gap? Either through editing uvmaps or the texture or making it use a different one? Or through some other modding? Or is there a mod that does this already that someone could point me to? Thanks in advance P.s. I can't be the only one that thinks that that hawk head looks stupid....
  7. For the dawnguard one you might try one of the many mods calling itself paladin armor. it has shiny silver parts
  8. http://www.nexusmods.com/skyrim/mods/39353/? some of you may like this one. The only thing I'd really like to see is a mod that lets you track down the new hideout and finish them all off for good!
  9. good luck, unlike too many degrees(at least here in the U.S.) engineering is actually useful and important
  10. Unfortunately not. Although I could make npc's using 2handed spears swing more than with a 1h spear. The ratio between swinging attacks and stabbing attacks is constant for each weapon type Ok, thanks for the patience in answering my questions, I'm just sort of exploring the potential and limitations of your mod because it sounds like it could possibly open a whole new horizon of new weapons making in the future. I would still suggest the npc attacks lean Heavily towards stab attacks with the 2-hand polearms also. Now still using the glaive spear example, the glaive could have a higher swing damage(normal attack) relative to its stab damage(power attack) while the spear could have higher stab damage and lower swing damage, so they would still be different from each other right? Also if some one wanted to, could they make for example the glaives into a further new category of weapon under a different keyword if they wanted to?(personally don't care too much about glaives, just the example I'm working with) This strays a little from the focus of your mod but am I right in thinking that an NPC's fighting style and perks will also effect whether an NPC chooses to attack? Perhaps that might be a way for modders to tailor an NPC's fighting style.....
  11. Awesome, am I right in thinking that a person should be able to make different weapons have different chances for NPCS to swing them normally or power attack? for example perhaps something like a glaive from heavy armory would be more likely to swing attack than a normal spear?
  12. If I understand it correctly it sounds like it should work fine. If I understand it right the NPCs with spears will almost always stab and it will be treated as thought the power attack were a normal attack, then there would be a small chance that they would swing attack too, right? Then the player could attack how ever they wanted with the spear. Am I right in thinking that someone could create a branch off of the weapons perk trees for spears? Similar to what I read about in Skyre, I think it was, except actually attached to Spears? Will you able to replace Each direction of power attack if you wanted to? What about the Idle animations? It would have to be the same as what ever was being used for the swords right? Were you planning on doing 1st person animations? Sorry for the wall of text, just stoked for the mod!
  13. Stumbled across this and it helped me a lot too, Thanks! (though my version of nifskope seemed to handle a couple of steps by it self...)
  14. "Polearms like halberds could fill that niche pretty well. I know I'm a bit biased hahaha, I'm a Mount & Blade/Total War/Chivalry: Medieval Warfare worshiping medievalist." Ditto, always thought it was crazy that the little M2TW guys had more attacks and weapons available than skyrim npcs!
  15. Or it might make a neat kill move if someone was able to animate it maybe, DB knock the bad guys feet out from under him and stabs him on the ground, getting a ways ahead of myself probably....
  16. Tripping seems like just a very specific sort of attack, considering that there are only, what? 4 or so attacks available per weapon? If that? I'd argue to keep it more simple. Maybe tripping could be accomplished with perks some how? A chance to stagger? I dunno... The important part is Yay Spears!
  17. Encouraging work and discussion! The previous comment leads to my next question. Would your method for adding new weapon animations work for as many different types of weapon variations as people felt like adding? For example if some one made the animations could they add fails or new seperat sword animations or whatever or is there a limit? And I'd vote towards more simple spear and halberd animations, but anything would be progress!
  18. I'm sure I'm not the only one who checks this thread every day keep up the good work!
  19. OH, My God! Could it be? I gotta go home right now and start making my game stable again!
  20. sweet thanks, just got back to playing Oblivion and thought i'd missed out on some awesome mod!
  21. I know, i know, this thread is way dead but it sounds really cool. I'm going to try to duplicate it for my self and see how it works out. Too bad no one's had any luck doing more spear stuff for skyrim... After some preliminary tinkering it seems that the script in pole weapons doesn't seem to work with npcs that I can tell... will keep trying one or two other things
  22. http://i1.ytimg.com/vi/NIO0Ym_3wco/hqdefault.jpg That sort of lameller or whatever it is cuirass would be awesome and lore friendly, once it was modeled people could edit textures to match different materials like in Daggerfall.
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