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Syddraf

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Posts posted by Syddraf

  1. Not to sound like an AÃÂ¥Ãâ÷ but, this would be immersion breaking. Renaming the PickPocket tree to Thievery and adding looted Red Tagged items from the world into a perk, or an entire branch in the perk tree, would make more sense. Immersively that is.

     

    (Could effectively be patched into Ordinator to work with trained rabbit perk, you saw nothing perk, thief's luck perk, and the blood money perk.

     

    Unless, the trained rabbit perk already gives you xp when you pick up the highlighted item:

     

    You saw nothing can be reworked into an aoe self target rather than a touch or ranged so you can loot ground items an containers and not JUST PickPocket.

     

    Thief's luck could effect containers.

     

    blood money could add an aoe to effect nearby containers.)

  2. I had a simple implementation idea for visibility of dual wielded weapons.

     

    HARD REQUIREMENT: XP32 Maximum Skeleton

     

    Add new left handed weapon items to the game.

     

    Simply remesh and rotate the equiped model of a mace/axe and it's holster to be a sword and sheathe.

     

    Simple remesh and rotate the equiped model of a sword and sheathe to be a mace/axe and holster.

     

    Version 1 leaves the perks alone allowing for swords to use axe or mace perks. And Axes or Mace's Using Sword Perks.

     

    Version 2 reworks the perks to reflect what is actually equipped.

     

    Two types: Craft only and Integrated.

     

    Leaving this mod open source to allow OMA's to use with their Weapon mods.

     

    As seen in mods like Blade Dancer, the skeleton can be manipulated to simulate the left hand reaching for the right hip.

     

    Would be Partially compatible with Weapons On Back mod as new axes and mace will be on your back and swords will be on your right hip.

     

    Would work properly with Weapons On Back mod if OMA puts axes and maces on back.

     

    Would need a WOB patch as WOB creates a new skeleton.

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