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Duel Wield?


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OK so after several months I have managed to get a good Immersive Weapons mod going for Oblivion and would like to be able to include a working duel wield capability if possible. The mod is practically ready to upload but I want to add what I can before releasing it.

 

The mod now has many 'off-hand' weapons that are equipped and used as shields sharing the weapon counterpart stats, but it would be great to have the option of using them similar to skyrim.

 

Can anyone help with this or point me in the right direction?

Edited by Ironman5000
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The only true dual wield system I know of is incorporated in Unnecessary Violence II, but not sure if its even possible to extract that part of it. If this mod for Oblivion is similar to your immersive weapons mod for Skyrim, you can always just recommend using UVII,

 

good luck anyway.

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I will probably just do that then IF it does work with my off-hands, I haven't tried that mod yet so I don't know if it's scripted to use only edited items from UVII or programmed to use all shield hand items including from stuff from other mods.

 

It is gonna be pretty much the same mod as skyrim, except this one will be like 2 mods in one - Immersive Weapons and one that isn't bound by lore, adding lots more weapons that could be considered immersion-breaking. I counted 700+ weapons which doesn't include the off-hands :D

 

Thanks for the info :thumbsup:

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  • 2 weeks later...

Well it's out there now, and now i'm working on an update - one feature being off-hands for Shivering Isles vanilla weapons.

 

To include these in the mod most logically would be to do it the same way the original weapons are, by crafting them through ore via the vendors at Crucible and Bliss. However I this would involve editing the "Antipodean Hammer" quest (editorID - SE30), through the topics tab which i'm not great at.

 

If anyone would be willing to lend a hand I would be very grateful and add you to mod credits, from what it looks like it's a matter of adding the dialogue topics (i'm not fussed about them being voiced), adding options, and the line of scripts with conditions. This would be really easy for anyone with quest-making/dialogue modding experience. I have set up the off-hands as levelled items just like the weapons, and can do the magic alternatives if including the matrix enchanters is possible.

 

I would have a go at it myself but the only time I messed with this was for a NV mod with a few companions, and even then I was following a step-by-step tutorial.

 

Otherwise if noone responds to this I will find an alternate way to get them in.

Edited by Ironman5000
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