MarchUntoTorment Posted July 18, 2014 Share Posted July 18, 2014 No melee replacers, I'm afraid - all firearms-focused, sadly. If I were to do something like that, my best bet would be to look at importing Skyrim animations. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted August 1, 2014 Share Posted August 1, 2014 Any luck on this one thus far, Devin? Link to comment Share on other sites More sharing options...
devinpatterson Posted August 1, 2014 Share Posted August 1, 2014 Any luck on this one thus far, Devin? I just recently figured out (thanks to a tutorial by Cipscis) the whole hotkeys thing (for the riot gear night vision, it was annoying) and I needed it, to try an idea I have. I want to use some of the weapon related NVSE functions to make this sword/blade switch back and forth between a one handed and two handed melee weapon on the fly (without switching the weapon itself, although that will be my fallback plan). I did rip off a vertibird blade for the model, but havn't made the angel of verdun version yet. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted August 2, 2014 Share Posted August 2, 2014 That sounds awesome, Devin! I'd love to see that in this mod! With that said, would it also be possible to make a version without the script? Just so that it's easier to merge. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 2, 2014 Share Posted August 2, 2014 That sounds awesome, Devin! I'd love to see that in this mod! With that said, would it also be possible to make a version without the script? Just so that it's easier to merge. Sure a non script version is easy. What do you mean by merge? Honestly it's just gonna be a gimmick since the two handed version will hit harder and faster, but I like the idea of a choice. If there were something along the lines of a shield (hubcap) included, then the one handed version could be more useful. That could be done. But I'm also doing it because I need to work on my pistol whipping mod (I'd rather use my pistol then swap to a melee weapon) for all handguns, and it's a prototype. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted August 3, 2014 Share Posted August 3, 2014 Merge the .esp into my big merged .esp (I use it to keep my LO at a minimum). You play this game too long, you get addicted to mods and start merging like crazy. I've never had much luck merging script-heavy files into each other, though. I feel that the ability to switch would actually be very good for immersion - it'd add a more 'real' feeling to combat. Also, if you're not too far into development, would it be feasible to add a knockdown effect on power strikes? I feel that being hit with a fifteen-kilo hunk of steel should knock someone down in a heartbeat. It'd be better if there could be a DT threshold on that, but I don't know how hard that'd be to script. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 3, 2014 Share Posted August 3, 2014 Merge the .esp into my big merged .esp (I use it to keep my LO at a minimum). You play this game too long, you get addicted to mods and start merging like crazy. I've never had much luck merging script-heavy files into each other, though. Ah, gotcha, but this would really just have one script, it wouldn't be anything crazy. I think both versions (with and without) would integrate fine. I feel that the ability to switch would actually be very good for immersion - it'd add a more 'real' feeling to combat. I think so too Also, if you're not too far into development, would it be feasible to add a knockdown effect on power strikes? I feel that being hit with a fifteen-kilo hunk of steel should knock someone down in a heartbeat. It'd be better if there could be a DT threshold on that, but I don't know how hard that'd be to script. Sure, I think there is already a knockdown effect on one of the blades (lilly's, maybe), but yeah no problem to add. As far as it being based on DT that would not be a problem at all for a real scripter. They just make it a condition in teh script for the script effect, with a get ref of the target. But for me (non script guy) it may be a lot trickier to put together. So I guess long answer short, I'm not sure. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted August 3, 2014 Share Posted August 3, 2014 Maybe go ask Irswat (if he's still around) if he's up for whipping up a DT-check knockdown script? Link to comment Share on other sites More sharing options...
Estiva Posted August 6, 2014 Author Share Posted August 6, 2014 (edited) This sword is too hard to make it as mod. Edited April 29, 2017 by Estiva Link to comment Share on other sites More sharing options...
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