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Sword Angel of Verdun?


Estiva

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  • 2 weeks later...

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.

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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.

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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.

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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.

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