Genzel Posted April 6, 2010 Share Posted April 6, 2010 What I have been wanting is a mod that adds axes and claymores (not a complete replacement) that are wielded in one hand. My attempt of just selecting "onehandedblunt" on a new iron battle axe was a failure. Equipping the axe left it still on your back, and your hand carrying nothing. I'm assuming a small edit of the mesh might fix this but I don't know and can't do that stuff. If someone would like to help me out and make a mod that adds a one handed version of the claymores and battle axes (or even just an iron battle axe) to the game, it would be greatly appreciated. The mods I have looked over on the site either completely one hand all axes, or are just not what im looking for. Link to comment Share on other sites More sharing options...
LHammonds Posted April 6, 2010 Share Posted April 6, 2010 My attempt of just selecting "onehandedblunt" on a new iron battle axe was a failure.That is only 1/2 of the equation. I'm assuming a small edit of the mesh might fix this but I don't know and can't do that stuff.You assume correctly and it is MUCH easier than you think. In addition to the Construction Set which would be used to change the weapon placement, you also need to use NifSkope. Open the NIF file (such as Meshes\Weapons\Steel\claymore.nif) and make sure Block List view is enabled. Expand the 1st branch called "NiNode" and you will see something called NiStringExtraData with a value of "BackWeapon" If you open a one-handed sword such as the Longsword.nif, you will see that the value is "SideWeapon" so double-click on the "BackWeapon" value and replace it with "SideWeapon" and click File, Save and save the file to a new filename. Then reference this modified claymore in the construction set as a one-handed weapon. Here are some articles related to what you are doing as well as what you need to know if you are going to publish the mod to TESNexus. How To Add Objects for SaleHow To Create New Re-Textured ItemsReadme Files, why they are importantHow To Back-Rev Your PluginHow To Prep Mod Files Using TES4FilesHow To Create ArchivesHow To Create an OMODHow To Convert an OMOD to an OMOD-Ready ArchiveHow To Upload Your Mod to TESNexus If someone would like to help me out and make a mod that adds a one handed version of the claymores and battle axes (or even just an iron battle axe) to the game, it would be greatly appreciated.I wouldn't want you to miss out on an opportunity for you to release your 1st mod! LHammonds Link to comment Share on other sites More sharing options...
Genzel Posted April 6, 2010 Author Share Posted April 6, 2010 Thank you very much, I'll get started on that. Where do you access and edit the .nif files? I could never figure this out for morrowind too. BTW I use windows 7 if that changes anything (which it usually does). After googling for a while I think I've found that meshes are the .bsa file, how do I get the .nif from those? Link to comment Share on other sites More sharing options...
Megatarius Posted April 6, 2010 Share Posted April 6, 2010 You have to use a program called BSA Unpacker. http://www.tesnexus.com/downloads/file.php?id=3117 Meshes are not the BSA file, they're in the BSA file. The BSA is Bethesda Softworks Archive. Inside it is all the files for the game arranged in the same folder structure that mods are arranged in your Data folder. The way it works is, the game looks first at your data folder, and if it doesn't find anything, it looks at the BSA. So if you were to drop a modified .nif file into your Data folder, in the correct place, the game would load that instead of the real one. That's how body replacers work, and why you can't ever screw up the real game with those, unless you move the BSA file. Now, will LHammond's way of changing the Backweapon to Sideweapon result in the Claymore being at your hip all the time? Do you want it to be drawn from the back and held in one hand? Might not be possible, but I could be wrong. Good luck! Link to comment Share on other sites More sharing options...
Genzel Posted April 6, 2010 Author Share Posted April 6, 2010 Awesome it all works now. And I might even be able to use blender for this stuff too. The Axe is drawn at the hip, but it appears in the hand when drawn, so its all good. Thank you! Link to comment Share on other sites More sharing options...
LHammonds Posted April 6, 2010 Share Posted April 6, 2010 If you ever need to tweak/adjust the position where the hand grips the weapon, you "could" make the adjustment in NifSkope using X,Y,Z coordinate modifications but it can be a real pain if it needs to be modified more than just a little. That is where Blender comes in to save the day (so-to-speak) and makes it easy to import, modify, export. Swords with Scabbards You probably don't need this anymore but here is a step-by-step article about BSA files: How To Extract BSA Files Using BSA Commander LHammonds Link to comment Share on other sites More sharing options...
Genzel Posted April 7, 2010 Author Share Posted April 7, 2010 I made a mod that includes my axe and claymore along with some semi-new things. It works for me, and I'm hoping it will work even with new meshes. Not sure if how i have my file path will be right, but we'll see. I'll be uploading now. File name: Greils Armory Pictures are up, and after uploading the file I realized two problems.The Axe and sword have the same name, and their enchantments can't cast cause their value is set to 0. Ah well. Link to comment Share on other sites More sharing options...
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