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duel wield mod


ragnarok332

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Ok, few more thoughts on this:

1) I know there's an option in the editor to choose which swing animations/etc are used for weapons. What I don't know is how to translate them from 3dsmax to something that looks right ingame. I think I could make the weapon move, but I have no idea how to get the player model to follow it.

 

2) Could you make a single weapon with the name/icon of the dual set, then have a script that summons/equips a shield like they were talking about that acts like a blocking weapon? Kind of like the bound weapon effect, but triggered on equipping the weapon and ended when it is unequipped.

 

3) Then now that the animation moves the shield hand, you just set the real weapon's damage higher to include the "2nd weapon".

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Well, then the game wouldn't let you block!

 

By modifying the attack animations I mean make it so one of the 3 attacks is a double stab with both weapons, with a better damage than using only one. So only the right hand weapon really makes an attack according to the game, but the shield/2nd weapon moves like its attacking, just for the visual effect. Otherwise, the left hand "weapon" acts exactly like how they've suggested, as a shield that looks like a dagger.

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A Bat Out of Hell:

 

Ok, does anyone know if you could redo the attack animations? I know the bow involves movement of both hands, so I would think it would then be possible to have both hands swing, even if only the right hand weapon made an actual attack. Perhaps a script or something for the 2nd weapon's damage.

 

From the sound of that, I thought that your aim would be to create a left-hand weapon used solely for attacking (Essentially, a two-handed weapon that consists of a single-handed weapon in both hands), not to redo the block animation so that it would look like an attack. Besides, this is all just a hypothetical situation. I'm quite doubtful that new weapon types can be created.

 

EDIT: The second paragraph that you edited in made no sense whatsoever. Care to phrase it differently?

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Ok, all of this assumes you can edit the animations. You'd dual wield the weapons, with the left hand weapon added like I suggested earlier. There would be a few options for how it would act, depending on the situation:

 

1) Not attacking. Right hand still, left hand acts as a normal shield, just that the "shield" looks like a weapon.

 

2) Attacking normally: Only right hand attacks, left hand held on defense like above.

 

3) Dual attack. Something like starting arms out to the side, bringing both daggers in to stab at the target. Only the right hand actually attacks for game engine purposes, but the left moves appropriately for visual effect. To account for the missing damage, the damage for that attack mode would be higher. Ex: slash has the double attack animation, and does 2-20 instead of 1-10. Perhaps add a script to set pc block % to zero while attacking with both.

 

4) Optional: as someone suggested, blocking/counterattack: Change the blocking animation to include a counterattack, then add a script that damages the attacker after a successful block.

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I'm not a modder... to be honest i never even opened the construction set... but what if you made new weapons that were specifically designed to be duel wielded. (if thats even a word)

 

in other words, instead of having two chitin daggers as a weapon, each one seperate items that you could pick up, why not make the chitin daggers one item, named something like "Duel Chitin Daggers" and when it was equipped, the item in the player's hand would look like two daggers, when in reality it's only one. Then you could mod the animations as needed, if that's at all possible.

 

Logically, i think it would work, but like i said, i've never used the editor, so I'm not to sure. :stupid:

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  • 4 weeks later...

Okay, I don't write script, but from looking at a few, to make a duel wield while still enabling a shield, you would have to add "left hand sword" to the type registry, with it responsible for showing the "shield" part. This may not be possible, but it seems logical. Now, another animation for "two sword swing.nif" would have to be made. Then, a script, such as that below, would be needed. I do not know if I'm using the right terms or not, or if they exist, but please read it, anyway.

 

if (GetArmor "insert ID's of left handed swords here" == 1) (Attack == 1)

run "two sword swing.nif"

;put in other stuff if any needed for attack, for damage, etc.

endif

 

I'm not sure if this would work, but it might.

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I'm not for sure exactly how the modding system works, but I think there's a fairly easy solution to this problem. If you could modify the attack with the right hand to attack twice with one click of the mouse if you have a dual weapon equipped. with the dual weapons, you could modify the animation to swing once with the right hand and once with the left hand, instead of twice with the right hand.
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