giggityninja Posted May 21, 2011 Share Posted May 21, 2011 I would like to script a weapon of mine to become a two-handed sword when a shield is unequipped, or a one-handed sword when a shield is equipped. And I already have a one-handed mesh for the sword, but I still need the two-handed one. Can someone give me fairly simple directions on how to change the value of the Nif. from a one-hand weapon to a two-handed one? Link to comment Share on other sites More sharing options...
razorpony Posted May 21, 2011 Share Posted May 21, 2011 Open the .nif in Nifskope. Expand the NiNode Sceneroot and you should see an entry that says Sideweapon. This means one-handed. Change it to Backweapon (two handed) and save as a new .nif. Now you need to make a corresponding two handed wepon in the construction set and assign your new two handed mesh to it. Once that's done you can write the scripts to change from one weapon to the other. The game will treat the one and two handed versions as seperate weapons so OBSE scripting might be neccesary to copy health, poison, or enchantments from one to the other. If you need any help with that part feel free to PM me. Razorpony Link to comment Share on other sites More sharing options...
The_Vyper Posted May 21, 2011 Share Posted May 21, 2011 Can someone give me fairly simple directions on how to change the value of the Nif. from a one-hand weapon to a two-handed one?This is the method I use: Open your sword in NifSkope and expand the 0 NiNode in the Block List. Highlight the number 2 NiStringExtraData node. Change the value from SideWeapon to BackWeapon (make sure you don't put a space between "Back" and "Weapon) and save it as a new mesh. Now yu can make a new weapon in the CS using the new mesh (just make sure you set it to BladeTwoHand). Link to comment Share on other sites More sharing options...
heavywaters Posted May 21, 2011 Share Posted May 21, 2011 (edited) Just keep in mind that the difference between 1 and 2 hand weapons is two fold... The settings within the NIF control only the positioning of the weapon (where its sheathed and where its held when drawn). The animations involved with sheathing and swinging are set within the Construction Set. Edited May 21, 2011 by heavywaters Link to comment Share on other sites More sharing options...
razorpony Posted May 21, 2011 Share Posted May 21, 2011 :ninja:'d :D Razorpony Link to comment Share on other sites More sharing options...
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