jayeron Posted July 23, 2007 Share Posted July 23, 2007 Wouldn't it be awesome if there was a watch mod, like an amulet, or bracelet. the watch would be equiped and put on their wrist. and when no weapon is equiped, or the weapon is sheathed, then pressing block would bring up the wrist to see the time. I would truly adore the creator of a mod like this :closedeyes: Link to comment Share on other sites More sharing options...
Sypron Posted July 23, 2007 Share Posted July 23, 2007 You can't animate a texture to tell the time. The closest thing you can get is when you have it equipted it shows you the time on the HUD, and I believe one of those mods already exist. Try searching for either "time" or "clock". Link to comment Share on other sites More sharing options...
jayeron Posted July 23, 2007 Author Share Posted July 23, 2007 Thenks, do you reckonm that you could make the guy put his wrist up, and he presses a button, and then a hud section appears where the colck face should be? Link to comment Share on other sites More sharing options...
Sypron Posted July 24, 2007 Share Posted July 24, 2007 Should be possible. You could probably use the animation for hand2hand blocking for the wrist checking (you need to use an already exsiting animation, you can't make new ones (simply put)). You could also assign it to an unused key, and that would require OBSE (program that allows more advanced scripting). Ask the guy who made the mod if he'd be willing to do it. Link to comment Share on other sites More sharing options...
Kinuki K Posted July 25, 2007 Share Posted July 25, 2007 You can't animate a texture to tell the time. The closest thing you can get is when you have it equipted it shows you the time on the HUD, and I believe one of those mods already exist. Try searching for either "time" or "clock".If this is true, then how is the "Clocks of Cyrodill" mod possible? OP, go to TES:S and check the top 150 mods. One of the first few should be the aforementioned "Clocks of Cyrodill" mod and see if you can contact the maker of that mod with this suggestion. :) Link to comment Share on other sites More sharing options...
Sypron Posted July 26, 2007 Share Posted July 26, 2007 Its not a texture. Thats an animated mesh. And you can't really give custom animations to an item. If you did then that recurring animation would override any other animation, rendering your arms static. Link to comment Share on other sites More sharing options...
Kinuki K Posted July 26, 2007 Share Posted July 26, 2007 Its not a texture. Thats an animated mesh. And you can't really give custom animations to an item. If you did then that recurring animation would override any other animation, rendering your arms static.Ah, ok, an animated mesh. That would be the key then. And I dunno if that's not entirely true either, is it? Someone made animated weapons, and they seem to work fine (but I didn't check into it very much.) Link to comment Share on other sites More sharing options...
Sypron Posted July 26, 2007 Share Posted July 26, 2007 Those are continually playing animations, not dependant on a script. Your idea could work, but the player would have to be using a default timescale in their game, and you would have to equipt the watch at a certain time of day (when the animation starts). Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 26, 2007 Share Posted July 26, 2007 Its not a texture. Thats an animated mesh. And you can't really give custom animations to an item. If you did then that recurring animation would override any other animation, rendering your arms static.Ah, ok, an animated mesh. That would be the key then. And I dunno if that's not entirely true either, is it? Someone made animated weapons, and they seem to work fine (but I didn't check into it very much.)Weapons can only have animations since they aren't weighted to the bones of the character. Worn objects which are weighted cannot have similar animations since there would be no set positioning for that animation to be based around. Statics don't move, the distance between the head of the weapon and its base doesn't change, the location of anything connected to a worn, weighted object does. You might be able to get a shield (since shields aren't weighted) to look like a watch, and facing the other way, but as mentioned, any animation on that watch would exist without regard to any current time setting (since there would be no way to control the state of the animation through scripting. Ultimately, this sort of mod just isn't going to work in any way which would be more effective than just bringing up the menu and checking time there, or looking up in the sky (for you immersion people). Watches themselves would be beyond the limits of the technology, so would still break some sense of immersion. People didn't walk around looking at their wrists, they looked up at the sky and made a rough guess based on the position of the sun. Link to comment Share on other sites More sharing options...
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