Varakos Posted October 19, 2016 Share Posted October 19, 2016 hey guys i don't normally come to the forums and to be honest i'm not entirely sure this is the right area to ask this question, but here goes... Up until now i was content with what the modding community was pushing out for the fallout series and Elder scrolls series, but while pouring over some pictures for a tabletop game i've grown fond of i came to a realize that what i was seeing would be cool to see in skyrim, but i don't honestly know if something like this is possible, i'm not a modder though i have had a desire to get into the modding scene but i figured i'd talk to the experts who do know and get your input on a thought and question. i was looking at some pictures for a faction within the Warmachine/Hordes franchise called the retribution of Scyrah and was very intrigued by the versatility of one of their units, the Dawnguard Invictor is a unit that can fight up close and at range. their weapon a sword cannon was what really intrigued me and while it would not really be lore friendly in skyrim due to warmachine being in a steampunk dystopian setting it is a rather interesting piece of hardware. my question is this is it possible to mod weapons that have two functions, a melee function that has full combat animations like a sword and a ranged function that let's you fight from a distance... to my knowledge the only thing that comes close to hitting both functions was the muskets with bayonets in the Project Musket mod but the bayonet only really used the bash animation of the crossbow with added bonus of causing bleeding to anything you hit with that weapon, but what i'm curious to know is if there is a way to mesh both functions together and create a type of toggle similar to a fire selector that would change the fighting stance based on the mode used, melee attacks when in melee mode and ranged attacks when in ranged mode... any input on this would be appreciated! Wolfe_Garm Link to comment Share on other sites More sharing options...
L0KIXER0 Posted October 20, 2016 Share Posted October 20, 2016 Okay so in theory this would be possible with a combination of scripts and animations using FNIS. This would prolly not be very elegant though. The weapon would probably jitter or dissapear/reappear for like a quarter of a second while it "switched modes". Technically you cant do it but you could rig it up. I personally would go about it by building only one inventory item and one item that doesnt show up in you inventory. Basically, the sword you would pick up/craft/get from quest or whatever the hell. Map the "mode switch" to a button and whenever the button is pressed, it would switch to its "firing mode". The script would sit and wait for the button to be pressed and when it is you would quickly unequip the sword, add a crossbow with the same mesh/texture of said sword to your inventory and equip it. when you swap modes again or unequip the sword, it would delete the crossbow version and add the sword version back to your inventory. the animating part is the only thing i couldnt do. You would need to switch the animations of only that crossbow so that it didnt look like you were holding a sword or crossbow. Finetuning animations like this for 1 object is possible through FNIS but it will only effect the player. Also NPCs couldnt use the scripts either so this sword would only be usable in a firing mode to the player. but anyways yes it is possible with a few workaround and without SKSE, though it would require Dawnguard. Link to comment Share on other sites More sharing options...
fore Posted October 20, 2016 Share Posted October 20, 2016 Maybe it's not that complicated. You can change the weapon type with SKSE's SetWeaponType(). And you can use the FNIS Alternate Animation functionality to dynamically exchange animations. If necessary. Maybe the the existing animations are enough. If not, and you need a new ranged animation, then you have to set your weapon to a bow. FNIS AA does not completely support crossbows. Link to comment Share on other sites More sharing options...
Recommended Posts