Jump to content

Female Archery Fix


yasutaka

Recommended Posts

So, unfortunately this problem is due to the way that bethesda decided to size female hands.

 

 

Basically, they've scaled the hand node in the skeleton nif, and since everything that is attached to the hands inherits this scaling, the bow and arrows get scaled as well.

 

I can fix the bow problem quite easily by scaling up the weapon node on the left hand. The arrow issue is a bit more complex, due to the way the arrows are positioned. The lengthened arrows work, but I don't much care for the way it looks in 1st person, and keep in mind it does make male arrows longer as well.

 

This fix also scales up any melee weapon attached to the left hand as well, causing a little bit more clipping into the hand.

 

 

 

Extract into \Data\meshes\actors\character\character assets female

 

Try it out and if it works for you I'll post it up on the nexus.

 

 

Edited by pseudoBug
Link to comment
Share on other sites

*scratches head*

 

No response? Should I put it up on the nexus first?

 

 

I feel like a complete chode! I've been refreshing this tab in my browser for days, but failed to notice that comments had spilled over to page 2. I'm checking out your work, right now!

 

EDIT

Okay, so at a glance this seems to be a great start, but I'm hoping for a bit more. Bows appear to be the correct size now and line up properly with both hands, but as long as the arrows aren't changed as well, it just looks like female archers should be slicing their hands into ribbons. I tried to take a look at the skeleton mesh and see what you meant about "the way the arrows are positioned" but I couldn't figure it out. Can you explain the problem to me a little more specifically? I would love to do anything I can, but I have only a tiny amount of experience with editing meshes.

 

I'm being pretty demanding, but it's only because I'm hoping for the final fix to be as complete as possible. Whether you are willing to do more, or not, I do really appreciate what you've already done here!

Edited by yasutaka
Link to comment
Share on other sites

*scratches head*

 

No response? Should I put it up on the nexus first?

 

 

I feel like a complete chode! I've been refreshing this tab in my browser for days, but failed to notice that comments had spilled over to page 2. I'm checking out your work, right now!

 

EDIT

Okay, so at a glance this seems to be a great start, but I'm hoping for a bit more. Bows appear to be the correct size now and line up properly with both hands, but as long as the arrows aren't changed as well, it just looks like female archers should be slicing their hands into ribbons. I tried to take a look at the skeleton mesh and see what you meant about "the way the arrows are positioned" but I couldn't figure it out. Can you explain the problem to me a little more specifically? I would love to do anything I can, but I have only a tiny amount of experience with editing meshes.

 

I'm being pretty demanding, but it's only because I'm hoping for the final fix to be as complete as possible. Whether you are willing to do more, or not, I do really appreciate what you've already done here!

 

Hehe. . .I think I had that problem myself once. The forum doesn't make multiple pages as obvious as most, I think.

 

So basically, this fix only corrects the bow animation. It looks correct when used along with the longer arrows fix. (the screenshot I took is using the "proper length arrows" mod, should have mentioned that.)

 

The same fix that I used to correct the bow will not work for arrows, because the origin point for arrows (in the arrow nif) is located at the arrow head. So scaling up only pushes the arrow back.

 

Now, one could scale up the right hand weapon attachment node, then shift all of the arrow meshes, but that would make all the male archers have arrows floating in front of their draw hand.

 

It's really a tough problem to solve "properly" due to these issues. Hopefully there will be more options when the c-kit comes out.

 

Let me know if that makes sense.

Edited by pseudoBug
Link to comment
Share on other sites

@pseudoBug

Sorry for being so slow to respond, again. This time I've just been preoccupied with other things. School issues, social shenanigans, etc. I'll spare you the details.

 

 

So basically, this fix only corrects the bow animation. It looks correct when used along with the longer arrows fix. (the screenshot I took is using the "proper length arrows" mod, should have mentioned that.)

 

I actually understand this part already, and I also already use Proper Length Arrows when playing female characters, so no problem there. What I am going for ultimately, is a complete all-in-one fix for the issue.

 

 

The same fix that I used to correct the bow will not work for arrows, because the origin point for arrows (in the arrow nif) is located at the arrow head. So scaling up only pushes the arrow back.

 

Now, one could scale up the right hand weapon attachment node, then shift all of the arrow meshes, but that would make all the male archers have arrows floating in front of their draw hand.

 

What I was thinking (and bear in mind I'm mostly going off of what you've said about the meshes) is that a better solution might be to alter the arrow meshes so the 'origin point' was at the back of the arrow instead, then shift them so they line up with the hand properly from there. At that point, if I've got the first part right, one could scale up the right hand attachment node so that the arrows were the proper size without having any other issues (aside from the possible clipping with the hands and other weapons, like you mentioned before). Thoughts? Am I making sense here, or is my lack of modeling experience showing? I have little idea who easy or difficult this would be, so let me know if it's totally impractical.

 

Anyhow, even if this won't work, we've all heard the CK is on track for a Tuesday release, so maybe solutions we haven't considered will be available soon.

 

 

PS I realize now that I may be describing the same thing that you are at the end of the second quote. I wasn't quite sure what you meant by "shift all of the arrow meshes." Shift them in what way?

Link to comment
Share on other sites

  • 8 months later...
Soooo, did this discussion get us anywhere closer to a fix? I have been annoyed by the female drawn-bow failure since about the first week of playing Skyrim. Is there a fix yet? I suspect not, as I searched all over the gorram place.
Link to comment
Share on other sites

  • 1 month later...
  • 2 months later...

So, unfortunately this problem is due to the way that bethesda decided to size female hands.

 

 

Basically, they've scaled the hand node in the skeleton nif, and since everything that is attached to the hands inherits this scaling, the bow and arrows get scaled as well.

 

I can fix the bow problem quite easily by scaling up the weapon node on the left hand. The arrow issue is a bit more complex, due to the way the arrows are positioned. The lengthened arrows work, but I don't much care for the way it looks in 1st person, and keep in mind it does make male arrows longer as well.

 

This fix also scales up any melee weapon attached to the left hand as well, causing a little bit more clipping into the hand.

 

 

 

Extract into \Data\meshes\actors\character\character assets female

 

Try it out and if it works for you I'll post it up on the nexus.

 

http://forums.nexusmods.com/public/style_images/underground/attachicon.giffemale_bowfix1.jpg

*Endless praise*

Thank you so much. It works for all of the bows. No longer will the elven bow from the LotR pack be the only bow that works for female characters.

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...