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Trying to figure out how to change weapon types


Darkonus

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I don't stray into the forums very often. Most of the time people misunderstand what I say or ask and nothing ever gets done, or there's just nobody willing to help me. Despite that though I really don't have any other places to turn. So here I am, in need of assistance and trying not to be impolite and scare you away!

 

What I'm trying to figure out is how I can change whatever determines what type of weapon I'm swinging. Though I want to be able to just generally change any weapon, I'd settle for only figuring out how to force a one-handed sword to start behaving as a dagger. I would be trying to figure it out on my own, but I haven't been able to a) Figure out how the heck you use Blender, mostly for lack of trying, or b) Find a tutorial that'll tell me how to use NifSkope to edit meshes without making whatever I edit crash the game instantly upon being equipped. Thanks in advance for any help.

 

 

EDIT - I'm also not sure if this is the proper forum for this. Sorry!

Edited by Darkonus
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SkyEdit, but it's not that simple. For starters, there is nothing that specifically identifies a dagger as actually a "dagger" other than the keyword field; however, several things identify a "dagger" including the keyword, how it's wielded, its impact sound, its animations, its speed/range, its model, etc etc. Many of these things aren't figured out (specifically the "unknown" fields in SkyEdit under the weapons entry). The CK will probably make this much easier. For now, my best advice is to open a couple of dagger weapons, a couple of sword weapons, and compare. Edited by jimhsu
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Thanks a lot. SkyEdit, got it, I'll try that. Just knowing what tool to use is a step in the right direction for me, I can usually find a way to faceroll until it works right from there. The goal is to do an animation swap and nothing else really.
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Thanks a lot. SkyEdit, got it, I'll try that. Just knowing what tool to use is a step in the right direction for me, I can usually find a way to faceroll until it works right from there. The goal is to do an animation swap and nothing else really.

Since there are perks that rely on certain weapons being specifically daggers and not just one-handed bladed weapons, I imagine there IS some way it specifies a weapon as a dagger. Exactly what field or variable defines that I'm not sure. Your best bet is just to play around with SkyEdit (or TESSnip) and try different changes until something works the way you want. If you're just looking to have a dagger that LOOKS like a sword, it might be simplest to just change the model on one of the daggers to a sword model.

 

I'm not particularly knowledgeable of how weapons work, so jimhsu might have a better idea how the whole thing works. :)

 

However, if you're not in a rush, I'd suggest waiting a week or two until the Creation Kit is out. The Creation Kit will make the process easy and fairly user-friendly.

Edited by Omnimmotus
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  • 2 years later...

This may be a bit late, but I am attempting to do something very similar. I recently downloaded a mod that adds a new weapon into the game. The mod is setup so that the weapon behaves like a sword, but I would prefer it to benefit from the Assassin's Blade perk so I have been playing around in CK trying to change the animations and keywords. I got the weapon into the game and in my inventory it is classified as a dagger, however when I draw the weapon nothing appears in my hand. When I zoomed out it appeared that the weapon stayed in its sheathe. I can still use the weapon however it can not be seen in my hand. It functions just like a dagger in every other regard. Any suggestions?

Edited by nid5
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  • 3 months later...
I am having the same problem with trying to change the frostfall walking stick into a mace instead of way axe(which it oddly enough is). Changing the one hand axe to one hand mace results in holding invisible weapon in hand as the real one sits on my hip. Anyone know how to use Creation kit to change weapon keyword so it works with other kill moves and perks?
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  • 2 months later...

If the thread is still active I found the way to change the weapon type through CreationKit.

 

Just type your weapon name in the "weapon" section and open the dialog window. when it pops up go to the art and sound tab, once you're done changing the sounds, impact, block bash and alternate block data go to the animation section and untick "don't use 1st person IS animation" and "don't use 3rd person IS animation".

 

Somehow it locks to me so I can't make the last options not to be active, making my character to wield nothing but still being able to use the weapon itself. A possible solution is to unpack the bsa file that came with the esp file (if that was the case) and then start changing parameters.

 

Hope this helped :smile:

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I was reading about this and found this in another thread in the forum, so I'll leave it here if anyone still needs the solution to this .

 

"Ok. Turns out it was very simple. The problems I was running into were because I was trying to manipulate a copy instead of just changing the original.

If you just want to take a two handed weapon from the game (or a mod) and turn it into a one-handed weapon, it's a pretty simple thing. First off you have to take the .nif files. You're going to have to edit the 1stPerson nif file, for example 1stpersonsteelgreatsword or 1stpersondwarvengreatsword or whatever. You might have to make the same changes to the regular file steelgreatsword.nif or dwarvengreatsword.nif. I'm not sure. I made edits to both files when I did it.

Load the .nif in nifskope, go to your block list, and then locate NiStringExtraData. Click on it. This will open the NiStringExtraData table. You will find a string entry that reads "WeaponBack" Don't bother with changing the numerical value as this seems to be a crapshoot. Instead click on the little "txt" icon and it will bring up a text box. In that box you can make your change. Type in "WeaponSword" and save the .nif file. You don't need to change anything else.

After this, go into the CK, select your item from the object list (not a reference in the render window) and change the appropriate fields from two-handed to one-handed. This part is pretty self-explanatory. I believe there are 3 fields in total, two of which are in the upper right hand corner. You can change the first to one-handed, the second to right-hand. I believe the only other part you changed was there is a box that asks about the animation used. (this might be under the art and sound tab) You can change that to the appropriate one handed animation."

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