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Off-Hand/Multi Sheath Dead-End


mephiticcorpse

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I noticed no one had made any mods to fix problem of sheathing only one weapon at a time. With the CK I figured it'd be easy enough since the sheath nodes on the skeleton are clearly defined, and whatever responsible action or script should just need an edited value or short fix... not so. The Actor and Default Object Scripts yielded dead ends, along with any related scripts i could find. The actions of sheath/draw, and equip seem to be handled by either one of two untouchable files.

All the equip slots seem to point to something called Default Object Manager DOBJ, and the right hand specifically leads to SheathRight IDLE. These file types are both unrecognized by the CK.

 

 

So the question becomes, how do I access/edit these files, or is there another way I hadn't thought of to attach the left hand weapon to the skeleton?

 

In the end I'd like to have the mod able to equip the left hand weapon to the belt when dual wielding, or be able to retain a previously equipped weapon of each type on their respective nodes. If I find the settings I'm looking for I should be able develop both ideas as independent mods.

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I've never had an issue steathing my weapons...pressing R sheaths them both with no mods that would change that...are you sure you don't have mods enabled?

 

 

he's talking about how when you're DW and you sheathe them, you only see one weapon

 

there is no 2nd weapon sheathing animation in skyrim, bethesda was completely lazy like they've been with all of skyrim and figured someone would fix it later.

 

i love skyrim but it was completely half-assed from the start

Edited by sulmithgreysin
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I'm not even concerned so much with the animation yet. I just need to find what process actually attaches weapons to their nodes. The node numbers are actually different on beast and human skeletons, but in ArmorAddons these are unnamed Biped Objects 44 - 49.

I have tried making armor versions of the weapons I want to see, and the in game results were glitchy to say the least. Overlapping happens if you equipped a weapon in the same slot, and empty sheaths seem to stay permanently after you unequip the armor versions. I don't think that's the route to go with this.

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Ah I see what he means now. I play a mage so I've never really noticed this one. But I think that http://skyrim.nexusmods.com/downloads/file.php?id=9614 might have accomplished what you want to. It may be a good idea to check how he did it if you want to make your own custom one.

 

Thank you for that. It seems this modder had the same as my second idea(keeping previously equipped items sheathed). The modder has gone through the painstaking process of creating copies of every weapon and shield in the game as well as custom equip slots, and uses custom scripts to link the edited vanilla weapons to the sheathed copies so they take the place of the originals when unequipped. This means every custom weapon, shield, and staff mod will require a compatibility patch with similar copies and updates to the originals. Any mods that edit the vanilla weapons in any way would directly conflict. Also this does nothing about my first purpose since it ignores the left hand when equipping a previously unequipped item, and removes the copy when equipping from the right to the left. Like i said in my last post, it's just not the route to go on this. This mod does have a nice shield to back function and fixes the disappearing staff problem, but those features require the custom skeleton which can conflict with a lot of other mods too.

 

The simplest(and least conflicting) solution would be to take the same function the game uses to attach right hand weapons to the sheath nodes and copy that procedure for the left hand. Then, if I wanted a result similar to Armed to the Teeth, somehow delay detaching the weapon until another weapon of the same type is attached or the original is dropped from inventory.

 

What I need is help finding that base function. Or, if anyone has the know-how, could solution via SKSE or ScriptDragon could be even easier...or even possible?

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Ah it's too bad that the way they did it would make so many conflicts...I hadn't been in need of it because I'm a mage but if I make a warrior I'll have to keep away from that one...I do have mods that affect items and I would prefer those over his unfortunately :(

 

As for your issue, I looked over 'drawn', 'sheathed', and 'weapon' in the CK and out of all of them I think that maybe weapon's results may have a starting spot but it's mostly packages and maybe a few others that might hold what you're looking for. I'm not familiar with the logic inside packages yet but perhaps you might have more luck?

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