eaterofideals Posted April 10, 2012 Share Posted April 10, 2012 So, I've been playing around with the skyrim mod tools and doing my best to learn how to mod on my own, but for the life of me, I cannot figure out if I am even able to make a mod that applies equipped weapon visuals to the first 3 Favorites hotkeys. What I want to achieve is this.... assign a weapon to a hotkey, say a steel sword to HK 1, and have that weapon model appear on my character, even though it's not the currently equipped weapon. And have this effect apply to HK 1 - 3. So I can outfit my toon with equipped (visually at least) sword, dagger, and bow. It's either my ignorance of how to mod this game that's stopping me, or it's just not possible. I'd rather it be the former. This would make a nice eyecandy mod to upload one day. So, anyone out there know enough about modding to fill me in on if this is doable or not? Link to comment Share on other sites More sharing options...
leot486 Posted April 10, 2012 Share Posted April 10, 2012 It is possible, and it has been sought after for sometime and requested many times. Someone somewhere is probably working on it, but I wouldn't expect to see this for awhile. But for a ray of hope, yes, this is possible. Do I know how to do this? Not a clue.... Link to comment Share on other sites More sharing options...
KingsGambit Posted April 10, 2012 Share Posted April 10, 2012 I haven't seen any functions or conditionals that can retrieve information from a hotkey. Closest I've seen is: GetEquipped, GetEquippedItemType, HasKeyword, IsWeaponInList, IsWeaponMagicOut, IsWeaponOut, IsWeaponSkillType and WornHasKeyword. Most of those only refer to equipped stuff. You might be able to do something clever with Event OnUnequipped but that would need to be attached to specific weapons. IsWeaponInList, HasKeyword or WornHasKeyword look the most useful. What about the following: Modding weapon models directly onto armour models. They would be fixed this way though and purely cosmetic (well at least 2 of the 3 would be cosmetic anyway).Alternatively: Making a "container" that the player can carry, into which they would put 2-3 weapons, and the script could be attached to the container.Alternatively: Pick 1 bow, 1 dagger and 1 sword and have them always displayed, except when another item of the same type is currently equipped.Alternatively: Create armour pieces which use weapon models perhaps. You can assign them to unused slots. I don't know anything about modelling so couldn't tell you how such might appear. The other challenge will be how to get the game to display unequipped weapons. Would love to know if there is a way of pulling hotkey information out with a script. Maybe Game.GetPlayer().GetHotkey(1) :tongue: PS. Has the OP considered working on his/her conjuring skill and simply using bound weapons? :laugh: Link to comment Share on other sites More sharing options...
eaterofideals Posted April 11, 2012 Author Share Posted April 11, 2012 I haven't seen any functions or conditionals that can retrieve information from a hotkey. Closest I've seen is: GetEquipped, GetEquippedItemType, HasKeyword, IsWeaponInList, IsWeaponMagicOut, IsWeaponOut, IsWeaponSkillType and WornHasKeyword. Most of those only refer to equipped stuff. You might be able to do something clever with Event OnUnequipped but that would need to be attached to specific weapons. IsWeaponInList, HasKeyword or WornHasKeyword look the most useful. What about the following: Modding weapon models directly onto armour models. They would be fixed this way though and purely cosmetic (well at least 2 of the 3 would be cosmetic anyway).Alternatively: Making a "container" that the player can carry, into which they would put 2-3 weapons, and the script could be attached to the container.Alternatively: Pick 1 bow, 1 dagger and 1 sword and have them always displayed, except when another item of the same type is currently equipped.Alternatively: Create armour pieces which use weapon models perhaps. You can assign them to unused slots. I don't know anything about modelling so couldn't tell you how such might appear. The other challenge will be how to get the game to display unequipped weapons. Would love to know if there is a way of pulling hotkey information out with a script. Maybe Game.GetPlayer().GetHotkey(1) :tongue: PS. Has the OP considered working on his/her conjuring skill and simply using bound weapons? :laugh: I do actually have a Nightblade like character that uses bound weaponry exclusively.:P But what I think I'm gonna do is toy around with one of your suggestions. I'm gonna make a weightless "weapon harness" container and see if I can tie a script to it that always applies the stored weapons model to your character regardless if it's equipped or not. Other than actually working out the script the only thing I can see off the top of my head is if the hotkeyed weapon, once equiped, is removed from said container and placed into the default inventory. Guess I'm gonna have to open up the inventory system and have a good rummage to see how that works. :P I can see this making my brain very angry at me. I think I chose a hell of a way to learn modding from scratch. :P But it'll be fun. :) Link to comment Share on other sites More sharing options...
1000stenar Posted April 11, 2012 Share Posted April 11, 2012 Check out the Armed to the Teeth mod. Link to comment Share on other sites More sharing options...
eaterofideals Posted April 13, 2012 Author Share Posted April 13, 2012 Check out the Armed to the Teeth mod. okay, now this is cool. It's what I was trying to do. :P I'm gonna have to pick at this to see how it was done. Thanks hoss. :) Link to comment Share on other sites More sharing options...
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