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Two-handed weapon in One-handed one


Venitien

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Hi,

 

I wish use a battle-axe (two-handed weapon) as a war-axe (one-handed weapon). I did it with the CK but when i test it in game, my character make movments without the item. The Battle-axe stay in the back of my character, but he does movment as if he has the axe in his hand and the enemy takes damages...

 

To make this I have copied the steel Battle-axe data, and i have changed the "equip type" in "one-handed" and the animation by the "one hand axe" one...

 

Someone can help me to make it work like in this video:

?

 

thanks!

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You need to open up both nifs (i.e. 1stpersonsteelbattleaxe.nif and steelbattleaxe.nif) through Nifskope, expand the 0BSnode and you will see a line there says something like WeaponBack. You click on it and below you will see a line that says Prn and on the bottom String Data line you will see WeaponBack. Click on the little txt icon next to WeaponBack and when typing box opens change it to WeaponAxe. Save the nif and do the same for the other nif file. Then in CK you will probably have to point the Weapon entries and recipes and stuff towards the nifs that you modified if you want to replace the vanilla battleaxe to a one handed. If you want to make it a unique standalone item then creat new entries for it and point them to the nifs you modified.
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Thank you for your answer, i did all you say with nif files in nifscope, the only things which i can't do is to replace the 1stperson nif by mine, i can only choose in a list... and unfortunately, with only the steelbattleaxe.nif, it doesn't work...

 

Can you help me again?

 

Thanks!

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I don't have the tools handy right now, but is WeaponBack related to where the two-handed weapon is placed when not in use? I'm interested in trying to have a two-handed sword that is placed on the hip when not in use. Is there some way to specify that in the .nif? But I figure the animations would be kind of screwed at some point along the way...
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I don't know if WeaponBack is related to where the two-handed weapon is placed when not in use because in my test, the character keep the axe on his back.. But you can try with the same method but replacing WeaponBack by Weaponsword or something like that i suppose...
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ok so when you open the skyrim meshes main bsa archive with the FO3 utility tool then extract the 1stpersonsteelbattleaxe.nif and the steelbattleaxe.nif. Open them up and change the WeaponBack to WeaponAxe like I told you before in both of them and Save them. Then take these nifs and put them in a folder inside the meshes folder which is inside the Data folder in your installation directory. Then in Creation kit find via filters and open up 1stpersonSteelbattleaxe by double clicking on it and you will see where it allows you to change the location of the 1stperson nif. Browse and select your modified 1stperson nif and click ok which will close the window. Now find the entry SteelBattleaxe and under art and sound tab browse and change the selected steelbattleaxe nif to the one you modified, and for the 1stperson one just leave it as is since you already modified it. make sure the animations are set for one handed and it is set to be wielded by one hand and one hand skill and there you go. Click ok and save the plugin and activate in NMM and it should work in game.
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It work! it's funny to use, but when weapon is sheathed it's strange. Does a solution exist to keep the weapon in the back even if it's used as a one-handed weapon?

 

I'm sorry to ask as many questions but i'm a total beginner in using CK. Thanks a lot for your help.

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