Deleted477949User Posted November 12, 2018 Share Posted November 12, 2018 is it possible to change a melee weapon from one handed to 2 handed via object modification? so lets say I had a sword that could be upgraded to heavier version and I wanted the light version to use 1 handed anims and the heavy to use 2 handed anims. How does one go about doing that? Thanks in advance. Link to comment Share on other sites More sharing options...
langnao Posted November 12, 2018 Share Posted November 12, 2018 They use different animation. Not sure if just replacing the animation keyword will work.You have to test it out ... Link to comment Share on other sites More sharing options...
Deleted477949User Posted November 12, 2018 Author Share Posted November 12, 2018 got it will give it a try when the model is complete. Link to comment Share on other sites More sharing options...
langnao Posted November 12, 2018 Share Posted November 12, 2018 I did a quick test. Just replace with "Anims2hmWeapon" (thru object mods) you can get your character holding it with 2 hands. If its your own model, take note of the hilt length. As u can see, my own model (katana) was created just for 1 handed so just changing it to 2 handed and u will see the other hand holding the blade... Just my 2 cents what I have learnt. When u create a melee weapon, the origin point is where the player will hold the weapon so at ur 3D software, adjust accordingly.After u added collision and run it thru "Elric", if the weapon is not visible, check your model using nifskope and make sure under “BSTriShape” of the weapon Flags is “14” Vertex Desc is “Vertex|UVs|Normals|Tangents”If the weapon does not appear on your hand but on the floor when u equip, Under main “NiNode”, Attach Extra Data->NiStringExtraData Name Prn String Data WEAPON If you r not happy with the 2 handed weapon holding position, u may have to modify the animations. Link to comment Share on other sites More sharing options...
Deleted477949User Posted November 13, 2018 Author Share Posted November 13, 2018 Wow thats really above and beyond what i was expecting. Thank you so much for the information. I'm actually making the wolfenstein oldblood pipe which will come in short and long forms. Short having lower damage but faster attack speed and better critical damage and long for people who just want to blugeon stuff so the exact gripping point should be okay as long as its roughly in the right place. Do i need a seperate blood object like in skyrim? Link to comment Share on other sites More sharing options...
langnao Posted November 13, 2018 Share Posted November 13, 2018 Yes, duplicate your BSTriShape model for your pipe model, point to the proper material file, add the NiAlpaProperty, Flags, etc. Basically you can check say the default Shishkebab and see how its done. Link to comment Share on other sites More sharing options...
Deleted477949User Posted December 12, 2018 Author Share Posted December 12, 2018 okay so I have a follow up on this. I've noticed that certain weapon mods (gun barrels, recievers etc) completely replace one mesh with another and some weapon mods (the baseball bat mods) simply add an extra mesh to the mix. Now i'm guessing the difference is set up in the niff file and I'm wondering how. My goal is this... I'm making the pipe from wolfenstein old blood. At the workbench I want to have a tier system. Players can choose... Two handed (bigger mesh, slower attack speed higher damage) One handed (smaller mesh, faster attack speed, weaker damage better criticals) The chosen tier can of course be changed later. So by using add and remove keywords i can change the animation type i can also add and remove attachpoints which would mean the big and small pipe would have access to different object modifications. I know all this in theory. I just need to impliment it. So yeah. Any help on this would be appreciated. Link to comment Share on other sites More sharing options...
Deleted477949User Posted December 14, 2018 Author Share Posted December 14, 2018 okay never mind most of that last post. I've got it. Using the object template system and omods the pipe consists of A base handle mesh (that will never actually be seen) The long pipe mesh (default in the template) (this omod adds the keywords for 2 handed anims to the pipe and removes any for 1 handed) The short pipe mesh (keywords work in the opposite way here.) So when the player goes to the workbench they can now switch between those two. It seems what I need to do now is add a new connection point to the nif files to attach any modification files (barbed wire, chains etc) Any ideas on how I do that? I'm good with backing up my good files and using a bit of trial and error but any info would be appreciated. Link to comment Share on other sites More sharing options...
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