ghosu Posted September 25, 2012 Share Posted September 25, 2012 (edited) Hello I have no big clue 'bout scripting, is there a way to change from a weapon's nif1 file to nif2 in the moment i attack (press left mouse) or any other action like blocking, reloading whatever? As example: Sword, 2 Nif files...one i colored blue, the other one red...when i equip the sword i see the blue version, in the moment i attack the script changes to the red version. And if it is possible...i guess there would be no way to avoid the equip/unequip animation in the moment of the change? thx & greetings Edited September 25, 2012 by ghosu Link to comment Share on other sites More sharing options...
JanusForbeare Posted September 25, 2012 Share Posted September 25, 2012 (edited) It's conceivable that you could use the SetModelPath function provided by SKSE to do this; however, that isn't what it was designed for, so you might encounter some difficulties there. Also, as far as I can tell there is no "OnAttack" event or equivalent, so getting the script to trigger would require some serious Papyrus gymnastics, to say the least. EDIT: Scratch that last bit; you may be able to use the event OnPlayerBowShot. Edited September 25, 2012 by JanusForbeare Link to comment Share on other sites More sharing options...
ghosu Posted September 25, 2012 Author Share Posted September 25, 2012 (edited) Well thx so far...as mentioned, i have NO clue 'bout scripting but there is a script in the Dwemer Mechanical Equipment Mod that changes from one nif to another when you draw your weapon so i might alter it...or the one from my old hidden blade projet...or i spend a few days to learn it. So lets just imagine it WOULD work, this would lead to the next problem. In the moment of the attack it changes from NIF1 to NIF2, NIF2 would start with an equip animation so my weapon would be out of position. But how to avoid this animation? I guess manipulate the draw animation so there is no movement in it or delete the mechanism that triggers the animation when you equip a new weapon... Edited September 26, 2012 by ghosu Link to comment Share on other sites More sharing options...
ghosu Posted September 26, 2012 Author Share Posted September 26, 2012 Or maybe something like this to avoid an equip animation when changing the nif: http://666kb.com/i/c7kjnddsbtgf4rowj.gif Rifle.nif is the normal weapon, A and B are both models that use unused armor slots or whatever...so when i equip RIFLE.nif and A.nif i've got both parts of the rifle. When i shoot the script changes to B.nif and starts with a loop animation. Now this is really out of the box but since it seems to be impossible to animate the mechanism using the skeleton and havok i have to use/trigger loop animations :( Link to comment Share on other sites More sharing options...
ghosu Posted September 26, 2012 Author Share Posted September 26, 2012 Come on, is there not a single "Scripter" out there that can confirm if the sketch i posted might work or not? This would solve my animation problem. Link to comment Share on other sites More sharing options...
BoayGamingYT Posted July 16, 2017 Share Posted July 16, 2017 Not sure Script..will tell us :laugh:I've Already Done it with my Mosin-Nagant Mod :cool: Link to comment Share on other sites More sharing options...
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