Armedsauce Posted January 3, 2013 Share Posted January 3, 2013 The bolt holster for bolts is awful. Looks like its floating behind my orc warrior. When using a 2 handed greatsword the sword literally clips directly through the middle of the holster. To make matters worse, when running in 3rd person with a greatsword on your back (i'm using a sky steel greatsword for reference), for some reason the holster seems to attach itself to the greatswords natural running movements making it look like the bolt holster is literally a part of the greatsword. The bolt holster is literally moving with the greatsword while running. Looking for a mod that fixes this problem. Here some screenshots of what I'm talking about. http://postimage.org/image/8qwyzskbh/full/http://postimage.org/image/rl9yyubob/full/http://postimage.org/image/6o88dnvip/full/ Now I did find this mod http://skyrim.nexusmods.com/mods/22874 But it has several problems and wasn't done very well. It also seems abandoned as the last post from the modder was in august. can anyone do a better job of this so that this thing actually looks decent on the lower back? Or maybe even do optional placements as well like the holster being up on the shoulder or on the hip instead? Link to comment Share on other sites More sharing options...
ghosu Posted January 3, 2013 Share Posted January 3, 2013 (edited) Each armor / clothing looks different, same with equipped weapons that might clip so it's pretty unlikely to find a good mod, though you can try to mod it yourself: 1. Download NifSkope (just google it)2. Download http://www.gamefront.com/files/22813293/Quiver.rar ,open the archive, drag&drop the meshes folder to ...Skyrim\data\ There are 2 files stored in these folders, the structure should look like:Skyrim\data\meshes\dlc01\weapons\crossbow\steelbolt.nifSkyrim\data\meshes\dlc01\weapons\dwarven crossbow\dwarvenbolt.nif http://666kb.com/i/cadyugx2203m2owym.jpg 3. Start NifSkope, open the .nif you want to adjust, in the 3D window click on the holster - this will highlight a NiTriShape block on the left side, down below in the block details window change the translation x/y/z = position, you have to move the arrows as well so click on the and change translation as well BUT before you do that try to click on NiNode and change its position - the arrows and holster are stored in this NiNode so when you move the NiNode all objects should change position. Once again: Try to change the [4] NiNode's translation first, if it's not working change the translation of the quiver and arrows separate. Save and play. You'll have to try the new position ingame a few times to get a feeling for the orientation, should work to start the game in a window, change translation, save, re-equip holster to directly update the new position without restarting the game for each new adjustment. To undo the whole thing just delete the edited .nif file. Of course the animation will still stay the same (arm movement when picking up the arrow) so i would recommend not to move completely out of the original position - except when you don't care :D Edited January 3, 2013 by ghosu Link to comment Share on other sites More sharing options...
Armedsauce Posted January 3, 2013 Author Share Posted January 3, 2013 (edited) now comes my other question, how did bethesda think releasing this was acceptable ? This is some real sloppy work. So if I decided to mod this and I wanted to change the position of the holster, I'd have to make whole new character animations for that as well? (or someone else would?) Edited January 3, 2013 by Armedsauce Link to comment Share on other sites More sharing options...
ghosu Posted January 3, 2013 Share Posted January 3, 2013 (edited) If you want it to look accurate: yes, though if you ask me not worth the effort...making animations is a bit tricky and i guess no one would do that just for this one armor/holster combination. Changing armor or weapon would destroy the whole work :D Why Beth made it so? Well, it would've been possible i guess to create proper positions for vanilla armors, in fact an own modified file and animation for each version, maybe even an own bown in the skeleton to place it, but maybe it was not worth the effort as well - and combining it with all possible sheathed weapon's positions would be tricky. Maybe the benefit of this engine/system was big enough to accept this "side effect". Edited January 3, 2013 by ghosu Link to comment Share on other sites More sharing options...
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