MotokoKHammond Posted September 28, 2020 Share Posted September 28, 2020 Is there any mod that can make your character calm and have there weapon sheathed on your menu screen? It sometimes can be quite jarring that my character is always in fight pose the moment I open my menu, even if I am roleplaying a pacifist. Link to comment Share on other sites More sharing options...
Striker879 Posted September 28, 2020 Share Posted September 28, 2020 Can be done with Blockhead but it does take some setting up. Link to comment Share on other sites More sharing options...
MotokoKHammond Posted September 28, 2020 Author Share Posted September 28, 2020 Can be done with Blockhead but it does take some setting up.Any guide to how would would do such a thing ? Link to comment Share on other sites More sharing options...
Striker879 Posted September 28, 2020 Share Posted September 28, 2020 Just the one I would write as we go along. Do you already have Blockhead installed and working (if you use Oblivion Character Overhaul v2 then you do)? Link to comment Share on other sites More sharing options...
MotokoKHammond Posted September 29, 2020 Author Share Posted September 29, 2020 Just the one I would write as we go along. Do you already have Blockhead installed and working (if you use Oblivion Character Overhaul v2 then you do)?Yes I do indeed have blockhead installed, several mods I use require it so. Link to comment Share on other sites More sharing options...
Striker879 Posted September 29, 2020 Share Posted September 29, 2020 Open Blockhead.ini (found in your game's Oblivion\Data\OBSE\Plugins folder) and confirm you have the following: [AnimationOverride] OverridePerNPC=1 OverridePerRace=1 Further down you will see: [inventoryIdleOverride] Enabled=0 Change to Enabled=1 Below that is: HandToHandIdle= HandToHandTorchIdle= OneHandIdle= OneHandTorchIdle= TwoHandIdle= StaffIdle= BowIdle= Each of these corresponds to each of the Inventory menu weapon idles. For this tutorial download Combat Stance Reanimation to a folder and extract it to that same folder. Open the Variations\SpecialAnims\OneHand\00 MAIN folder and copy the file OneHandIdle_BLKD_PERNPC_Oblivion.esm_00000007.kf and then paste it into your game's Oblivion\Data\Meshes\Characters\_male folder. Rename the file to OneHandIdle_Inventory.kf (see Note for more info concerning file names). In Blockhead.ini change the line OneHandIdle= to OneHandIdle=OneHandIdle_Inventory.kf and save the file. Start the game and equip a one-handed weapon, open your inventory screen and you should now see your character is using a different one-hand idle than before. Note: During testing for this (and on other occassions for PerNPC animation overrides using Blockhead) I have uncovered some quirks to the way the game responds to the Blockhead overrides. In this Inventory Overrides case when I tried renaming the override file to Inventory_OneHandIdle.kf the NPC who was in front of me in that save (who is carrying a one handed weapon sheathed) assumed the pose of the idle only without a weapon in hand. Once I changed the file name to OneHandIdle_Inventory.kf he stopped using the weird idle pose. I also found that it didn't matter if I put the underscore in the file name (so OneHandIdleInventory would work as well providing that matches what you have in Blockhead.ini) ... I just find the underscore in the file name improves readability. Then when trying a dual wield idle from Combat Stance as a OneHandTorchIdle override I renamed the file to OneHandTorchIdle_Inventory.kf but made a mistake and put OneHandTorchIdle=OneHandTorchIdle.kf in Blockhead.ini but the game displayed the dual wield idle instead of the vanilla OneHandTorchIdle.kf that you would think would display due to the mistake (so Blockhead somehow guessed what I meant??). Bottom line ... experimentation will be required. I have never run across an animation replacer that includes exactly what you are seeking (the same animation that NPCs use when they have a one handed weapon in their inventory but not equipped). Perhaps it can be found in Oblivion - Meshes.bsa if you look in there with BSA unpacker. If you do find one just follow the renaming I've outlined. Link to comment Share on other sites More sharing options...
Striker879 Posted September 29, 2020 Share Posted September 29, 2020 After thinking on it a bit more I did another test session. This time I was using the Idle.kf (which I assume is the one the game uses when you see NPCs just standing around and they have a blade sheathed). Didn't matter what I did in the renaming (so I tried OneHandIdle_Inventory.kf as well as Idle_Inventory.kf both assigned via Blockhead to the OneHandIdle= spot) the game steadfastly continued to show an unshealthed sword in my guy's hand (not held exactly right mind you, but the sword was out and scabbard at his hip). I'm leaning towards a "you can't get there from here" type situation now. The game engine is acting like it's hardwired ... in the menu the sword will be seen, and you shall be waving it about (and I guess that means you will like waving it about). Link to comment Share on other sites More sharing options...
MotokoKHammond Posted September 29, 2020 Author Share Posted September 29, 2020 After thinking on it a bit more I did another test session. This time I was using the Idle.kf (which I assume is the one the game uses when you see NPCs just standing around and they have a blade sheathed). Didn't matter what I did in the renaming (so I tried OneHandIdle_Inventory.kf as well as Idle_Inventory.kf both assigned via Blockhead to the OneHandIdle= spot) the game steadfastly continued to show an unshealthed sword in my guy's hand (not held exactly right mind you, but the sword was out and scabbard at his hip). I'm leaning towards a "you can't get there from here" type situation now. The game engine is acting like it's hardwired ... in the menu the sword will be seen, and you shall be waving it about (and I guess that means you will like waving it about).I dunno if maybe it's because I am using Mod Organiser but, when I do this.... nothing changes at all. Link to comment Share on other sites More sharing options...
Striker879 Posted September 29, 2020 Share Posted September 29, 2020 Ya ... I'm not sure how you'd go about this with MO/MO2. Link to comment Share on other sites More sharing options...
MotokoKHammond Posted September 30, 2020 Author Share Posted September 30, 2020 Ya ... I'm not sure how you'd go about this with MO/MO2.I mean I have tried putting the Blockhead.ini file into the vanilla install directory which is where most OBSE plugins are suppose to go when using MO2 however I am not getting any changes. And I have tried the oposite, installing it as a mod in MO2 into it's virtual file system, but still no changes. I am sure there is most likely a fix for this..... just I am certainly not smart enough when it comes to MO2 or coding to figure it out lol. Link to comment Share on other sites More sharing options...
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