Beast Mode
The new invisible weapons work even better than I had expected. In the testing I've done so far it doesn't seem to make much difference to the game whether you use an empty .nif or a mesh with the alpha zeroed out to make the textures invisible. I was afraid the latter would leave you with free-floating enchantment shaders, but that doesn't seem to be the case. So I went ahead and made invisible versions of all the Dwarven one-handed weapons, labeled as 'Weapon Arm Attack Styles'. Of course, that doesn't restrict them to just the Centurion or Blade arms.
Have I mentioned that I find the beast limbs hilarious? Because this shit's hilarious.
Characters use the standard one-handed animation sets corresponding to the weapon type that you give them. That can be a little odd sometimes, since the ends of the weapon arms don't really match up with where the impact points ought to be, but the animations in Skyrim are sloppy enough that it's usually not all that noticeable. And of course, it applies to both the attack and movement animations.
I originally positioned the immobile 'hands' on the beast arms with the intent of making them look good in the first-person unarmed animations, but luckily they're also pretty acceptable for the first-person dual wielding pose. Although you do have to crane your view down to actually see them.
Of course, while the hooves are omnidirectional clubs, the claws do kind of assume a specific attack profile. Fortunately the forward slashing motions used for most attacks match up pretty well, but you do get the odd backhand or neko punch tossed in.
But then sometimes you get to rip a wolf's throat out.
Combining the weapons with these bodies just lets you go all in with the maulings.
The bodysuits are also turning out well, as you can see. Getting a cubemap back onto the scale mail does wonderful things for it, and Holzfrau's rubber specular map continues to give exactly the sort of effect I was hoping for when the coating idea first occurred to me. Still going to be a bit awkward to implement it, since I can't use it as a Bodyslide-swappable part like I did with all the regular suit meshes, but it's definitely going to be available. And it also features quite prominently in the vague NPC ideas I've got floating around in the back of my head...
But I probably ought to at least get this stuff distributable before I start thinking too hard about those.
2 Comments
Recommended Comments