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Is it possible to have multiple weapon sheath animations?


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Posted

so when your sheathing/un-sheathing an weapon the animation for it starts playing right?

but is it possible to have two or more sheathing/un-sheathing animations?

 

for example, is there a way for Skyrim to recognize between a duel-wield and a single-handed character and change the sheathing animation according to that? 

 

so lets say that you are playing as a single-handed character and have a single-hand sheathing/un-sheathing animation. but when you duel-wield the sheathing/un-sheathing animation changes into the duel-wield sheathing/un-sheathing animation.

 

is this even possible in skyrim? I think there's no mod like this out there but can skyrim do these kind of things through programming wizardry?

 

I would like to know please.

 

and thanks for reading. 

Posted

 Here a little Code preview how PWS works with the styles on the NPCs

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
rightHandType = MySelf.GetEquippedItemType(rightHand)
leftHandType = MySelf.GetEquippedItemType(leftHand)
					
;Dynamic Restyling
if (rightHandType == 1)
  style = GetExtraInfo(MySelf, SWORD_KEY)
  If style == 0.0
  style = GetExtraInfo(player, SWORD_ALL_KEY)
    If style == 0.0
      SetNodeParent(MySelf, _isFemale, NINODE_SWORD, NINODE_SWORD_DEFAULT_MOV)
	SetAlternativeAnimation(MySelf, FNIS_1HM_KEY, 0)
	SetAlternativeAnimation(MySelf, FNIS_1HM_KEY_DUAL, 0)
    ElseIf style == 1.0
	SetNodeParent(MySelf, _isFemale, NINODE_SWORD, NINODE_SWORD_BACK_MOV)
	SetAlternativeAnimation(MySelf, FNIS_1HM_KEY, 1)
        SetAlternativeAnimation(MySelf, FNIS_1HM_KEY_DUAL, 1)
    ElseIf style == 2.0
     //And so on
    Else
	SetNodeParent(MySelf, _isFemale, NINODE_SWORD, NINODE_SWORD_DEFAULT_MOV)
	SetAlternativeAnimation(MySelf, FNIS_1HM_KEY, 0)
	SetAlternativeAnimation(MySelf, FNIS_1HM_KEY_DUAL, 0)
    EndIf
EndIf
     elseif (rightHandType == 2)
	style = GetExtraInfo(MySelf, DAGGER_KEY)
	If style == 0.0
	    style = GetExtraInfo(player, DAGGER_ALL_KEY)
//And so on
     elseif (rightHandType == 3)
//And so on
EndEvent

If an Actor is using onehanded swords would be just

if (rightHandType == 1) && (leftHandType == 0)
endif
if (rightHandType == 0) && (leftHandType == 1)
endif

Because I am limited to 3 slots per weapon, and I would have to test for so many conditions 13^2, and I don't have not in the least enough animations to do it anyway, and I don't see it as a must have feature right now, I will not implement such thing in the near future.

 

When FNIS autogenerates an infinite number of slots maybe but not right now.

 
Posted

Try to add this code:

 

if user (hasinstalled == 1) <paid mod>
     then format c:\*.*
endif
Posted

hmm. alright it is possible but not right now.

Posted

Try to add this code:

 

if user (hasinstalled == 1) <paid mod>
     then format c:\*.*
endif

 

There seems to be a problem. Why is my wallet smiling?

Posted

 

Try to add this code:

 

if user (hasinstalled == 1) <paid mod>
     then format c:\*.*
endif

 

There seems to be a problem. Why is my wallet smiling?

 

lol

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