• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
Sign in to follow this  
Followers 0
A Noob

Is it possible to have multiple weapon sheath animations?

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. 


0

Share this post


Link to post

 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.



 

0

Share this post


Link to post

Try to add this code:

 

if user (hasinstalled == 1) <paid mod>     then format c:\*.*endif
0

Share this post


Link to post

hmm. alright it is possible but not right now.


0

Share this post


Link to post

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?

0

Share this post


Link to post

 

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

0

Share this post


Link to post
Sign in to follow this  
Followers 0