[WIP] Arsenal - Visible Weapons and Stowable Shields

Post » Sun May 27, 2012 7:34 pm

any eta on release i really wanna use this in game :)
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Mr. Allen
 
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Post » Mon May 28, 2012 4:15 am

It will display fine. Cloaks are armor, the shield (display items) will be weapons.
Ac

tually if I am not wrong ( and it could be ) the shield is classified as armor no?
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Chloe :)
 
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Post » Mon May 28, 2012 3:05 am

Actually if I am not wrong ( and it could be ) the shield is classified as armor no?

Real shields are. The ones I display on your back will not be. Don't worry about it, I've got this :smile:

any eta on release i really wanna use this in game :smile:
Not yet. I need to get Frostfall 1.6.1 out the door, and after that I will probably start working on this with more seriousness. Right now this is a very valuable period of gathering feedback and experimentation. These past couple of pages have really helped me solidify what I want to try to accomplish.

This is good because there's going to be a lot of tedious work involved, and I don't want to have to completely change my approach down the road and have to do a lot of work over again.

The good news is that the thing that I was worried the most about, shield display, in the end isn't going to be that hard. And I've already written the rough draft of the main script, so, once I start getting into the groove of working on .nif objects and getting dual-wielding supported (that's really what's going to take the most time), things should come together pretty smoothly.

And yea, I'm excited to have this done too. :biggrin:
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^_^
 
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Post » Sun May 27, 2012 7:32 pm

Chesko, your mod looks great. I'll thrown in my two septims in though: do what you want, not what people want. Granted if the majority say something looks quiky, then change it, otherwise just stick to what you envisionned.

Out of curiosity, how would the screenshot with the bow placed vertically look with the default bow placement? I don't see anything wrong with the bow being between the PC's back and his/her backpack.

In any case, I will use this when it's out, that's for sure.

Keep it up!
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Neko Jenny
 
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Post » Sun May 27, 2012 4:02 pm

Chesko, your mod looks great. I'll thrown in my two septims in though: do what you want, not what people want. Granted if the majority say something looks quiky, then change it, otherwise just stick to what you envisionned.

Out of curiosity, how would the screenshot with the bow placed vertically look with the default bow placement? I don't see anything wrong with the bow being between the PC's back and his/her backpack.

In any case, I will use this when it's out, that's for sure.

Keep it up!

That's been my philosophy. I mod for myself first, no question. If someone says, "Hey Chesko, it would be totally awesome if you allowed cabbage in the axe slot, because I love cabbage, and I play a cabbomancer in all of my games." I'm going to say "Sorry man, I think that's cool, but that's not what I want to do." But I enjoy collaborating on these kinds of things because my definition of fun is sometimes slightly different than everyone elses. And sometimes I just have bad ideas and this keeps me straight.

I decided to ditch vertical bow placement in favor of going over the left shoulder instead. This differentiates it from the first back slot (where two-handed weapons and a staff can go) because they won't overlap as much, and it's more visually appealing. I'm a big fan of symmetry. Bows and great weapons will just go under the backpack in Frostfall et al. Hopefully this doesn't bother too many people. Moving the quiver will be an optional download if that's your thing.
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dean Cutler
 
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Post » Sun May 27, 2012 5:21 pm

Now I want to play a cabbomancer... : /
Telekinesis + cabbages isn't quite the same.
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helen buchan
 
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Post » Sun May 27, 2012 7:33 pm

Cabbomancer :ohmy:

I have an incredibly strong urge to hide a cloak away in some far corner of Skyrim now... Cloak of the Cabbomancer.

Not lore-friendly enough, I guess, unless it is somehow tied in to Sheogorath.
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Jennifer Rose
 
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Post » Sun May 27, 2012 1:38 pm

Anything non-lore-friendly = Sheogorath did it.
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Hope Greenhaw
 
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Post » Sun May 27, 2012 2:54 pm

Cabbomancer :ohmy: I have an incredibly strong urge to hide a cloak away in some far corner of Skyrim now... Cloak of the Cabbomancer. Not lore-friendly enough, I guess, unless it is somehow tied in to Sheogorath.

did someone say http://www.youtube.com/watch?v=rGQS524jc4M?!
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Neko Jenny
 
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Post » Sun May 27, 2012 6:53 pm

How far do you think you could take this system? Could you get so granular that individual potions show up in their potion bandolier across their chest? Could you limit the players ability to store *anything* unless he/she has an appropriate container, such as a pouch, backpack, bandolier, sheath, pocket, etc?

I think there are many of us out there who dream of the day when the amorphous blob known as "inventory" disappears and the player is faced with "do I have a bag to put these frost salts in, and is there enough room left in the bag?".
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{Richies Mommy}
 
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Post » Sun May 27, 2012 4:34 pm

Well armed to yhe teeth doesnt work for a lot of people so this is great. Just hope this mod is compatible with all weapon mods.
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Hilm Music
 
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Post » Sun May 27, 2012 4:42 pm

Cabbomancer :ohmy:

I have an incredibly strong urge to hide a cloak away in some far corner of Skyrim now... Cloak of the Cabbomancer.

Not lore-friendly enough, I guess, unless it is somehow tied in to Sheogorath.
You know, cabbages were one of the ingredients required for Sheogorath's quest in Oblivion.. That's lore enough for me.
But ideally it should come with a staff that shoots cabbages, too.
Or summons a cabbage Atronach.


On topic: Noderunner, I think Chesko was planning to keep this simple, and not cater to everybody. Although I agree with the ideal, I think it's asking a bit much!
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Betsy Humpledink
 
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Post » Mon May 28, 2012 3:43 am

On topic: Noderunner, I think Chesko was planning to keep this simple, and not cater to everybody. Although I agree with the ideal, I think it's asking a bit much!

I know its asking a lot. The only reason I did was because Chesko said on his initial post that if there is anything anyone wants to ask for, now is the time. But yeah, i know it would be a really complicated thing to do.
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Stat Wrecker
 
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Post » Mon May 28, 2012 4:38 am

I'm with you Node. Some of what you're asking for is being worked on by LimitedItems. As for visible display, this mod will try to stick to weapons. That said, I've learned a lot, and a lot may be possible down the road.

@4Skyrim - No promises there. See my OP. I will try to do my best to create a system whereby other authors can add support if they wish.
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casey macmillan
 
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Post » Mon May 28, 2012 12:25 am

Just throwing an idea here, ?wouldn't it be better to try and fix the bug presents with bDisableGearedUp=0 instead of making another system? I think all you need to do is force unequip the item so it goes back to its equipped slot
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cheryl wright
 
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Post » Mon May 28, 2012 4:31 am

if you can get the second weapon shown on the body when dwing by using this i am gonna love you no matter if seperate offhand versions are needed.
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LADONA
 
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Post » Sun May 27, 2012 7:19 pm

Hi,

any chance for a working side quiver? And a a side bow casing? Which works for short bows only.

Could help with some clipping perhaps but most of all would look totally awesome.
And keep up the good work, please, pretty please.

Rgds, Haldir
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Scotties Hottie
 
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Post » Sun May 27, 2012 6:54 pm

Haldir,

I have a functioning http://i.imgur.com/ool8R.jpg skeleton that I'll make available. It clips pretty spectacularly with axes, so this will definitely be optional.

Wearable Lanterns kind of exploded overnight and I'd like to finish some features on that today and put it completely to bed. After that, I'm back on finishing Frostfall 1.6.1. After that, I'll be focusing on Arsenal. Sorry for the wait, unfortunately there's only one of me.
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DAVId Bryant
 
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Post » Sun May 27, 2012 7:49 pm

Chesko, this is looking amazing. I'm looking forward to the release.

I have just started a new char and am using your frost fall mod. Loving it so far, I can't believe skyrim didn't have it in vanilla!

Quick question, with arsenal and frostfall update, will I need to start a new game?

- Hypno
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Angela
 
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Post » Sun May 27, 2012 8:40 pm

Haldir,

I have a functioning http://i.imgur.com/ool8R.jpg skeleton that I'll make available. It clips pretty spectacularly with axes, so this will definitely be optional.

Wearable Lanterns kind of exploded overnight and I'd like to finish some features on that today and put it completely to bed. After that, I'm back on finishing Frostfall 1.6.1. After that, I'll be focusing on Arsenal. Sorry for the wait, unfortunately there's only one of me.
on side works best for horseman , but shouln't be on the other side?also how works the animation arrow extraction with this setup?
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Conor Byrne
 
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Post » Sun May 27, 2012 3:12 pm

but shouln't be on the other side?

You hold your bow in the left hand.

also how works the animation arrow extraction with this setup?

It will look the same; there's not much I can do about that right now. If it bothers you, that's why it's optional.
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Eve(G)
 
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Post » Sun May 27, 2012 4:32 pm

How about, for the bow, rotate it so the string is over your chest (like in Eragon the movie).
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Loane
 
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Post » Sun May 27, 2012 2:00 pm

Hi Chesko,

there is a glitch/bug(?) where a dagger sometimes shows on the left hip with a sword. Daggers being short enough to be drawn by the hand that wields them may well hang together with the main weapon left and side-quiver hang right without clipping. Very interesting for dw/archery aficionados like me.

Rgds, Haldir
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Olga Xx
 
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Post » Sun May 27, 2012 10:09 pm

Will you support modded weapons? No idea. Too early to say. Right now it looks like a world of pain that I don't want to become involved in...

Is there any chance you could explain how we could do this ourselves, in the readme or something?

- Hypno
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X(S.a.R.a.H)X
 
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Post » Mon May 28, 2012 4:14 am

I'll try to provide as much documentation as possible. I hope to create an environment where authors can easily build and submit plugins and assets so that their work is supported in the Arsenal ecosystem. And I will try to offer to do some of the heavy-lifting myself for some of the bigger weapon packs, when the time comes.
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Kristina Campbell
 
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