[WIP] Arsenal - Visible Weapons and Stowable Shields

Post » Sun May 27, 2012 10:30 pm

Arsenal is a work-in-progress that will enable you to see what you use.

Equipped weapons, staves, and shields in the player's inventory will stay visibly equipped even when they switch to a different weapon in their inventory. It should intelligently remove the visible version when the player drops the real weapon from their inventory, or equips a different weapon into that slot. Equip your shield, it goes to your shield-arm. Unequip it, and you put it away on your back, ready to pull it out again.

Early Test Screenshots:
http://i.imgur.com/cPeUM.jpg
http://i.imgur.com/sPK8o.jpg - Two Steel Swords
http://i.imgur.com/FUqIr.jpg
  • Why are you doing this? We already have http://skyrim.nexusmods.com/downloads/file.php?id=9614. Several reasons; as a learning experience, learning how to manipulate and add bones to the character skeleton, and potential interoperability with my other mods. Also, there have been reports of script instability issues with Armed to the Teeth, which may or may not be fixed. This isn't meant to be insulting, I'm just observing the most recent comments on the mod's Nexus thread. I sincerely hope the author can resolve his scripting issues. For my part, I already have a very stable set of inventory-tracking and array manipulation code in Frostfall which could be heavily utilized and cut down on development time. I would also like to extend this functionality out to followers and support dual-wielding, things that I don't believe have been done before. Finally, since there may be optional integration with Frostfall and other future mods in that series, I decided that I needed something that I can control.
  • How many things will you be able to equip at once? Six weapons in all, plus a quiver and shield. See below for the planned slot arrangement.
  • Will you display off-handed weapons / What combinations of gear will you allow? Here is the (tenative) set of slots allowed for display at any one time:
  • Back:
    1 Primary Back Weapon (Battle-Axe, Warhammer, Greatsword, Off-Hand Staff) (This slot runs over the right shoulder)
    1 Secondary Back Weapon (Bow, Main Staff) (This slot runs over the left shoulder)
    1 Quiver
    1 Shield

    Belt:
    1 Sword OR Off-Hand Mace
    1 Mace OR Off-Hand Sword
    1 War Axe OR Off-Hand Dagger
    1 Dagger OR Off-Hand War Axe
This way, you will be able to equip two axes and two maces, two swords and two daggers, two axes a mace and a sword, etc. The possible combinations are limitless!*
*The possible combinations are not limitless.
  • How will it work? Glad you asked. I would like things to behave intelligently based on what you've equipped in the past. The short answer is: what you use is what you show. It's your arsenal, after all. Here's how I'd like things to behave:
    • PC picks up and equips a sword. The sword is now equipped and displayed on the PC.
    • PC picks up and equips a dagger. The sword is swapped seamlessly with a sheathed version that stays visibly equipped.
    • PC equips the sword. The sheathed sword is swapped out, and a sheathed dagger model is swapped in.
    • PC picks up and equips a mace. The player now has a sheathed sword and dagger, and an equipped mace. All three appear at once.
    • PC drops his dagger. The sheathed version disappears automatically.
    • Support visible weapons for all "weapon bones" simultaneously, which includes a mace, sword, dagger, war axe, two-handed weapon, bow, and quiver. Potentially relocate some items on the back to make them more aesthetically pleasing when everything is equipped at once. Shields on the back and staves are to be determined, but I'd love to be able to do this are totally happening.
  • 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. I may endeavor to support the major "big packs" of weapons, but supporting each and every Sephiroth sword replica on the Nexus sounds like a one-way express ticket to Crazy Town. I generally look for solutions that will automatically make modded equipment inclusive, but since we're talking about models, such a solution is probably not possible and will require explicit support.
  • Are you working on this now? Off and on. Some of what I'm trying to do with Frostfall is going to involve moving and creating some additional bones, and that experience gained here will help a lot with that. This project will also teach me how to interact with Followers, so both mods will benefit from the experience of trying to build this.
  • When will it be finished? Don't know.
  • When you do start working on it, how long will it take? I don't think it will be that difficult, depending on how well things go with armatures. Couple of weeks of solid work, maybe 3 depending on the feature set.
  • With all of these mods, clipping can become an issue. Is this something you're looking into? Yes. Of course, I'm going to want this to work with Frostfall, which will include Sabre Gear Backpacks directly in the mod very soon. Frostfall also incentivizes using a cloak from Cloaks of Skyrim and (soon) Winter is Coming, so there's that too. I would like a character bedecked with 6 weapons and a quiver, Frostfall's Sabre Gear backpack, and a cloak to look as good as possible. I'd like to possibly move quivers to the hip, and bows over to one side. I will try to test things with as many race, gender, and armor combinations as I can.
  • Hey I would really love to see XYZ feature in this mod! Now would definitely be the time to ask. Please note that some things are going to be technically constrained by the game's engine.
Commence suggestions, speculation, etc.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sun May 27, 2012 8:11 pm

Would a "display your equipped off-hand weapon" feature be part of this?


This is probably doable, but is going to require some serious work. It would require building a duplicate item for each single-handed weapon and tying it to a different bone so that both could be displayed at once. It may not be as bad as I think it would be to implement.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Mon May 28, 2012 4:25 am

This is probably doable, but is going to require some serious work. It would require building a duplicate item for each single-handed weapon and tying it to a different bone so that both could be displayed at once. It may not be as bad as I think it would be to implement.

Would it really require building a duplicate for EACH WEAPON? Couldn't you just use a single hidden item and use Get/SetModelPath to make sure it displays your actual equipped off-hand weapon?
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Sun May 27, 2012 4:01 pm

Would it really require building a duplicate for EACH WEAPON? Couldn't you just use a single hidden item and use Get/SetModelPath to make sure it displays your actual equipped off-hand weapon?

That was a suggestion I made in the Frostfall thread and then subsequently realized that that's not how SetModelPath works. SetModelPath sets the model of world objects, not the actual equipped item.

Which bone a weapon attaches to when equipped is coded into the NIF of every weapon (I think). Really, this isn't as bad as it sounds. I would need to make a duplicate of every one-handed base weapon, not the hundreds of enchanted variants.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Mon May 28, 2012 1:15 am

That was a suggestion I made in the Frostfall thread and then subsequently realized that that's not how SetModelPath works. SetModelPath sets the model of world objects, not the actual equipped item.

Which bone a weapon attaches to when equipped is coded into the NIF of every weapon (I think). Really, this isn't as bad as it sounds. I would need to make a duplicate of every one-handed base weapon, not the hundreds of enchanted variants.

I had a bunch of stuff written and then it hit me that "which bone a weapon attaches to when equipped is coded into the NIF."

Welp, time to harp on DragoonWraith about NifSE :P
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Mon May 28, 2012 1:19 am

I'm not sure how difficult this would be, but merging a couple of semi-popular mods already. AtTT & limitedcapacity.

Much like your frost fall it would be nice to have a 'hard core' mod, where you're only allowed to carry a certain amount of weapons..

it will add real depth to dungeon crawling and it removes the 'pack mule' mentality. It will lead to some real decisions to be made if you have to drop your current 2 handed in order to take that shiny new one. Or of course take another trip to the dungeon at a later date :D No more carrying 2-3 bows etc.

Back:
2handed weapons
Shield?
Bow
Quivers
Staffs
Mid back (dagger new placement?)

Thighs:
1 handed weapons
Dagger

Lower leg(s):
Dagger




Very much behind this, I hope you can pull it off.. love your other work.
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Sun May 27, 2012 2:41 pm

From the title I thought this was going to be a hotkey mod that allowed you to equip dual weapon/spell combos easily. Does that exist yet? :tongue:
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Sun May 27, 2012 3:45 pm

povuholo - I think http://skyrim.nexusmods.com/downloads/file.php?id=1961might be close to what you're after.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Sun May 27, 2012 7:51 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. I may endeavor to support the major "big packs" of weapons, but supporting each and every Sephiroth sword replica on the Nexus sounds like a one-way express ticket to Crazy Town. I generally look for solutions that will automatically make modded equipment inclusive, but since we're talking about models, such a solution is probably not possible and will require explicit support.
  • Hey I would really love to see XYZ feature in this mod! Now would definitely be the time to ask. Please note that some things are going to be technically constrained by the game's engine.


I woudl like to see the Shields only at least ... I think is the most wanted feature that was left out by Bethesda ...

All the other stuff appearing or not on the player ... well what if I have 12 swords and 20 daggeers on ?

I think the best is to have eventually a shield on back or not .... simplier and effective ...

As for the mod support just release the mod as modders resource so that other modders can pick it up copy the code and use in their own shield , / sword / custom weapon etc ...
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Sun May 27, 2012 6:05 pm

All the other stuff appearing or not on the player ... well what if I have 12 swords and 20 daggeers on ?

You won't. There's a finite number of weapon "slots" (bones) on the player skeleton.
(dagger, sword, mace, war axe, greatsword, plus a longbow and quiver)
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Mon May 28, 2012 2:22 am

I'd like to second support for Limited Items. There was discussion about making it work with ATTT but your feature of "weapon double is removed when dropped" is much more useful!

Another idea, how about the option to equip 2 of the same type into different slots? Is that workable? Say if you have a sword equipped and then equip another, instead of replacing it, a check sends it to the mace slot. Or something like that. I'm sure it'd be popular for symmetric dual wielders!
Presumably you could set up a clone as a mace, or a clone mace as a sword (but this might double the amount of work for 1H)
Congratulations on getting it working, anyway!
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Sun May 27, 2012 9:32 pm

This looks promising, I hope it goes well.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Sun May 27, 2012 11:20 pm

I'd like to second support for Limited Items. There was discussion about making it work with ATTT but your feature of "weapon double is removed when dropped" is much more useful!

Another idea, how about the option to equip 2 of the same type into different slots? Is that workable? Say if you have a sword equipped and then equip another, instead of replacing it, a check sends it to the mace slot. Or something like that. I'm sure it'd be popular for symmetric dual wielders!
Presumably you could set up a clone as a mace, or a clone mace as a sword (but this might double the amount of work for 1H)
Congratulations on getting it working, anyway!

A configuration script like the one from Frostfall that allows you to pick an inventory item and give it different exposure protetion could double as the means to assign a weapon to a different slot. I like this idea!
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Sun May 27, 2012 9:56 pm

Another idea, how about the option to equip 2 of the same type into different slots? Is that workable? Say if you have a sword equipped and then equip another, instead of replacing it, a check sends it to the mace slot. Or something like that.


I think it'll be possible. I'm going to run some tests today. But I think it'll end up working as you describe. If you equip a second dagger, it will send it to the axe bone; a second mace, the sword bone; a second sword, the mace bone; a second axe, the dagger bone.

The player should also be able to unequip the visual element at will by unequipping the sheath.

Limited Items support; I'll look into it, maybe as an optional thing.
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Sun May 27, 2012 8:58 pm

Since I'm a bit hung up on Frostfall at the moment until I can get quivers displaying with the backpack mo-better, I decided to look at dual wielding. Yes, it is possible. http://i.imgur.com/sPK8o.jpg

Daggers, however, could http://i.imgur.com/5SSBj.jpg. :teehee:

In the case of the swords, the model edit was pretty simple and just required changing the string on one node. For true verisimilitude, however, I'll need two models for each off-hand weapon; one with the weapon in the sheath, and one with just the sheath itself (edit: or one model with two textures and just alpha-out the weapon). Slightly more work, but very possible.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Mon May 28, 2012 12:45 am

Since I'm a bit hung up on Frostfall at the moment until I can get quivers displaying with the backpack mo-better, I decided to look at dual wielding. Yes, it is possible. http://i.imgur.com/sPK8o.jpg

Daggers, however, could http://i.imgur.com/5SSBj.jpg. :teehee:

In the case of the swords, the edit was pretty simple and just required changing the string on one node. For true verisimilitude, however, I'll need two models for each off-hand weapon; one with the weapon in the sheath, and one with just the sheath itself. Slightly more work, but very possible.
If you can't alter the bone pos of quiver u can always edit the mesh position for the quiver I guess ... This is what I did for my sword ... Tough equipping armors or naked there is a shift in the position not suure dueto whatth...
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Sun May 27, 2012 7:18 pm

If you can't alter the bone pos of quiver u can always edit the mesh position for the quiver I guess ... This is what I did for my sword ... Tough equipping armors or naked there is a shift in the position not suure dueto whatth...

I appreciate your help in the skeleton thread, it's pointed me in some enlightening directions on the Nexus. I'll be checking them out after work today. I thought about editing the quiver position, but I'd rather edit the skeleton once instead of every quiver model. We'll see how it goes. (To be honest, that may be the safer route since editing the model won't break compatibility for people who use modified quivers OR a modified skeleton. Just more work. Edit: editing the quiver model is actually much more awesome because it gives me a lot more flexibility. It would allow me to dynamically move the quiver out of the way if the player equips a backpack. Thanks for the idea! I can move forward with Frostfall now! Still need to learn how to at least create a new bone for back shields, however.)
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Mon May 28, 2012 12:06 am



I appreciate your help in the skeleton thread, it's pointed me in some enlightening directions on the Nexus. I'll be checking them out after work today. I thought about editing the quiver position, but I'd rather edit the skeleton once instead of every quiver model. We'll see how it goes. (To be honest, that may be the safer route since editing the model won't break compatibility for people who use modified quivers OR a modified skeleton. Just more work. Edit: editing the quiver model is actually much more awesome because it gives me a lot more flexibility. It would allow me to dynamically move the quiver out of the way if the player equips a backpack. Thanks for the idea! I can move forward with Frostfall now! Still need to learn how to at least create a new bone for back shields, however.)
Thats what I d like to know too but ... The shield does notuse any bone so eventually could be just like a cloth that when equipped hides oneof the slots uused to place on back. And when unequipped itloads the back version ... Not sure if it could work but u did the swapping script so u could just pick an unused node. Of the many available as listed on the nodes consensus thread... May be could be the. Easier way...

Bte woul't be possible to add the shield on a shoulder bone eventually.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sun May 27, 2012 9:37 pm

Is there a way to differentiate between "favorited" and not favorited items? That always seemed to be the most logical way of distinguishing between an item that should be on your player model and one that is merely loot that should not show up.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Sun May 27, 2012 5:38 pm

Definitely super interested in this modification, bookmarked and followed the thread.

  • Support visible weapons for all "weapon bones" simultaneously, which includes a mace, sword, dagger, war axe, two-handed weapon, bow, and quiver.

Create a stable and as simple as possible modification that does this, and I will absolutely download it, comment to say thank you, endorse it and spread the word about it whenever appropriate.

  • Potentially relocate some items on the back to make them more aesthetically pleasing when everything is equipped at once. Possible support for shields and staves on the back tbd.

Manage to do this as well, and I will consider the modification one of the best modifications created for Skyrim.
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Mon May 28, 2012 12:23 am

Is there a way to differentiate between "favorited" and not favorited items? That always seemed to be the most logical way of distinguishing between an item that should be on your player model and one that is merely loot that should not show up.

There is not. My script won't just equip random weapons, however. It will be based on what you've equipped in the past. If you equip Dagger A, then Axe B, then Sword C, then Bow D, all 4 will show on the player. Finally, if you equip Sword E, Sword C will be swapped out for E (Edit: Unless you put Sword E in your off-hand; in that case, it would replace whatever was in the Mace slot, so that both equipped swords will be visible). If you decide you don't like Dagger A being displayed, just unequip the Dagger A Sheath. I will do my best to make sure that the model displayed in the menu system is just the sheath itself, to visually differentiate it.

Long story short, what gets displayed will be what actually gets used.

Definitely super interested in this modification, bookmarked and followed the thread.
Sweet!
Manage to do this as well, and I will consider the modification one of the best modifications created for Skyrim.
I don't know about that, but I certainly appreciate it. I just got http://www.gamesas.com/topic/1374386-how-to-edit-skeletonnif/page__view__findpost__p__20785813 (author of http://skyrim.nexusmods.com/downloads/file.php?id=5711) on Skyrim Nexus in this regard. Hopefully his tips pan out.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Mon May 28, 2012 1:44 am

That's why I suggested using the mace slot in my comment, although I didn't say why. It's because axes are sheathed with the head up. Likewise, axes in the dagger slot will have the same issue, but there there wouldn't be an easy fix of "send to mace". I think the axe is the only weapon to be sheathed upside down, right?
Good luck with this! I look forward to it.
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Sun May 27, 2012 10:56 pm

Chesko, how feasible would it be to implement a similar system for Followers? Instead of choosing which weapons they used last, a script would simply equip every weapon you give them in their appropriate slots, using the same quality gear priority they're scripted to use.

Also, could we have staves showing in the two-handed slots?
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Sun May 27, 2012 10:07 pm

Chesko, how feasible would it be to implement a similar system for Followers? Instead of choosing which weapons they used last, a script would simply equip every weapon you give them in their appropriate slots, using the same quality gear priority they're scripted to use.

Why did I not think of this? This would be, in fact, quite awesome. I need the experience anyway for Frostfall, since I need to learn how to affect them for exposure-related purposes. This is turning into a nice learning sandbox all around.

Also, could we have staves showing in the two-handed slots?

Armed to the Teeth uses a special bone for this, and I've been contemplating whether or not to do the same. I think I'll do what you suggest and just say that you can display one two-hander, a bow, and a quiver at once.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Sun May 27, 2012 7:57 pm

Now that a lot of great ideas have started popping up in this thread and I have a few features planned that will be unique and interesting (instead of just trying to re-invent the wheel that Armed to the Teeth built), I have decided that this is going to be a "real thing" and give it a proper title.

It is now called Arsenal - Visible Weapons and Stowable Shields. The thread title will change soon. Do not be alarmed!

Edit: Thanks mods!

Edit 2: Updated the OP with information on clipping issues and off-handed weapon rules.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Next

Return to V - Skyrim