[WIP] Evolved Armamentarium

Post » Tue May 17, 2011 11:27 am

:celebration: :celebration: I have the scripts TB sent me. Honestly, I haven't had a lot of time to play with anything at this point. I've been very busy around the house. Several repairs and projects to do. I go to work the middle of next week. I will be gone for 3 weeks. I will not be able to get to this website as my work has software to prevent it. Possible solution, but no promises. Once I get back to work I will have more time than at home to make progress on this.

I have merged the scripts with what I have and looked through the scripts. Kind of just trying to absorb everything ATM. There is still quite a lot of work to do. While I'm at work I should have something releasable for a Proof of concept/limited testing version, ready. :hubbahubba:
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Claire
 
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Post » Tue May 17, 2011 2:09 pm

Nice! I'll send you an updated esp this evening as I've fixed a bug regarding the local scripts that in turn has allowed me to use a much more efficient armor script. The one I originally sent you is an FPS drain in menu mode.

Also, I've begun work on the second modes of operation of the quiver and shield scripts. And surprise, surprise run into some bugs... :brokencomputer:
Well, anyway, I'll try and bulk out the scripts to support more weapons and hopefully all of the shields this weekend.

Just to explain for the wider audience, both Sandman and I are aware that everyone has different playing styles, tastes and mod collections and we are trying to be flexible as the mod can be. For example Sandman has put a lot of work into making a choice of sheaths for all but the smallest of the one-handed weapons for the belt and shoulder. One of the menu items on the scripted prongs will be a configuration script, here's the options I've come up with so far:

Weapon sheaths:
Use both shoulder and belt sheaths, with a preference for belt sheaths.
Use both shoulder and belt sheaths, with a preference for shoulder sheaths.
Use both, one-handed weapons normally sheath on the belt, but on the shoulder in an offhand weapon is also equipped.
Use belt sheaths only, for people with third-party pauldrons that don't want disappearing clavicle pieces.
Use shoulder sheaths only, for people who want to save the skirt slot.
No weapon sheathing.

Quivers:
Automatic - a quiver will appear for as long as arrows and/or a bow are equipped.
Manual - toggle the quiver on and off with an inventory item - either drag it onto yourself in the menu or assign it a hotkey.
No quiver

Sheilds:
Automatic 'sheathing' - shields are slung on the back unless a one-handed weapon is drawn.
Manual, visual - Sticking closer to the morrowind default, a shield will stay equipped but appear on the back if a two hands are in use or unequipped (eg. to use a torch).
No slung shields

Left Pauldron priority: As quivers and slung shields/off-hand weapon sheaths both use the left pauldron slot, which should take precedence?
There's, IMHO, a nice feature in the scripts here, let's say you take quivers as showing over a slung shield, let' say you unequip your bow and arrows - when the quiver is removed the shield will automatically become visible again.

I hope to incorporate a scripted inventory item that will allow you to toggle between your shield and the last carry-able light you equipped (stock items only). I haven't even started dual wielding, but I don't see a whole lot to configure there - the off-hand 'weapon' (it's actually a shield of course) will sheath to the shoulder when not in use. You can't use a shield and off-hand weapon at the same time.
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herrade
 
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Post » Tue May 17, 2011 4:10 am

This looks really promising, keep up the good work guys!
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Kyra
 
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Post » Tue May 17, 2011 3:56 am

How on earth did I miss this topic? I'd love to see this when you guys are done.
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Nicole Kraus
 
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Post » Tue May 17, 2011 10:49 am

Thanks for the support guys! We've gone kinda quiet, but the mod is being very actively developed. Sandman101 is really busy, but fortunately (in a way...) the current workload is mostly about the scripts right now, It's just taking me a lot longer than I hoped. Scripting for MW is less like, well scripting, and more like beating a gaming engine into submission with machine-like persistence. :brokencomputer:

Anyway, I've been making good progress. All of the options I described in my last post have been worked into the scripts and given a config menu and switching various options is all working seamlessly. Also, the bulking out of scripts for ID-ing the equipped... equipment, and checking if the last equipped items have been dropped are done. I've also done all the slung shields, along with scripts that can force equip the last used weapon.

This in turn has allowed me to get a fix for the paper doll in the inventory screen up and running. This is achieved by adding a weightless, valueless scripted item to your inventory just called Weapon Sheath. When you go into menu mode, if your weapon isn't drawn the sheath - an invisible weapon - is equipped in place of your current weapon. Then, so long as you don't change your equipped weapon in menu mode the invisible weapon is swapped again for the one you were carrying when you leave the menus. I've managed to suppress all the sounds associated with this, so it happens silently.

This all creates the illusion that the paper doll isn't holding a weapon if it should be sheathed, you'll just see the sheath on the belt, shoulder or quiver in the case of a bow. This is all optional, if you don't like it simply drop the item and it will disappear. I'll put an option in the config script to add it back if it has been dropped accidentally.

Also, it turned out that lockpics and probes are counted as shortblades, but like fists and thrown weapons I wanted players to be able to use them without their sheathed weapon disappearing. So, in the process of scripting in an exception for those items I managed to work a nice little player convenience. I've worked in an inventory item, optionally added to your player in the config menu, that when you assign to a quick key will cycle the last used right hand equipment like this: bow/crossbow->melee weapon->lockpick->probe->back to bow/crossbow, etc. Using this does not change your combat stance, it just swaps the equipped item. Again it's optional, if you don't like it then it can be dropped.

Yes, I could use MWSE and simply assign this function to a user-definable key rather than using an inventory item, but I want the core mod to have the best possible compatibility, performance and stability, so I'm sticking with TES Script for now. I can always add a MWSE version of this later as an add-on esp if enough folk ask for it.

I'm now moving on to getting the defensive weapons in, along with a shield/torch toggle quick key item. And bulking out a lot more of the weapon sheaths and quivers.
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Dalley hussain
 
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Post » Tue May 17, 2011 1:54 pm

That's a lot of options!

Thanks for the effort, look forward to seeing it in action.



Cheers
-KwM
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Chantel Hopkin
 
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Post » Tue May 17, 2011 10:35 am

Bravo! You really doing a good thing to all of the community of Morrowind fans. Just one little question - the weight of "two pauldorons" will be the same as for original one? And it's really good to hear, that I won't hear sounds when sheathing my weapon :goodjob: .
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Mark Hepworth
 
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Post » Tue May 17, 2011 6:34 am

That's a lot of options!


It is. :) One of Sandman101's original goals is that it should be configurable to meet personal tastes, and I agree. But we aren't going overboard here, I'll put some sensible defaults into to the globals so you don't have run a config to get it up and running, and if you do want to tweak it you can run through the whole config menu in 6-7 questions.

Bravo! You really doing a good thing to all of the community of Morrowind fans. Just one little question - the weight of "two pauldorons" will be the same as for original one? And it's really good to hear, that I won't hear sounds when sheathing my weapon :goodjob: .


Thanks! Re. dual armour weights, basically they are mostly double the stats of an individual item - health, AR, enchant, value, etc. For the weight Sandman101 has set it as close as he can get to double, without going into the next armor class. That seemed the best compromise.
Re. the sounds, I'm aiming for as seamless with vanilla MW as possible, so you'll hear the normal weapon put away sound, but no (IMO irritating) light armor or clothes up sound of the sheath being added and equipped. There's a global variable that switches the unwanted sound effects suppression on and off, it's on by default.
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Roddy
 
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Post » Mon May 16, 2011 11:16 pm

any update?? :3
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Sian Ennis
 
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Post » Tue May 17, 2011 11:04 am

Good question resist.

Things were progressing nicely, but it all seems to have stalled. Sandman101 seems to be on an extended MW hiatus, and I've been playing a little LoTRO myself. I haven't heard from him for quite a while. The scripting is certainly past the half-way mark, but there's a lot left to do, and I'm not getting mesh/esp updates - and that's WAY to much work for me to tackle by myself. It's a shame, I'm sitting on an embryonic, but really cool mod.

I'm really sorry guys. Worst case I'll comment the scripts and release them as a resource, maybe some others can come along and pick up the torch. I'll e-mail with the last build of the scripts I did to Sandman101 and see what he says.

Edit: BTW the shield/torch quickkey item has been implemented since I last updated and it's actually so useful I've added it into my 'real' game load list. As I often play with a claymore I updated it to support switching between a torch and two-handed weapon too.
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Laura Tempel
 
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Post » Tue May 17, 2011 6:03 am

Sandman always comes back. :)

He recently changed boats, so there may be delays. He usually comes back with a butt-load of work done too. :cool:









KF
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Leilene Nessel
 
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Post » Tue May 17, 2011 6:35 am

Thanks kiteflyer61! Then I will continue my work and more patiently await his return. :)
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Sun of Sammy
 
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Post » Tue May 17, 2011 10:06 am

Looking good :)
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Jeneene Hunte
 
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Post » Tue May 17, 2011 5:37 am

If you guys actually get to release this mod like you want it to be, you will go down on Morrowind Mod legends.

Keep up the good work. :disguise:
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alyssa ALYSSA
 
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