I have already sunk over 200 hours into making all of the models and icons for this. 99% of them are done. I am now finishing up CS entry work. I still have other issues to address too.
Scripting is almost at a proof of concept/tester release.
Sandman101 - Model edits - CS work
That Bloke - Scripting
Various others have been asked for help with certain issues. As progress is made their names will be posted.
Need -
Graphic artist - For help with a few texture issues and possible splash screen
Testers - When ready we will need several testers
Better Bodies - Required
Unofficial Morrowind Patch - Suggested
Scope of Mod
Adding automatic sheathing to Morrowind with out adding scripts to the weapons.
Compatible with Weapon Rotate.
Minimal impact to stock equipment
No disappearing clavicle pieces
Adding off hand weapons to Morrowind - Sheathing when possible
Adding quivers with minimizing arrows. 25, 10, 5, 1, and zero.
Adding shields on back
Configuration scripts for 1 handed weapons to sheath on the back or the side. Your choice.
All 2 handed weapons sheath on the back
Dual pauldrons, Gauntlets, Bracers and Gloves. Wraithguard compatibility with all choices. Some will be required to make sheathing to work.
Torches taken into account in scripting
Two handed weapons taken into account for shield being equipped stat bonus'.
And much, much more.
The goal of this mod is to (as much as MW scripting and body limitations will allow) make weapons act more like weapons in other RPG games.
You will have an item in your inventory, an item that will allow you to access the configuration menu and other choices at any time. Right now we have settled on a retextured set of prongs.
Quivers will equip automatically upon equipping arrows. Bow also. Arrows will reduce in you quiver as you deplete them.
All stock 1 handed weapons will be able to be off hand weapons(shields). I believe it will be a choice upon picking them up off of the ground. Not completely sure ATM.
Shields will automatically equip to your back when you draw a 2 handed weapon. (options in config. menu)
Any 2 like pauldrons, Gauntlets, Bracers, and gloves will be able to be combined and and will only use the right slot. Leaving the left open for usage for sheathing. Again WraithGuard is compatible with any left handed option including clothing and Jury rig wraithguard. Lefthanded wraithguard included. No more daedric glove. Thanks to Alaisiagae and ALphaX.
Many other ideas are in the works for this mod, including:
Weapon replacer compatibility-
Unique weapon replacers will be fully compatible with this mod. All of the unique items like Hopesfire, Trueflame, will just need the appropriate meshes made and positioned properly. Then dropped in data files with proper folder path. Others can do this if they like. Credit will be given of course. I will tackle the most popular ones at some point.
Weapons that don't have unique meshes but are "unique" in the fact of the way they are named. Like King's Oath, Soul Drinker, The meshes will eventually be set up to make any replacer compatible with it.
For now we are focusing on function. Once the mod works well we can expand to these things.
Adding missing weapons -Weapons that weren't made. There are big holes in Bonemold, Chitin, etc... Why do the dwemer have a crossbow but no bolts? Why only 2 orcish weapons and bolts but no crossbow?
Look out for thread(s) on this topic. Many will need to be made. I have about 15 already. Optimially I would like to see a new mesh using stock textures(so replacers effect it).
For now, some weapons being considered to fill the holes are from Quorn, Greater Dwemer Ruins, Midgetalien and Kagz.
Anybody that is serious about helping start this aspect of the project, PM me. I will send you a spreadsheet(open office) that will show weapons being considered and more details.
Several fixes have been incorporated into this mod. Weapons that are in the data files but not included n the game have been added. Short Ice Blade(sthalrim), Dwemer and Daedric longspear.
The iron tanto now uses it's mesh instead of the steel tanto mesh. The UMP does the same thing. But for continuity sake, in case you don't use it, it's been included to make the sheathing visually seamless.
I have sent a e-mail to the maker of the Ebony Armor fixes(Sapphron). In lieu of permission for usage, I just did the same thing my self and adjusted the ambient material property. But, credit goes got to Sapphron for doing it first.
Quivers - We have discussed adding in more quiver arrow reduction.
Warning this is approx 900 meshes that need to be edited and entered.
Most of the meshes for this mod are stock MW that have been edited with nifscope. The size will be large but that has been taken into account as much as possible. At present time it is about 220 MB uncompressed. Approx. 5000 meshes at this time. Yes it is large, but it is the only way to make this work and make it compatible with existing armor.
There will be clipping with some items. This is unavoidable. Robes, Dwarven cuirass will be the worst offenders. Position of the weapons has been taken into account to make it not clip with the most amount of armor. No one position will work with all armors. The default weapon placement will be used for all sheaths unless you are using a pauldron that has a clavicle piece. Some of their placements have been adjusted because of their size. I plan to include a tutorial on how to adjust the weapon position so anybody will be able to adjust to their own preferences.
Once That Bloke has the scripts hashed out it will be ready for testing. As you can imagine this mod will require a lot of testing. We will need several testers. All races, sixes, weapons and armor will need to be tested.
All files of the mod will be released in a bsa. The main reason is so nobody can misplace the files. The second reason is so that any changes/addons people make for the mod will be able to be installed and not effect the base files. The mod will be uploaded in 2 parts. The resources and the esp(esm?). This will so That Bloke and myself can upload any need fixes as quickly as possible.
Most all of the meshes rely on stock textures. So any texture replaces will effect them. The only pieces are a few of the quivers that I had to make textures for. I would welcome anyone that want's to work on these quivers and make them rely on stock textures.
Scripting will rely on globals and start/stop script a lot. That Bloke is currently working on getting all of the issues to play nicely together. Then it will just be bulking out the scripts.
Credits for original ideas go to all of their respective owners. This mod is a new attempt to make sheathing work better.
Bodvar - for doing the "Shields on Back" first (None of these models uses)
PeterNL- for his Sheathing mod (None of these models uses)
Yacoby - For a large portion of the off hand weapon meshes
Alaisiagae - Left Wraithguard mod
ALphaX - Left Wraithguard mod
Dongle & Snakebitten - Quiver and arrow meshes
The Twyleth mod team - (Specifically Phijama I think) for the neck mesh
Sapphron - For fixing the ebony pauldrons color. Not used - Replicated fix.