[WIP] Extended Sheathing #2

Post » Sun Sep 06, 2015 5:04 am

[WIP] Extended Sheathing

http://www.gamesas.com/topic/1532550-wip-extended-sheathing/

https://www.dropbox.com/s/6513co3zmlsr8xp/Extended%20Sheathing.zip?dl=0 (Be sure to check the readme!)

This project will attempt to implement in Morrowind the visible sheathing mechanics seen in more modern games such as Oblivion and Skyrim.

The main goal here is to be as seamless as possible, to such an extent that a new player using the mod wouldn't even know Morrowind actually lacked such a feature.
Going on this idea, I've tried to accomplish the task in the most comprehensive and unobtrusive manner that I could devise with current scripting possibilities.

Planned Features

Visual sheathing for all vanilla quivers, shields, and weapons. http://gfycat.com/DirectAnimatedFish http://gfycat.com/SoulfulArcticHoki
(Note: Examples are just script demonstrations, models/positioning are subject to change.)

All new lore-friendly sheath/quiver models for vanilla equipment.
(Generously contributed by various community members! See below for more info.)

Will work for both the player and other NPCs, including those added by other mods.
(NPC features will be optional for people with low end computers.)

Includes optional support for visually sheathing "off-hand" or "parry" weapons.
(Additional optional plugin for people whom use such mods)

No scripts attached to any vanilla items or NPCs.
(Compatiblity with other mods that do so, such as weapon rotate.)

No visible dummy items or other inventory weirdness.
(Engine limitations mean new slots cannot be created. Instead sheaths are dynamically "merged" with your currently equipped items.)

No "overwriting" of any current equipment's body parts.
(You won't lose your shirt/glove/pauldrons/etc as you did in older implementations.)

No loss of enchantments or other item data.
(Your enchantments and item conditions will be retained unlike previous similar mods.)

Previews/Screenshots

Bonemold (Courtesy of theinkbunny)
Quiver: http://gfycat.com/JadedPoorBird

Chitin (Courtesy of theinkbunny)
Shortsword: http://i.imgur.com/ige04T9.png - http://gfycat.com/BrilliantSnappyGalah
Dagger: http://i.imgur.com/tfaGPCp.jpg - http://gfycat.com/IllegalEveryGull
Quiver: http://i.imgur.com/nAs8a1u.jpg - http://gfycat.com/LazyMilkyHorsechestnutleafminer

Daedric (Courtesy of Melchior Dahrk)
https://dl.dropboxusercontent.com/u/42876609/Sheaths/Daedric%20Sword%20Scabbards.png
https://dl.dropboxusercontent.com/u/42876609/Sheaths/Daedric%20Oriental%20Weapons.PNG
https://dl.dropboxusercontent.com/u/42876609/Sheaths/Daedric%20Sheaths.png

http://gfycat.com/DizzyEvenLangur

Ebony (Courtesy of Pherim)
https://lh3.googleusercontent.com/-9nksABMIx_8/VdinmoeZ85I/AAAAAAAACvU/KYH1vvOY3hY/s0-Ic42/ebony_sheaths2.png

Glass (Courtesy of theinkbunny)
Claymore: http://i.imgur.com/aIojWGJ.png - http://gfycat.com/RevolvingNervousGoldfish
Dagger: http://i.imgur.com/h4xZCEt.png - http://gfycat.com/SelfassuredChillyAcornbarnacle
Shortsword: http://i.imgur.com/wWVQOch.png - http://gfycat.com/HastyRealEquestrian

Imperial (Courtesy of Remiros)
http://i.imgur.com/LI9s9Qi.jpg
http://i.imgur.com/oSwOC0H.jpg

BiPolar Blade (Courtesy of Remiros)
http://i.imgur.com/QuArN4s.jpg

Chrysamere (Courtesy or Moritius)
http://i.imgur.com/uBwTbWr.png

Goldbrand (Courtesy of Remiros)
http://i.imgur.com/INjBmbN.jpg

Ice Blade of Monarch (Courtesy of Melchior Dahrk)
https://dl.dropboxusercontent.com/u/42876609/Sheaths/Ice%20Blade%20Scabbard.png

Keening (Courtesy of Moritius)
http://i.imgur.com/OucaAsA.png

Umbra (Courtesy of Remiros)
http://i.imgur.com/NOtnC54.jpg

Volendrung (Courtesy of Remiros)
http://i.imgur.com/W0TxYCO.jpg

More will be added, but check the rest of the thread for all the WIP goodness.

Mesh Progress

Thanks to the generosity of some of our most esteemed community members, this mod will attempt to provide new sheath and quiver meshes for all vanilla equipment!

However, there are a lot of weapons in the game, so any additional help would be greatly appreciated. If you want to help out, just make a post here saying which you'd like to claim.

There are only two basic requirements that I request for those whom want to contribute:

1. Try to stick to vanilla Morrowind's aesthetics, including using vanilla textures if possible.
2. Allow free permission to other users to redistribute your meshes in their own compatibility patches.

Below are a list of weapon sets followed by the name of user whom has volunteered to help create them:

Spoiler
Adamantium:
Bonemold: theinkbunny
Chitin: theinkbunny
Daedric: Melchior Dahrk
Dwarven: Yar-Yulme
Ebony: Pherim
Glass: theinkbunny
Imperial: Remiros
Iron: Melchior Dahrk
Nordic:
Silver: theinkbunny
Stalhrim:
Steel: Pherim


Note: Some item sets contain many more meshes than others. See UESP "Base Weapon" pages on http://www.uesp.net/wiki/Morrowind:Base_Weapons, http://http//www.uesp.net/wiki/Tribunal:Base_Weapons, or http://www.uesp.net/wiki/Bloodmoon:Base_Weapons for more information.

Other than the material sets, there are still a few other models that will be needed as well. For now I'll just list the bladed artifacts:

Spoiler

BiPolar Blade: Remiros
Chrysamere: Moritius
Daedric Crescent(?):
Fang of Haynekhtnamet:
Goldbrand: Remiros
Hopesfire:
Ice Blade of the Monarch: Melchior Dahrk
Keening: Moritius
Mehrunes' Razor:
Trueflame:
Umbra Sword: Remiros

Requirements:

MGE XE or MWSE standalone
(Either one is fine but you will need the latest (alpha) MWSE.dll developed by Merzasphor.)

Better Bodies or Roberts Bodies
(This mod makes use of the additional body parts provided by these new skeleton meshes.)

Better Armor and Better Clothes
(Will be required in the final release, some other cothing mods may need to be patched for BB as well.)

Compatibility

By default the mod will work with all vanilla equipment including those added by the 'Tribunal' and 'Bloodmoon' expansions, or those from the 'Morrowind Patch Project'.

The mod doesn't change any item stats or IDs, but it does flag certain vanilla items so that the script will know which sheaths to use for them. If using other mods that
change item records it's recommended to use a merged objects plugin.

No scripting knowledge will be needed to create patches for other mods. The scripts included are dynamic and will automatically support additional mods/models if properly
set up in the CS.

Any mods that add weapons/shields/quivers which use vanilla models should be made compatible with a simple patch, likely in a single click from a tes3cmd batch file.

Mods that add items with new models must have their meshes manually repositioned to be compatible, just entering in a few coordinates into your editors transform/rotation
field should do the trick.

Mods that add items which already have sheaths will work fine. Extended Sheathing will simply ignore them by default and let them display their own scabbards.

I will try to provide compatibility patches on release for any requested mods/replacers (where permission is granted). Popular projects such as MGSO and Tamriel Rebuilt will
be the initial priority.

A guide will also be included to help other modders/users make their own patches.

Since this mod makes use of MWSE scripting capabilities it will not be compatible with current versions of OpenMW. With that said, as OpenMW nears release and with the assets
already completed, creating an alternate version shouldn't be a major hurdle.

Credits

Greatness7
Melchior Dahrk
Moritius
Pherim
Remiros
theinkbunny
Yar-Yulme

Also big thanks to the authors of:
Better Armor
Better Bodies
Better Clothes

Morrowind Script Extender

User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Sun Sep 06, 2015 4:38 pm

Seems the other thread hit the post limit already. :laugh:

Anyways, I should be able to get a lot of work done on this over the weekend. There's actually not all that much left to do really. No promises, but a beta release some time this month seems doable.






User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Sun Sep 06, 2015 4:35 pm

I'm going to try and blast through as many meshes as I can the next few days. Sounds like now's a good time for a few questions.

-Are we making bolts quivers as separate meshes?

-If so, are we going to place them in a separate location?

-Are crossbows going to be housed on the hip or the back?

-Are the number of arrows going to visibly diminish as the players count reduces to less than 7?

-Are we going to work on support for TR weapon meshes in a post 1.0 release?

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Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sun Sep 06, 2015 9:45 am

Looking forward to seeing what you come up with. Thanks again for all the help you've continuously provided for this project. :D

>Are we making bolts quivers as separate meshes?

I'd say, if time permits, give them separate meshes. None have been made as of yet, but some minor modifications to the related arrow quiver mesh is probably a good route to take.

>If so, are we going to place them in a separate location?
>Are crossbows going to be housed on the hip or the back?

There's no actual indication in the game's crossbow animations as for where the player actually stores bolts, so I'm open for suggestions on the positioning. For the crossbow itself, on the back ala http://i.imgur.com/yqpo1Hl.png is consistent with other 2handed weapons and seems a reasonable choice to me.

>Are the number of arrows going to visibly diminish as the players count reduces to less than 7?

For now I'm not really convinced that doing this would be worth the extra scripting/meshes/filesize. It may be something to add post 1.0, but don't worry about modelling the different arrow amounts, I can always do that myself later.

>Are we going to work on support for TR weapon meshes in a post 1.0 release?

I'd like to make the mod as compatible as possible post release, but TR has a ton of meshes and making scabbards for every one of them whilst TR itself isn't even close to completion doesn't seem reasonable. More likely I'll just have a basic patch that makes the weapons themselves visible when lowered.

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Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Sun Sep 06, 2015 5:31 pm

Sigh... I got halfway through making this before realizing that chitin bolts don't exist.

http://i.imgur.com/C24A5FT.png

Thank you for proposing it. I'm really excited about this project as well. I wouldn't have put Molag Mar on hold for so long otherwise! Hopefully we can get this cranked out relatively soon though, I'd like to get back to my own mods.

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David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sun Sep 06, 2015 10:56 am

Well, that's... unfortunate. :laugh:

The art does look really cool though!

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Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Sun Sep 06, 2015 2:03 pm

That's a shame, because that quiver is gorgeous. :(

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Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Sun Sep 06, 2015 5:28 am

Heh, thanks guys. I'll probably just stick it in a drawer somewhere, might be useful for another project. Here's the Orcish Bolt Quiver Concept.

http://i.imgur.com/nhFgNrK.png

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maria Dwyer
 
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Joined: Sat Jan 27, 2007 11:24 am

Post » Sun Sep 06, 2015 8:42 pm

Awesome! How have I not seen this before?

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JESSE
 
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Post » Sun Sep 06, 2015 12:03 pm

Corkbulb Quiver Concepts - Arrow and Bolt

http://i.imgur.com/ve62fuU.png

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Silencio
 
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Post » Sun Sep 06, 2015 3:34 pm

I like that a lot!

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Madison Poo
 
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