How can I force weapon unequipping?

Post » Tue Nov 10, 2009 8:20 pm

I am modding a ring that bascially changes your form (shapeshifting) that simply replaces your equipment with armor that would represent the skin. The new form is also supposed to force you to use hand to hand combat. Since there is no weapon to replace your current weaponry, when you put the ring on, the weapons stay. Does anyone know a way I can force the weapons to go into your inventory like the Bound weapons spells do?
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Wed Nov 11, 2009 5:21 am

With OBSE there are a couple of options.

Without OBSE, you could set up some claws or something as a weapon to force the old weapon out of their hand. There's a way to make it so the player can't unequip the weapon...a script would have to do it.

You could also use a script to equip a weapon, and then unequip it. It would likely have to keep running in order to keep the player from equipping a weapon.

Or temporarily set their weapon skills to zero to discourage them from using a weapon.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Wed Nov 11, 2009 4:43 am

With OBSE there are a couple of options.

Without OBSE, you could set up some claws or something as a weapon to force the old weapon out of their hand. There's a way to make it so the player can't unequip the weapon...a script would have to do it.

You could also use a script to equip a weapon, and then unequip it. It would likely have to keep running in order to keep the player from equipping a weapon.

Or temporarily set their weapon skills to zero to discourage them from using a weapon.


Hmm, I actually thought about making a hand claw weapon to replace the hand to hand combat since the form has natural weaponry aka claws. Can you tell me more about this?
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Tue Nov 10, 2009 10:03 pm

I believe there are modder's resources on TESNexus that provide the models for claws. Here's one: http://www.tesnexus.com/downloads/file.php?id=24440

They might be decorative, rather than weapons, so you'd likely have to ask for some help here in order to convert the meshes. Make the right one a weapon, and the left one a shield.

Then you can use http://cs.elderscrolls.com/constwiki/index.php/EquipItem to force the player to equip both when the skinsuit is put on. Use the flag to prevent them from unequipping the item until the skinsuit is removed. That should do it, I think.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Tue Nov 10, 2009 9:21 pm

I believe there are modder's resources on TESNexus that provide the models for claws. Here's one: http://www.tesnexus.com/downloads/file.php?id=24440

They might be decorative, rather than weapons, so you'd likely have to ask for some help here in order to convert the meshes. Make the right one a weapon, and the left one a shield.

Then you can use http://cs.elderscrolls.com/constwiki/index.php/EquipItem to force the player to equip both when the skinsuit is put on. Use the flag to prevent them from unequipping the item until the skinsuit is removed. That should do it, I think.


I've actually got the claw mesh. The hands are draconic, based on that same mesh I believe. I'd just have to convert them into weapons now.

Now that I think about it, isn't there a werewolf mod that does this already?
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Wed Nov 11, 2009 6:15 am

There's definitely a huge werewolf mod out there. Never played it, so I don't know what is included.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Wed Nov 11, 2009 3:24 am

There's definitely a huge werewolf mod out there. Never played it, so I don't know what is included.


Is it Curse of Hircine?
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Wed Nov 11, 2009 9:07 am

That's the one I was trying to remember the name of.

Never played it, but I've seen quite a few compatibility patches, so it must be popular.
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am


Return to IV - Oblivion