[RELz] Phinix Dual-Wielding Imports

Post » Sat May 28, 2011 8:57 pm

Phinix Dual-Wielding Imports v1.2e:

Adds dual-wielding options for every single-hand blade and blunt weapon in vanilla Oblivion. For every tier level (iron, steel, silver, etc.), there are now corresponding dual-wield options in the following combinations: Dual longswords, dual shortswords, dual daggers, dual maces, dual war axes, mainhand longsword offhand shortsword, and mainhand shortsword offhand dagger.

In addition, this mod also adds 18 unique Japanese-style dual-wielding weapon sets. There are presently two combinations available: Katana/Kodachi (which are longer samurai type swords), and Ninjato/Tanto, which is more a ninja-like set.

When not in combat, both main and off-hand weapons are sheathed at the character's side. The scabbards (or koshirae) can be seen when both weapons are sheathed, as well as empty when the weapons are active. Like most dual-wielding mods, the offhands function effectively as a shield, and have the appropriate collisions and physics associated with that role. Their stats are balanced to be equivalent to the same tier level, so an iron offhand weapon has nearly the same armor rating as an iron shield, etc. However, thanks to the scripting the offhand weapons will not be constantly equipped as a shield would be.

All can be purchased at the appropriate level from the vendor Indrich on the docks of the Imperial Waterfront District. He will always have exactly 12 of each item that would normally be available at your level (no more hoping for a lucky batch and waiting for the vendor respawns.)

Also, if you opt to use the default version, the weapons will also be added to the stock loot and vendor lists, so you will also find them randomly throughout the world (including on opponents in the arena), again at appropriate levels. This is highly recommended as it results in random enemies you encounter having (and using) the dual weapons as a set as well.


Note: I *highly* recommend using this with http://www.tesnexus.com/downloads/file.php?id=16459. I also suggest using the same author's http://www.tesnexus.com/downloads/file.php?id=20459.

If you use http://www.tesnexus.com/downloads/file.php?id=8273 (also recommended), I suggest you build a Bain archive for Wrye Bash out of it, only before compressing the .rar file for installation replace the Deadly Reflex version of /meshes/characters/_male/dodgeleft.kf, dodgeright.kf, and dodgeforward.kf with the stock Oblivion versions (which are faster and more fluid). Ialso replace their version of dodgeback.kf with the one from the above Stylish Jump mod, to make sure your character uses that one as well (same reason.) Of course this is simply a matter of personal preference.


Installation:

Copy the contents of the "standard install" folder to your Oblivion/Data directory. You can make a Wrye Bash/Bain archive out of this folder if you wish. This default version contains the main vendor Indrich at the Imperial Waterfront District who sells all the weapons at the appropriate level, and also adds them to the default vendor and loot lists, so others will also both sell and use them at random.

See the readme for details on optionally not adding the weapons to the loot lists, or if you want to switch the offhand daggers to reverse-style.

NOTE: Since I have only added items to and not changed any of the standard loot lists it should not be necessary to do any sort of list merging, though it is probably always a good idea to use something like Wrye Bash or OBMM to merge them anyway. I have tested this with FCOM without merging however, and both work together without conflicts.


Companions:

This mod is fully compatible with companion/sharing mods. If you give one to your companions, they will be able to equip it naturally and enjoy the same aesthetic of the scabbards appearing at their side, and offhand weapon being appropriately sheathed when out of combat. Also, if any other character happens to encounter these weapons in the world (for example if you drop one while fighting the guards and someone else picks it up), they will be able to make use of them with the same dual-wield functionality.

All of the offhand weapons in each set are generated on the fly, in such a way as will not result in save bloating. You should only ever encounter the weapon component in vendor lists and in the world, so you don't have to keep track of both. In most scenarios when the weapons are not equipped and in use, the offhand is automatically removed. There is one exception however, when using companion sharing mods. If your companion has their dual weapons drawn when the player opens trade with them, their inventory will contain both the mainhand weapon and corresponding offhand shield item for that set.

If you simply take only the weapon, the offhand armor item will be automatically removed. Also, if you do take both items and end up with a random offhand armor item in your inventory, simply dropping it in the world will delete it. They aren't worth any gold.

This mod does not require OBSE.


Download
http://www.tesnexus.com/downloads/file.php?id=33170
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6369



Known Issues/Limitations:

Like most scripted weapons, standard enchanting will not work. Doing so will not likely break the scripts, however it will be reset as soon as you un-equip/re-equip the weapons. The best way to add an enchantment to a set you prefer is to open the mod in the CS, create your custom enchant, and then find the "out" version of the weapon you wish to enchant and add it there.

Also, no need to worry about repairs with these weapons, as un-equipping and re-equipping them will reset their durability value.


Credits

http://www.tesnexus.com/downloads/file.php?id=4167 for the original sword models and textures for the Japanese set. This mod is fully compatible, so you can still use the single and two-hand options from that mod simultaneously without any conflicts. The modeling for the dual scabbards was done by me, as well all the icons, scripts, and some tweaks to the texturing, however this mod was a great inspiration.

As for my work, I only ask for appropriate notification, a credit line, and a link to this page.

Enjoy!
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Silvia Gil
 
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Post » Sat May 28, 2011 8:00 pm

Uploaded some images + shameless bump for the evening crowd. ;)
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Alycia Leann grace
 
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Post » Sun May 29, 2011 2:17 am

Fixed a timing glitch that was causing certain NPC's to freak out when switching from dual-wielding to ranged weapons.

Added dual-wield options for all the default blade sets. For every tier weapon (iron, steel, silver, etc.), there are now corresponding Longsword/Shortsword and Shortsword/Dagger dual-wield combinations available as well.

Also, the default install now adds the weapons to the loot and vendor lists, so there is a chance you will encounter dual-wielding mobs in the world as well. Since I only add to the loot lists you shouldn't need to merge. I didn't merge and it works fine with FCOM, but it couldn't hurt.

I also included an optional .ESP that has all the weapons but doesn't add them to any lists. I recommend sticking with the default version however, as it's pretty cool to see random mobs dual-wielding.

I also added an option to switch all the offhand daggers to reverse-style like the offhand tantos from the Japanese set, if that is what you prefer. See the readme for more info.
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Rik Douglas
 
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Post » Sun May 29, 2011 1:37 am

How about shortsword/shortsword combo's?
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Sasha Brown
 
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Post » Sat May 28, 2011 11:53 am

I did as you suggested, and a bit more as well. For every tier level (iron, steel, silver, etc.), there are now corresponding dual-wield options in the following combinations: Dual longswords, dual shortswords, dual daggers, dual maces, dual war axes, mainhand longsword offhand shortsword, and mainhand shortsword offhand dagger. That in addition to the Japanese style sets. I added some screenshots to show some of what is available.

All the offhand daggers can be optionally switched to reverse-style.

I also cleared up the issue with the vendor not always having all the weapons available. He will now always have exactly 12 of each weapon normally available at your level, no matter what.
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hannah sillery
 
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Post » Sat May 28, 2011 5:35 pm

love the mod phinix, just an suggestion.. can you add a 2nd vendor or something to make the offhands "heavy" for us heavy armor users?
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Tha King o Geekz
 
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Post » Sat May 28, 2011 6:57 pm

love the mod phinix, just an suggestion.. can you add a 2nd vendor or something to make the offhands "heavy" for us heavy armor users?

I added the ability to set the offhands to be either Light or Heavy armor, and the option to reverse the offhand daggers for either the dual-dagger sets, the Shortsword/Dagger sets, or both.

See the readme for more info.
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Robert Bindley
 
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Post » Sat May 28, 2011 9:45 pm

I added the ability to set the offhands to be either Light or Heavy armor, and the option to reverse the offhand daggers for either the dual-dagger sets, the Shortsword/Dagger sets, or both.

See the readme for more info.


thanks~!
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Justin Bywater
 
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Post » Sun May 29, 2011 1:41 am

No OBSE? WOW!!!

:o

I am going to download and check it out just to admire the clever scripting you HAD to have done to pull that off!

(I am impressed!)
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N3T4
 
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Post » Sat May 28, 2011 11:51 pm

No OBSE? WOW!!!

:o

I am going to download and check it out just to admire the clever scripting you HAD to have done to pull that off!

(I am impressed!)


You will be impressed.
I am.
Bravo on some extensive scripting to pull of the dual wield with models switch through a method I never thought of.
I see this mod becoming a MUST HAVE for anyone who enjoys dual wielding blades in their game.
Again very nice job. :foodndrink:
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Nice one
 
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Post » Sat May 28, 2011 6:06 pm

Thanks, it was an interesting project that kept evolving. I just realized the last version I posted typo-switched all the offhand weapon spells to the wrong ID for certain types. I'm also looking into an OBSE version now, to attempt to work around the limitation of them not being able to be enchanted interactively.

1.2c should be "stable" for the time being. =)
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Gaelle Courant
 
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Post » Sat May 28, 2011 11:42 pm

Fixed a bug that caused certain Minotaur, Wraiths, and Xivilai to crash the game. Apparently they can't use shields, so dual-wielding was freaking them out when they died. I just removed the added items from their respective lists so they will never spawn the new weapons.

Only affected the version that added the weapons to the loot lists, but both versions should now be working bug free.
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Sammygirl
 
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Post » Sat May 28, 2011 10:49 am

Another suggestion, currently the way the japanese swords are shealthed are cool and all... (on the same side)

...but with the more traditional oblivion weapons is it possible to put each sword at different sides? even better maybe an option so you can mount them "X" on the back?
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Chad Holloway
 
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Post » Sat May 28, 2011 10:40 pm

Believe me, I thought about it. I wish there were a way to do both sides, but unfortunately it just isn't practical. There is no right-side weapon slot, so I'd have to offset the 2nd model in the NIF file itself, and the problem with that is between races, sixes and custom added bodies, there's just no way to account for all the combinations of hip width to get the spacing right.

Some things would have the weapon inside their body while others it would float to the right of them.

I could potentially do the back mounting version though. I've done that before when I rebuilt Nico's mod scripts to work the same way, and I agree it would be more appropriate for certain vanilla weapons to at least have the option.

As soon as I finish enabling enchantment of the weapons with an OBSE option, I'll do it, and make an omod installer version so you can set all the options through an install script. =)
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sara OMAR
 
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Post » Sat May 28, 2011 6:00 pm

Fixed a fairly major oversight that could sometimes result in a crash when an NPC/creature with dual-wield weapons equipped died. The way it was before, the scripts would get stuck in a loop as one part attempted to re-add the equip/unequip script while another simultaneously attempted to remove it. All scripts now run within GetDead blocks that handle this transition correctly.
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Josee Leach
 
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