Question about making reverse held weaponry

Post » Sat Feb 19, 2011 8:39 am

I'm working on an NPC type mod and want one of them to hold his weapon in a reverse grip where the blade points down instead of up, like in a stabbing position. I know several have been made before, but what does that do to the weapon when the NPC sheathes it? Doesn't it remain upside down on the hip? If so, how can I fix that?
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Kirsty Collins
 
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Post » Sat Feb 19, 2011 2:22 am

I'm working on an NPC type mod and want one of them to hold his weapon in a reverse grip where the blade points down instead of up, like in a stabbing position. I know several have been made before, but what does that do to the weapon when the NPC sheathes it? Doesn't it remain upside down on the hip? If so, how can I fix that?


Nichoroshi may have script to handle this but without it the orientation will be reversed in the sheath (blade up).
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Mrs shelly Sugarplum
 
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Post » Sat Feb 19, 2011 4:23 am

Nichoroshi may have script to handle this but without it the orientation will be reversed in the sheath (blade up).

That's what I was thinking. I can probably script it to fix the problem. I will probably use a similar script for the one I used with my Carsomyr sword mods to turn off the flames when sheathed. It had a similar form to Nichoroshi's script, if even not the same. But would this script work for NPC's too?
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Kevin Jay
 
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Post » Sat Feb 19, 2011 5:51 am

If all goes according to plan, and DW finishes NifSE then UVII should allow you to reverse your grip on any weapon (hold it point down), so there would be no need to make specific weapons in that form factor.

It does depend on me brushing up on my linear algebra though...
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Tanya
 
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Post » Sat Feb 19, 2011 6:14 am

If all goes according to plan, and DW finishes NifSE then UVII should allow you to reverse your grip on any weapon (hold it point down), so there would be no need to make specific weapons in that form factor.

It does depend on me brushing up on my linear algebra though...


aye, but would it work for NPCs?
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Mr.Broom30
 
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Post » Sat Feb 19, 2011 1:22 pm

yes. dual wielding and gripshifting already works for npcs in the new version, so it's just a matter of extending that once i have the weapon reversing method down.
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sarah simon-rogaume
 
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Post » Sat Feb 19, 2011 10:03 am

yes. dual wielding and gripshifting already works for npcs in the new version, so it's just a matter of extending that once i have the weapon reversing method down.

WHOA, thats some big stuff Hex! Very exciting indeed!
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Albert Wesker
 
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Post » Sat Feb 19, 2011 4:05 am

If all goes according to plan, and DW finishes NifSE then UVII should allow you to reverse your grip on any weapon (hold it point down), so there would be no need to make specific weapons in that form factor.

I'm trying to picture a knight swinging a long two-hander like that and thus commiting a suicide ;]
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Myles
 
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Post » Sat Feb 19, 2011 11:38 am

If the NPC was capable of flipping the weapon around in his hand (ie, the weapon was actually shown rotating visibly) it would be uhokerrably cool to see bad guys spinning their daggers in their hands while threatening you.

Also, has anyone made a Spider-Man costume to go with UVII?
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rebecca moody
 
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Post » Sat Feb 19, 2011 7:10 am

I'm trying to picture a knight swinging a long two-hander like that and thus commiting a suicide ;]


Actually since the animations aren't being altered any blade down weapon looks a bit silly in combat and its about impossible to block (in RL) with weapon held that way.
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MarilĂș
 
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Post » Sat Feb 19, 2011 6:51 am

Lol. I hadn't intended to apply it to 2 handed weapons. That would just be silly ;-)

there's unlikely to be any animated rotation - that would be messy to script I think, and likely a terrible resource hog...

Edit: actually quite a few of the UV animations look okay with a reversed weapon - especially in the left hand, though I agree the vanilla ones look stupid.
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saharen beauty
 
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